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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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		<id>http://dwarffortresswiki.org/index.php?title=40d:Status_icons&amp;diff=193473</id>
		<title>40d:Status icons</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Status_icons&amp;diff=193473"/>
		<updated>2013-10-17T18:44:38Z</updated>

		<summary type="html">&lt;p&gt;August: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:44, 17 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Status icons''' are symbols that flash when a creature is under a certain effect. When a creature has multiple status icons, they will flash in succession.&lt;br /&gt;
&lt;br /&gt;
{{Tile|☺|4:1}}&lt;br /&gt;
flashes to...&lt;br /&gt;
* {{Tile|☺|4:0}} '''[[Legendary]]:''' The dwarf has a skill that has reached Legendary level. Take care of these fellows.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|0:1}} '''[[Immigration|Migrant]]:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|3:1}} '''No Job:''' The creature has no job and no destination. Tame animals will get this while they are being dragged to a [[restraint]], [[cage]], or [[butcher's shop]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|4:1}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|-|2:1}}{{Tile|\|2:1}}{{Tile|&amp;amp;#124;|2:1}}{{Tile|/|2:1}}{{Tile|-|2:1}} '''Multiple Creatures:''' More than one creature is on the same tile. The game will switch between them using this animated line.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|6:0}} '''Hungry:''' Dwarf needs [[food]] badly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|1:1}} '''Thirsty:''' The creature needs [[water]] or [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|7:0}} '''Drowsy:''' The dwarf wants [[sleep]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|4:1}} '''Unhappy:''' The dwarf's unhappy thoughts are piling up. Not a good sign for a fortress, as this can lead to tantrums.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Z|0:1}} '''[[Sleep|Sleeping]]:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.  A dwarf is considered unconscious while sleeping and has all the effects thereof, but not the unconsciousness icon.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|7:1}} '''[[Strange mood|Fey Mood]]:''' The dwarf will find a workshop, get materials, and make an artifact. After this, it will have a skill increase to [[Legendary]], along with attributes. If it cannot find the required workshop or items, it will wait until it goes insane, berserk, or melancholy.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|5:1}} '''Possessed:''' The same thing as [[fey mood]], but without the skill increase.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|7:0}} '''Secretive Mood:''' The same thing as [[fey mood]], though with more cryptic clues.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|5:0}} '''Fell Mood:''' Similar to a [[fey mood]], though resulting in a dwarf being murdered.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|0:1}} '''Macabre Mood:''' Similar to a fell mood, though not requiring the death of a dwarf.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|6:1}} '''[[Tantrum]]:''' The dwarf has finally had enough, and has lost his temper. The dwarf stops all work, and proceeds to throw things, destroy buildings and hurt other dwarves. This is not a permanent state, but extremely annoyed dwarves will tantrum repeatedly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|3:1}} '''[[Insane]]:''' Dwarves may eventually go crazy and babble, leading to this icon (usually because they couldn't complete an artifact). Dwarf moves erratically around while randomly removing and dropping articles of clothing until he/she dies of hunger or thirst. A form of madness.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|1:1}} '''[[Melancholy]]:''' When a dwarf has sad thoughts for a very long time, it may lead to this. Dwarf sulks around very slowly until he/she dies of hunger or thirst, or tries to kill himself by drowning or chasm. A form of madness.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|4:1}} '''[[Berserk]]:''' If a dwarf is extremely unhappy for too long, he/she may snap and enter a homicidal rage, attacking everyone in sight. A form of madness, and extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|1:0}} '''Traumatized:''' The creature has experienced things no creature should ever have to experience, and is in a permanent state of shock, endlessly staring off into space.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|4:0}} '''Enraged:''' When a creature is faced with insurmountable odds, particularly after another creature nearby is killed, it may become angry and attack with rushes and powerful hits.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|2:1}} '''Martial Trance:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. [[Main:Toady One|Toady One]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000037 said]: ''You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).'' Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:5:1}} '''[[Wrestling]]:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|6:7:1}} '''Minor [[Injury]]:''' Any wound that leaves only one hand in working condition, including severings.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|4:7:1}} '''Major [[Injury]]:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permenantly as he goes about his day.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|3:1}} '''Stunned:''' Dwarves can be stunned because of pain, and may lead to unconsciousness. Cave spider bites also cause periodic stunning. May also occur from a fall, usually from a dodge or a [[cave-in]], or as a result of minor [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|2:1}} '''Nausea:''' Can be caused by [[cave adaptation]], and will cause [[vomit]], or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|7:0}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move. Caused by poison or severe brain damage.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|7:1}} '''Unconscious:''' A bad sign for a dwarf, since (other than sleeping) they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.  Regardless of the cause, any creature that falls unconscious on a [[trap]] will trigger it, with messy and/or humorous results.&lt;br /&gt;
&lt;br /&gt;
In addition to the above symbols, creatures [[hauling]] an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
&lt;br /&gt;
==Non-flashing==&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:6:1}} '''Prone:''' The creature is lying on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. Also happens in combat. Make sure to remember to stand up if this happens in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:3:1}} '''Airborne:''' The creature has been thrown by a wrestling move, flung into the air by a raising drawbridge, fallen off a cliff, gone over a waterfall or gotten smashed by a blunt weapon and is flying backwards from the force of the blow. It's impossible to {{k|v}}iew a creature in this state (though it is possible to loo{{k|k}}) &amp;amp;ndash; but you'd probably be better off covering your eyes, anyway.  Creatures that are flying under their own power are displayed normally.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|1:1:1}} '''[[Swimmer#Drowning|Drowning]]:''' The creature is drowning. Large [[fish]] normally appear this way, except when in shallow water (in which case they are air-drowning).&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:7:1}} '''Webbed:''' The icon that shows when a creature walks into a [[giant cave spider]]'s web.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|0:5:0}} '''Last seen:''' Indicates a hidden tile that contained a creature when last visible. Adventure mode only.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:4:1}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress.  Legendary dwarves and foes will still alternate colors after death.&lt;br /&gt;
&lt;br /&gt;
==Cheatsheet==&lt;br /&gt;
&lt;br /&gt;
[[Image:icons.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=192572</id>
		<title>v0.34:Style project</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=192572"/>
		<updated>2013-09-11T02:35:46Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:23, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. While many [[megaprojects]] incorporate elements of style and there is definitely some overlap in the categories, megaprojects are defined primarily by their size while style projects are defined by their content. If you do something solely because &amp;quot;my dwarves would like it like that,&amp;quot; chances are it is a style project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Decorating with Magma ===&lt;br /&gt;
Dig channels around important parts of your fort and fill them with [[magma]]! Make your noble's rooms and tombs far more impressive. Impress visitors with your fiery hot entry hall.&lt;br /&gt;
&lt;br /&gt;
=== Mosaics ===&lt;br /&gt;
It takes a lot of time to create piles of different colored stone [[block]]s, dig out a huge room to put the mosaic in, design, and actually make the thing. And it has absolutely no effect in game--a perfect style project. &lt;br /&gt;
&lt;br /&gt;
For extra style points, build your mosaic out of 1x1 retracting [[bridge]]s, all linked to one or more [[lever]]s. Pull a couple levers and the floor changes from one pattern to another. Or add in a [[repeater]] so your mosaic will be in constant motion!&lt;br /&gt;
&lt;br /&gt;
=== Gargoyles ===&lt;br /&gt;
Make a bunch of statues out of the same sort of stone as your walls. Put the scariest ones (optionally scary=poor-[[quality]]) on top of your walls, like gargoyle decorations.&lt;br /&gt;
&lt;br /&gt;
=== Hunter's Lodge ===&lt;br /&gt;
A [[hunter]]'s lodge, with quarters for your animal slaying, food providing chaps, with 1x1 totem stockpiles along the walls to display impressive/exotic kills, a recessed fireplace (wood furnace), small table and chair clusters and a private stockpile of booze (only the best) and fine food. Give it a wood floor for that cozy feel, and maybe intersperse 1x1 stockpiles for tanned skins on the floor, and once a skin is place, forbid it and remove the stockpile, leaving you with animal skin rugs!&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Bunker ===&lt;br /&gt;
Your traps have been breached, your bridge won't close, your military is on the ropes, and your dwarves are hiding.  What do you do?  Retreat to the dwarven bunker and seal the gate!  There is NO way in or out (except a back way out to the outside) and it contains levers to seal off the fortress from the outside world.  Also contains 60 beds, a well, space for some workshops, backup food and ale storage, and some backup stone and wood in storage.  All that's needed to survive in the bunker, or to build a wagon and evacuate... while providing a staging point for future reclamation efforts!  Warning: [[Alcohol]] storage difficult due to how your dwarves keep trying to drink the stores.  Remember to forbid the alcohol and the barrels that hold it.&lt;br /&gt;
&lt;br /&gt;
===Vault 101===&lt;br /&gt;
Create a dwarven bunker as above, but burrow some dwarves (bonus points if you use nobles and a single vampire) inside and seal it off.  Add a chute for giving them food and booze and see how long it takes for them to all go insane.  &lt;br /&gt;
&lt;br /&gt;
=== The Divine Quarter ===&lt;br /&gt;
Hollow out a big, tall cavern and put a bunch of temples in it, one for each of the dwarven gods your dwarves worship.  Each temple should look unique and different.  The God of Fortresses looks like a fortress, God of Mountains like a natural cave, God of Dawn has a golden wall on the east side with clear glass in front, etc.  Make it several Z-levels high of empty space (some temples are shorter, with arched roofs).  Bonus points if you include a 10x10 mosaic of the God's Symbol on the floor of the temple.&lt;br /&gt;
&lt;br /&gt;
=== The Gardens ===&lt;br /&gt;
Create an outdoor area showcasing the natural scenery, complete with winding dirt paths, ponds with islands and bridges, paved plazas, picnic tables and chairs, artfully placed statues, obsidian pavilions, marble columns, porcelain fountains, and so forth. Is the in-game effect exactly the same as plopping down a few random statues outside? Of course. Does it look nicer? If you use your imagination, sure!&lt;br /&gt;
&lt;br /&gt;
=== Fisherman's Lodge ===&lt;br /&gt;
Along the lines of the hunter's lodge, but also including a fishery workshop and a fishing pier.&lt;br /&gt;
&lt;br /&gt;
=== Commemorative Coin Vaults ===&lt;br /&gt;
Create a vault with commemorative [[coin]]s for each year of the fort, made out of a different [[metal]] or [[alloy]] each year. Once a vault is full (don't use bins, so all those lovely coins are on display!), seal the chamber, and dig out another.&lt;br /&gt;
&lt;br /&gt;
=== Watchtowers ===&lt;br /&gt;
Tall towers, 5x5 walls (3x3 inside) with a single stairway heading straight to the top floor, which has glass windows looking out on the surrounding countryside.  Bonus points if you can make a sloped roof.  MORE bonus points if you make it all out of one material. (The White Tower, the Black Tower, etc.)&lt;br /&gt;
&lt;br /&gt;
=== Nicer Housing ===&lt;br /&gt;
Add some interest to your housing units with multiple rooms, or even balconies overlooking a cliff face or cavern. Build multi floor housing units with workshops on the bottom floor and housing on the upper floors. Sure, your dwarves may have to wait for their fancy new homes, and they might not even like them any better, but that's never the point of style projects!&lt;br /&gt;
&lt;br /&gt;
=== Art in Architecture ===&lt;br /&gt;
A giant [[bridge]] is a megaproject. But creating 20 z-level statues as supports for that bridge is a style project. Making an enormous castle is a megaproject. Making an exact replica of Winterfell is a mega-style project!&lt;br /&gt;
&lt;br /&gt;
=== Statues for Heroes ===&lt;br /&gt;
Keep pumping out statues until you have one of each of your legendary fighters, then give each of them a statue of themselves.&lt;br /&gt;
&lt;br /&gt;
=== The Vault ===&lt;br /&gt;
Create a vault, complete with gated, lever controlled entrance with guard animals and traps. Put all your most valuable stuff in high-[[quality]]-only stockpiles in the vault. Make separate vaults for different things or materials.&lt;br /&gt;
&lt;br /&gt;
=== Bird Coops ===&lt;br /&gt;
Give each female bird her own little nook with her own nest box, and a door in front you can lock to keep her eggs safe from greedy dwarven hands.&lt;br /&gt;
&lt;br /&gt;
=== Indoor Waterfalls ===&lt;br /&gt;
A perfect marriage of style and functionality, a well-placed [[waterfall]] in your legendary dining hall or other area of high traffic will not only look beautiful, but the [[mist]] generated will result in happy dwarves! Try building one out of the front of your fortress. Make the grand entrance directly underneath, then just sit back and watch as traveling merchants look upon your dwarven engineering in awe.&lt;br /&gt;
* Bonus points if the waterfall is incorporated into your power generation and screw pump system, so it never needs maintenance. &lt;br /&gt;
&lt;br /&gt;
=== Water Tower ===&lt;br /&gt;
Instead of having the simple pump and floodgate system to get water to your farms or waterfall, pump all your water into a large room constructed above the entire fortress, and use hatches to selectively drain water from the water tower when you need it. Double points if your drainage system pumps back into the water tower. Triple if you also make a magma tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=192571</id>
		<title>v0.34:Style project</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=192571"/>
		<updated>2013-09-11T02:33:28Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:23, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. While many [[megaprojects]] incorporate elements of style and there is definitely some overlap in the categories, megaprojects are defined primarily by their size while style projects are defined by their content. If you do something solely because &amp;quot;my dwarves would like it like that,&amp;quot; chances are it is a style project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Decorating with Magma ===&lt;br /&gt;
Dig channels around important parts of your fort and fill them with [[magma]]! Make your noble's rooms and tombs far more impressive. Impress visitors with your fiery hot entry hall.&lt;br /&gt;
&lt;br /&gt;
=== Mosaics ===&lt;br /&gt;
It takes a lot of time to create piles of different colored stone [[block]]s, dig out a huge room to put the mosaic in, design, and actually make the thing. And it has absolutely no effect in game--a perfect style project. &lt;br /&gt;
&lt;br /&gt;
For extra style points, build your mosaic out of 1x1 retracting [[bridge]]s, all linked to one or more [[lever]]s. Pull a couple levers and the floor changes from one pattern to another. Or add in a [[repeater]] so your mosaic will be in constant motion!&lt;br /&gt;
&lt;br /&gt;
=== Gargoyles ===&lt;br /&gt;
Make a bunch of statues out of the same sort of stone as your walls. Put the scariest ones (optionally scary=poor-[[quality]]) on top of your walls, like gargoyle decorations.&lt;br /&gt;
&lt;br /&gt;
=== Hunter's Lodge ===&lt;br /&gt;
A [[hunter]]'s lodge, with quarters for your animal slaying, food providing chaps, with 1x1 totem stockpiles along the walls to display impressive/exotic kills, a recessed fireplace (wood furnace), small table and chair clusters and a private stockpile of booze (only the best) and fine food. Give it a wood floor for that cozy feel, and maybe intersperse 1x1 stockpiles for tanned skins on the floor, and once a skin is place, forbid it and remove the stockpile, leaving you with animal skin rugs!&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Bunker ===&lt;br /&gt;
Your traps have been breached, your bridge won't close, your military is on the ropes, and your dwarves are hiding.  What do you do?  Retreat to the dwarven bunker and seal the gate!  There is NO way in or out (except a back way out to the outside) and it contains levers to seal off the fortress from the outside world.  Also contains 60 beds, a well, space for some workshops, backup food and ale storage, and some backup stone and wood in storage.  All that's needed to survive in the bunker, or to build a wagon and evacuate... while providing a staging point for future reclamation efforts!  Warning: [[Alcohol]] storage difficult due to how your dwarves keep trying to drink the stores.  Remember to forbid the alcohol and the barrels that hold it.&lt;br /&gt;
&lt;br /&gt;
=== The Divine Quarter ===&lt;br /&gt;
Hollow out a big, tall cavern and put a bunch of temples in it, one for each of the dwarven gods your dwarves worship.  Each temple should look unique and different.  The God of Fortresses looks like a fortress, God of Mountains like a natural cave, God of Dawn has a golden wall on the east side with clear glass in front, etc.  Make it several Z-levels high of empty space (some temples are shorter, with arched roofs).  Bonus points if you include a 10x10 mosaic of the God's Symbol on the floor of the temple.&lt;br /&gt;
&lt;br /&gt;
=== The Gardens ===&lt;br /&gt;
Create an outdoor area showcasing the natural scenery, complete with winding dirt paths, ponds with islands and bridges, paved plazas, picnic tables and chairs, artfully placed statues, obsidian pavilions, marble columns, porcelain fountains, and so forth. Is the in-game effect exactly the same as plopping down a few random statues outside? Of course. Does it look nicer? If you use your imagination, sure!&lt;br /&gt;
&lt;br /&gt;
=== Fisherman's Lodge ===&lt;br /&gt;
Along the lines of the hunter's lodge, but also including a fishery workshop and a fishing pier.&lt;br /&gt;
&lt;br /&gt;
=== Commemorative Coin Vaults ===&lt;br /&gt;
Create a vault with commemorative [[coin]]s for each year of the fort, made out of a different [[metal]] or [[alloy]] each year. Once a vault is full (don't use bins, so all those lovely coins are on display!), seal the chamber, and dig out another.&lt;br /&gt;
&lt;br /&gt;
=== Watchtowers ===&lt;br /&gt;
Tall towers, 5x5 walls (3x3 inside) with a single stairway heading straight to the top floor, which has glass windows looking out on the surrounding countryside.  Bonus points if you can make a sloped roof.  MORE bonus points if you make it all out of one material. (The White Tower, the Black Tower, etc.)&lt;br /&gt;
&lt;br /&gt;
=== Nicer Housing ===&lt;br /&gt;
Add some interest to your housing units with multiple rooms, or even balconies overlooking a cliff face or cavern. Build multi floor housing units with workshops on the bottom floor and housing on the upper floors. Sure, your dwarves may have to wait for their fancy new homes, and they might not even like them any better, but that's never the point of style projects!&lt;br /&gt;
&lt;br /&gt;
=== Art in Architecture ===&lt;br /&gt;
A giant [[bridge]] is a megaproject. But creating 20 z-level statues as supports for that bridge is a style project. Making an enormous castle is a megaproject. Making an exact replica of Winterfell is a mega-style project!&lt;br /&gt;
&lt;br /&gt;
=== Statues for Heroes ===&lt;br /&gt;
Keep pumping out statues until you have one of each of your legendary fighters, then give each of them a statue of themselves.&lt;br /&gt;
&lt;br /&gt;
=== The Vault ===&lt;br /&gt;
Create a vault, complete with gated, lever controlled entrance with guard animals and traps. Put all your most valuable stuff in high-[[quality]]-only stockpiles in the vault. Make separate vaults for different things or materials.&lt;br /&gt;
&lt;br /&gt;
===Vault 101===&lt;br /&gt;
Create a dwarven bunker as above, but burrow some dwarves (bonus points if you use nobles and a single vampire) inside and seal it off.  Add a chute for giving them food and booze and see how long it takes for them to all go insane.  &lt;br /&gt;
&lt;br /&gt;
=== Bird Coops ===&lt;br /&gt;
Give each female bird her own little nook with her own nest box, and a door in front you can lock to keep her eggs safe from greedy dwarven hands.&lt;br /&gt;
&lt;br /&gt;
=== Indoor Waterfalls ===&lt;br /&gt;
A perfect marriage of style and functionality, a well-placed [[waterfall]] in your legendary dining hall or other area of high traffic will not only look beautiful, but the [[mist]] generated will result in happy dwarves! Try building one out of the front of your fortress. Make the grand entrance directly underneath, then just sit back and watch as traveling merchants look upon your dwarven engineering in awe.&lt;br /&gt;
* Bonus points if the waterfall is incorporated into your power generation and screw pump system, so it never needs maintenance. &lt;br /&gt;
&lt;br /&gt;
=== Water Tower ===&lt;br /&gt;
Instead of having the simple pump and floodgate system to get water to your farms or waterfall, pump all your water into a large room constructed above the entire fortress, and use hatches to selectively drain water from the water tower when you need it. Double points if your drainage system pumps back into the water tower. Triple if you also make a magma tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Megaprojects&amp;diff=192570</id>
		<title>v0.34:Megaprojects</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Megaprojects&amp;diff=192570"/>
		<updated>2013-09-11T02:31:33Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:25, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}{{old}}&lt;br /&gt;
&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]]. 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;
For some smaller-scale project ideas that still embody the dwarven spirit, see the [[style project|Style Projects]] page.&lt;br /&gt;
&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;
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.&lt;br /&gt;
*Bonus: Once you have completed your aqueduct, embark in a slightly different location and build the next section. repeat until you've built it all the way to the capital!&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&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 pits/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;
*Bonus: Did I mention you get bonus points for building the middle tower on a support connected to a lever?&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? Just cut their heart out? 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;
*Bonus: Program your fortress to run Dwarf Fortress.&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| magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma|magma pipe]] and [[engraving|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 safe|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;
::: Another method would be simply to make a hole in your temple that goes straight down to the magma, of at least 3X3 squares, then build a floor of 2 squares long and 1 wide from the upper middle edge of the hole so that the second square is only connected to the temple by the first, then build your coffin on the second square and once your dwarf is inside deconstruct the first square leaving nothing holding the square with your coffin up and it will fall into the magma. On a side note it is best to start from the upper edge of the hole so the dwarf doing the deconstructing is a lot less likely to fall into the magma.&lt;br /&gt;
&lt;br /&gt;
::: Retracting bridges work well to provide access to build the support and floor, and can then be retracted before dropping the coffin. Use a single lever to retract the bridge, then begin filling a chamber with water to trigger a pressure plate to destroy the support, dropping the coffin, and also draining the water to encase the coffin in obsidian.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground. to make this easier, mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus leveling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
** Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
** Bonus: Try to build all freestanding structures&lt;br /&gt;
* Geek Reference Bonus: Build the city on the side of a mountain, using only marble, and make it look like Minas Tirith.&lt;br /&gt;
* Modern bonus: Have dwarves ride in minecarts from their home burrow to work burrow and then back once they finish their work.&lt;br /&gt;
** Bonus: Design traffic lights system, complete with carts stopping, waiting till green &amp;quot;light&amp;quot; turns on and then continuing. Stop dwarves from jaywalking and getting themselves killed in the process.&lt;br /&gt;
** Computing bonus: Don't build a track for every single cart, reuse tracks with pressure plates coupled with bridges, hatches and floodgates and clever usage of minecart mechanics like derailing or even water skipping.&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;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds. Maybe a minotaur too if you are going for that labyrinth feel.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Epic Bonus: Feed the minotaur stated beforehand migrants every year.&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright candy cane and build a Labyrinth inside HFS.&lt;br /&gt;
* Nerd Bonus: Build the last few levels above your fortress, and fill one with lava, one with water, one entirely empty, etc, to mimic the last few levels of NetHack. The uppermost one should have three temples, and if possible megabeasts that cannot escape but which an adventurer could reach...&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 [[trap]]s 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;
* BONUS: Make a Sphinx out of solid gold. Solid! Nobody lives or goes inside of it. Entomb the builders in an [[unfortunate accident]] - preferably inside the sphinx - so that they can never build one for anybody else.&lt;br /&gt;
&lt;br /&gt;
* When the time has come, or when your fortress is about to be destroyed by a siege or something, 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. Pile wealth into the tomb. 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;
*BONUS: Dwarf like a Sumerian and make the Pyramid a Ziggurat.&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 replaced with a wall 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;
*Bonus: Build Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE! MUAHAHAHA!!! FEAR THE WRATH OF ARMOK!!&lt;br /&gt;
*Mega Bonus: Use lava instead of water.&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate labyrinth.  It should be filled with traps, periodically flooded with water and magma, and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the labyrinth walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it three-dimensional.&lt;br /&gt;
&lt;br /&gt;
(A labyrinth is a [http://www.astrolog.org/labyrnth/algrithm.htm unicursal maze]: labyrinths offer no choices of path as they curve in and back on themselves to the endpoint.  Mazes usually have choices of paths and therefore usually dead ends.  Given how pathing will usually let sapient beings in DF avoid dead ends, a labyrinth is preferable to a traditional maze with dead ends.)&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/daedalus/ Daedalus] has many maze algorithms and tools, including for unicursal mazes (GPL, free).&lt;br /&gt;
A [http://www.billsgames.com/mazegenerator/ traditional maze generator] may be helpful if you somehow open the dead ends (such as with drawbridges) to attract traffic.&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 or above a chasm- 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;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
Megabonus - Trap goblins and a Megabeast in the various lower levels&lt;br /&gt;
&lt;br /&gt;
BONUS - Build the real [http://www.rpg-ash.me.uk/lotro/moria_special_edition/moria_map.jpg Moria]&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, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&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;
BONUS: Embark on freezing biome.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the toys out of lead.&lt;br /&gt;
&lt;br /&gt;
MEGABONUS:  Modding Elves to be pets, embark with 100 of them and force them to make the toys for you.&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 them 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. Blood for the Blood God, Skulls for the Skull Throne!&lt;br /&gt;
&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: Bring an aquifer with you to get an infinite supply of water!&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]]s 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]] and [[aluminum]].&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;
===This Was A Triumph===&lt;br /&gt;
Build Aperture Laboratories, with marble test chambers supported by struts and columns of granite.&lt;br /&gt;
Lab should have (Connected through paths)-&lt;br /&gt;
1) Multiple test chambers, with observation booths and connecting staircases/elevators.&lt;br /&gt;
2) An end goal, with an incinerator. &lt;br /&gt;
3) Background systems, with catwalks and large areas of waste management.&lt;br /&gt;
4) An AI Control Chamber.&lt;br /&gt;
5) A cake chamber&lt;br /&gt;
&lt;br /&gt;
*BONUS*- Make an entire model of the original Portal chambers&lt;br /&gt;
*BONUS*- Make a sealed off area, the original testing area in Portal 2 (Include a statue of a Noble named Cave Johnson)&lt;br /&gt;
*BONUS*- An extended map, including the Subject Suspended-Animation life support system&lt;br /&gt;
*BONUS*- Make a field on top with access, a single small shed&lt;br /&gt;
*BONUS+*- Build a 20:1 model of the Companion Cube&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; &amp;lt;s&amp;gt;Magma Channels&amp;lt;/s&amp;gt; Gate in time for those &amp;lt;s&amp;gt;evil&amp;lt;/s&amp;gt; friendly 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;
Bonus: Make the glass windows stained 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;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&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;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&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;
** MEGABONUS: Once you have split your embark in half, abandon the fortress and embark adjacent to it, and continue the wall until it splits the continent in half.&lt;br /&gt;
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.&lt;br /&gt;
** BONUS+: Encase all workers who died during building in caskets built into the wall. Possibly with traps to protect them from grave robbers&lt;br /&gt;
I'd like to point out that it is just a myth that the bodies were put into the wall. In reality, they were buried nearby.&lt;br /&gt;
** BONUS++: Encase all workers who died during construction into obsidian nearby the wall.&lt;br /&gt;
** BONUS+++: Fill the obsidian case with magma and place in the wall.&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;
* Bonus+: Steam instead of water coming out of the spout.&lt;br /&gt;
* Bonus++: Magma mist instead of steam coming out of the spout.&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 (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
**Bonus: Build it in the magma sea&lt;br /&gt;
**Bonus: Build it in a volcano&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&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;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&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;
** Remake Bonus: Mod in plasmids to give dwarves superpowers, but will eventually drive them mad!&lt;br /&gt;
*** Remake MegaBonus: Big Daddies for military, anyone?&lt;br /&gt;
**** Remake MegaDwarfBonus: Edit the save raws and name the mayor &amp;quot;Andrew Ryan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Flying fortress===&lt;br /&gt;
Turn cave-ins off in the init, then build a flying fortress. Perhaps some flying islands only connected with bridges, maybe combined with an orbital defense network.&lt;br /&gt;
* Bonus: Turn cave-ins back on.&lt;br /&gt;
* History Bonus: Try and make them look like B-17 Flying Fortress bombers from WWII.&lt;br /&gt;
* Remake: Make Columbia from [http://en.wikipedia.org/wiki/BioShock_Infinite Bioshock Infinite]&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;
===We Are Dorf===&lt;br /&gt;
&lt;br /&gt;
Embark site biome parameters:  Mountain.  Fortress shape:  Cubicle (assume 7 tiles high), cut from natural rock and separated from the remaining stone so it is held by a single support.   Migrant dwarves must report to assimilation chamber where a collapsing dust trap will launch them into large serrated disk [[trap component|traps]] to remove unnecessary appendages, or have their offending limbs removed some other way.  Dorf drones must be cataloged and arranged in squads of varying number.  The naming structure is as follows:  First of Ten, Second of Ten, and so on.  Clothing is irrelevant.&lt;br /&gt;
&lt;br /&gt;
There is no trade, or unmerited contact with lesser species, they will be assimilated.  Nobles are irrelevant.  Economy is irrelevant.  Solitary creatures that do not pose a notable threat to the Collective are not to be bothered with when there is important work to do.  Corpses are to be vaporized or atom-smashed along with all [[pet|other useless material]].  Cage traps should be common.&lt;br /&gt;
&lt;br /&gt;
We are the Dorf.  Lower your shields and surrender your booze.  We will add your biological and technological reaction mats to our stockpiles.  Resistance is canceled:  Dangerous Terrain.  You are caught in a pool of magma!  You are melting!  x18&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 or make a noble the evil mastermind. (everyone knows nobles are pure evil)&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. Even better if it's something really dangerous like a Giant Desert Scorpion.&lt;br /&gt;
**BONUS: With modding, make the evil mastermind's pet a [[Demon|clown]], [[megabeast]], [[forgotten beast]], or [[titan]].&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 ''frickin' 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;
* Build a door (or hatch) in every space of your fortress. Have all the doors set to lock at the flip of a switch. Have the switch kill the person who pulls it. Give the nobility their toy.&lt;br /&gt;
* Build [[User:Vattic/Mechanical Volcano Explained|Mechanical Volcano]] to flood entire map with searing magma.&lt;br /&gt;
*do all of the above and link all the devices to one lever in the room of the king/queen&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;
=== 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.&lt;br /&gt;
# Sorry for any spoilers &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, that came first, and was part of a series), 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;br /&gt;
&lt;br /&gt;
===The quake===&lt;br /&gt;
&lt;br /&gt;
# Make your entire fortress supported by one support.&lt;br /&gt;
# on year 5, remove the support so your entire forteress drops one level.&lt;br /&gt;
# Tell us the death rate.&lt;br /&gt;
# double the height of the support every year, see how much is too much of a drop!&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Maybe both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elf|Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;br /&gt;
&lt;br /&gt;
===D For Dwarvendetta===&lt;br /&gt;
&lt;br /&gt;
# Create the parliment building or some such construction&lt;br /&gt;
# Rig it to explode or collapse spewing lava everywhere&lt;br /&gt;
# Detonate the fortress while you play the 1812 overture somewhere&lt;br /&gt;
Bonus: make an underground [[minecart]] track that detonates it.&lt;br /&gt;
Bonus: make a metal statue at the top which gets exploded.&lt;br /&gt;
&lt;br /&gt;
MegaBonus: send burning [[graphite]] or [[lignite]] flying into the (strangely always daytime) sky.&lt;br /&gt;
&lt;br /&gt;
CosmicBonus: Have an important Dwarf in a coffin play a role in detonating it.&lt;br /&gt;
&lt;br /&gt;
===The Two Towers===&lt;br /&gt;
&lt;br /&gt;
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top&lt;br /&gt;
#Build a (much larger) tower with only two blades protruding from the top&lt;br /&gt;
#Have the two towers combat each other ''without'' siege weapons&lt;br /&gt;
&lt;br /&gt;
Bonus:&lt;br /&gt;
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)&lt;br /&gt;
&lt;br /&gt;
===Twin maze of doom!===&lt;br /&gt;
&lt;br /&gt;
-Make a complicated maze pair where pressure plates on any floor will trigger the rapid death of everything one floor before that in the OTHER maze.&lt;br /&gt;
&lt;br /&gt;
-Check what survives the ratrace longer: goblins or elves? Kittens or dogs?&lt;br /&gt;
&lt;br /&gt;
-BONUS: make it self-cleaning so it can be reused over and over!&lt;br /&gt;
&lt;br /&gt;
-Double bonus: make it flood the map with lava if anything ever reaches the end of their maze, meaning their victory is for all time - as well as the last thing the world will ever see before the end.&lt;br /&gt;
&lt;br /&gt;
===The doomsday temple of greed===&lt;br /&gt;
&lt;br /&gt;
1- Prepare a game with the poorest skills starting dwarves and nothing on embark.&lt;br /&gt;
&lt;br /&gt;
2- Edit files to add a little castle with 10 switches, some of which open up to desirable stuff, or a mild trap. Have the lineup fairly obvious so people know which prize/trap pair they're going for.&lt;br /&gt;
&lt;br /&gt;
3- After learning the principle and getting say a starting pick, 100 wood, 10 obsidian, 10 slade, freeing an angry elephant, an artifact crossbow, alcohol for 10 years, freeing a carp guarding the exit (simple enough puzzle, dig yourself another exit), getting an anvil and 7 bronze armor sets, and avoiding the one trap/prize which has a dragon... let them look up the stairs to the next bit on the next floor...&lt;br /&gt;
&lt;br /&gt;
4- THIS floor has mild traps/good prizes again, but one of them frees 7 goblins AS WELL AS trigger an unnanounced very distant magma-flooding system of immense power and speed (they think the goblins are all there is to the trap, mwa ha ha). Make sure the slope means the greedy player will get what's coming at him fully...&lt;br /&gt;
&lt;br /&gt;
5- Share this fun map without announcing what's on it. Surprise!!!&lt;br /&gt;
&lt;br /&gt;
==The Cathedral==&lt;br /&gt;
&lt;br /&gt;
Make an epically tall cathedral out of obsidian. Encrust it with gems, make multiple spires. Build giant stained-glass windows and make rows of chairs for pews. In niches high in the walls, place masterpiece or better statues, also encrusted and engraved. Underneath, make noble tomb catacombs.&lt;br /&gt;
BONUS: Build it near a human/dwarf town. Kill heretics.&lt;br /&gt;
MEGABONUS:Build a chalice that you fill with the corpses of heretics, and then use water to drain the blood out, and cast obsidian out of said bloody water.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make several cathedrals, one to each in-game god. Once built, assign worshippers of a god to a burrow encompassing that god's cathedral. Build walls around each cathedral and let them fend for themselves.&lt;br /&gt;
&lt;br /&gt;
==Railroad==&lt;br /&gt;
&lt;br /&gt;
Minecarts have finally been added! Use them to transport dwarves and goods around the fortress!&lt;br /&gt;
BONUS: Build several mini-fortresses, each devoted to a different industry or other purpose (e.g, trade, mining, living quarters, etc). Only minecarts can be used to travel between these mini-forts.&lt;br /&gt;
&lt;br /&gt;
==Vampire King==&lt;br /&gt;
&lt;br /&gt;
Dedicate your entire game to finding and glorifying a Vampire citizen as the 'government appointed' King of your fortress.  Who cares about Nobles? Who cares about a king? (unless he's a vampire)  They all die off anyway from, unfortunate accidents. Your Eternal King will need only the best for his eternal throne.  Dedicate grand rooms and buildings in his/her name.  Make statues out of solid obsidian, encasing the corpses of his enemies for all time.  Do everything in your power to protect and serve your eternal master.&lt;br /&gt;
&lt;br /&gt;
BONUS: Assign a personal guard to your Vampire King.&lt;br /&gt;
     * BONUS: Undead Dragons?&lt;br /&gt;
BONUS: Have a Heirarchy of Kings/Queens from your Vampire's family (If they are present)&lt;br /&gt;
     * BONUS: Make seperate 'forts' for your various Royal Vampire Monarchs.&lt;br /&gt;
BONUS: Wait for the king to arrive at your fortress and make him/her into a Vampire!&lt;br /&gt;
&lt;br /&gt;
==I've a feeling we're not in Boatmurdered anymore.==&lt;br /&gt;
&lt;br /&gt;
Create a road of gold bars leading from a small village of [[mountain gnome|mountain gnomes]], to a large city of [[green glass]] (or mod the game to allow using [[emerald|emeralds]] as building materials.) Have a patrol along the road consisting of a female child (human if you can manage it somehow) wearing [[ruby]]-encrusted shoes, a [[dog|puppy]], an [[iron man]], a [[titan]] made of grass or wheat, and a [[lion]].&lt;br /&gt;
&lt;br /&gt;
Capture a female [[necromancer]], install her in a dark-colored fortress, and give her the corpses of [[spider monkey man|spider monkey men]] to resurrect. If you like, mod them to flying.&lt;br /&gt;
&lt;br /&gt;
== Bridge the world! ==&lt;br /&gt;
Bridge two or more islands, or an island to a mainland. &lt;br /&gt;
* Bonus: Channel magma and make it partially or completely out of obsidian.&lt;br /&gt;
* You will receive more bonuses the bigger and the more embarks your require to finish it (i.e. bridge a sea, bridge an ocean).&lt;br /&gt;
* Bonus: Enter in adventure mode, cross water without needing to swim (jump at worse). Marvel at your ingenuity.&lt;br /&gt;
** Thoroughness bonus: complete it yourself in adventure mode if it isn't already. Make it out of bodies and bones if you have to.&lt;br /&gt;
* Resistance bonus: Make (obsidian?) pillars every 40 or so tiles so that you (or some other player) can enter in any embark, with cave-ins on, and even dig through the pillar to the ocean floor, making an under-the-sea fortress there (or just exploiting the natural cave system).&lt;br /&gt;
&lt;br /&gt;
== Traveling Circus ==&lt;br /&gt;
Travel across the world, building megaprojects like pyramids or bridges.&lt;br /&gt;
‘’’Difficulty’’’: Takes a lot of time.&lt;br /&gt;
* Bonus: travel around and actually release [[HFS|the circus]] on every embark.&lt;br /&gt;
&lt;br /&gt;
== Make family tree for characters ==&lt;br /&gt;
&lt;br /&gt;
Go to a free family tree generator and add as many characters as you want/can (http://myheritage.com/ is good for this). Not even Legends Viewer will be able to compete with the sheer awesomeness of having the list of your dwarves' relatives (and kills) right up to year one.&lt;br /&gt;
* Bonus: Do it for all the dwarves you had on embark, enemies you killed and such.&lt;br /&gt;
** SuperResilientBonus: Do it in a world that's been played for over 100 years.&lt;br /&gt;
* Masochism bonus: give figurative trees to those tree-huggers and make a tree for nigh-immortal (and who mate like &amp;lt;s&amp;gt;bunnies&amp;lt;/s&amp;gt; [[unicorn]]s) elves.&lt;br /&gt;
* Memory bonus: add fun facts about the characters that can't be found in legends, like exactly ''how'' that legendary hammerdwarf lost his [BODYPART] in that famous siege where he's held as a hero, or how he was slacking in the hospital for the rest of his life after only being mauled by a megabeast. Or 10.&lt;br /&gt;
* Unintentional bonuses:&lt;br /&gt;
** Marvel at the error messages, like &amp;quot;Urist McValueDissonance married a little too young&amp;quot;, &amp;quot;Urist McNotEvenImmortalVampireOrWerewolf is declared still alive, assumed to be 1000+ years old&amp;quot; or &amp;quot;You just told me Urist McGranny gave birth at the ripe age of 150. Are you sure you're not high?&amp;quot;&lt;br /&gt;
** Make their profiles unprivate so they can be found on Google.&lt;br /&gt;
* Detail bonus: if you had your game save on seasonal, go to all the now-dead-critters and add the description for each.&lt;br /&gt;
* Artifact bonus: somehow get a hold of a [http://www.bay12forums.com/smf/index.php?topic=89305.0 legendary &amp;lt;s&amp;gt;dwarf&amp;lt;/s&amp;gt;] character's savegame, and show us who his ancestors were.&lt;br /&gt;
* Mission Impossible Bonus: Do it for as many characters in a &amp;quot;very long history&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Megaprojects&amp;diff=192569</id>
		<title>v0.34:Megaprojects</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Megaprojects&amp;diff=192569"/>
		<updated>2013-09-11T02:31:02Z</updated>

		<summary type="html">&lt;p&gt;August: Added a link to the Style Projects  page in the opening section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:25, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}{{old}}&lt;br /&gt;
&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]]. 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;
For some smaller-scale project ideas that still embody the dwarven spirit, see the [[style project|Style Projects]] page.&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;
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.&lt;br /&gt;
*Bonus: Once you have completed your aqueduct, embark in a slightly different location and build the next section. repeat until you've built it all the way to the capital!&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&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 pits/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;
*Bonus: Did I mention you get bonus points for building the middle tower on a support connected to a lever?&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? Just cut their heart out? 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;
*Bonus: Program your fortress to run Dwarf Fortress.&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| magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma|magma pipe]] and [[engraving|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 safe|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;
::: Another method would be simply to make a hole in your temple that goes straight down to the magma, of at least 3X3 squares, then build a floor of 2 squares long and 1 wide from the upper middle edge of the hole so that the second square is only connected to the temple by the first, then build your coffin on the second square and once your dwarf is inside deconstruct the first square leaving nothing holding the square with your coffin up and it will fall into the magma. On a side note it is best to start from the upper edge of the hole so the dwarf doing the deconstructing is a lot less likely to fall into the magma.&lt;br /&gt;
&lt;br /&gt;
::: Retracting bridges work well to provide access to build the support and floor, and can then be retracted before dropping the coffin. Use a single lever to retract the bridge, then begin filling a chamber with water to trigger a pressure plate to destroy the support, dropping the coffin, and also draining the water to encase the coffin in obsidian.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground. to make this easier, mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus leveling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
** Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
** Bonus: Try to build all freestanding structures&lt;br /&gt;
* Geek Reference Bonus: Build the city on the side of a mountain, using only marble, and make it look like Minas Tirith.&lt;br /&gt;
* Modern bonus: Have dwarves ride in minecarts from their home burrow to work burrow and then back once they finish their work.&lt;br /&gt;
** Bonus: Design traffic lights system, complete with carts stopping, waiting till green &amp;quot;light&amp;quot; turns on and then continuing. Stop dwarves from jaywalking and getting themselves killed in the process.&lt;br /&gt;
** Computing bonus: Don't build a track for every single cart, reuse tracks with pressure plates coupled with bridges, hatches and floodgates and clever usage of minecart mechanics like derailing or even water skipping.&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;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds. Maybe a minotaur too if you are going for that labyrinth feel.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Epic Bonus: Feed the minotaur stated beforehand migrants every year.&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright candy cane and build a Labyrinth inside HFS.&lt;br /&gt;
* Nerd Bonus: Build the last few levels above your fortress, and fill one with lava, one with water, one entirely empty, etc, to mimic the last few levels of NetHack. The uppermost one should have three temples, and if possible megabeasts that cannot escape but which an adventurer could reach...&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 [[trap]]s 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;
* BONUS: Make a Sphinx out of solid gold. Solid! Nobody lives or goes inside of it. Entomb the builders in an [[unfortunate accident]] - preferably inside the sphinx - so that they can never build one for anybody else.&lt;br /&gt;
&lt;br /&gt;
* When the time has come, or when your fortress is about to be destroyed by a siege or something, 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. Pile wealth into the tomb. 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;
*BONUS: Dwarf like a Sumerian and make the Pyramid a Ziggurat.&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 replaced with a wall 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;
*Bonus: Build Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE! MUAHAHAHA!!! FEAR THE WRATH OF ARMOK!!&lt;br /&gt;
*Mega Bonus: Use lava instead of water.&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate labyrinth.  It should be filled with traps, periodically flooded with water and magma, and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the labyrinth walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it three-dimensional.&lt;br /&gt;
&lt;br /&gt;
(A labyrinth is a [http://www.astrolog.org/labyrnth/algrithm.htm unicursal maze]: labyrinths offer no choices of path as they curve in and back on themselves to the endpoint.  Mazes usually have choices of paths and therefore usually dead ends.  Given how pathing will usually let sapient beings in DF avoid dead ends, a labyrinth is preferable to a traditional maze with dead ends.)&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/daedalus/ Daedalus] has many maze algorithms and tools, including for unicursal mazes (GPL, free).&lt;br /&gt;
A [http://www.billsgames.com/mazegenerator/ traditional maze generator] may be helpful if you somehow open the dead ends (such as with drawbridges) to attract traffic.&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 or above a chasm- 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;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
Megabonus - Trap goblins and a Megabeast in the various lower levels&lt;br /&gt;
&lt;br /&gt;
BONUS - Build the real [http://www.rpg-ash.me.uk/lotro/moria_special_edition/moria_map.jpg Moria]&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, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&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;
BONUS: Embark on freezing biome.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the toys out of lead.&lt;br /&gt;
&lt;br /&gt;
MEGABONUS:  Modding Elves to be pets, embark with 100 of them and force them to make the toys for you.&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 them 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. Blood for the Blood God, Skulls for the Skull Throne!&lt;br /&gt;
&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: Bring an aquifer with you to get an infinite supply of water!&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]]s 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]] and [[aluminum]].&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;
===This Was A Triumph===&lt;br /&gt;
Build Aperture Laboratories, with marble test chambers supported by struts and columns of granite.&lt;br /&gt;
Lab should have (Connected through paths)-&lt;br /&gt;
1) Multiple test chambers, with observation booths and connecting staircases/elevators.&lt;br /&gt;
2) An end goal, with an incinerator. &lt;br /&gt;
3) Background systems, with catwalks and large areas of waste management.&lt;br /&gt;
4) An AI Control Chamber.&lt;br /&gt;
5) A cake chamber&lt;br /&gt;
&lt;br /&gt;
*BONUS*- Make an entire model of the original Portal chambers&lt;br /&gt;
*BONUS*- Make a sealed off area, the original testing area in Portal 2 (Include a statue of a Noble named Cave Johnson)&lt;br /&gt;
*BONUS*- An extended map, including the Subject Suspended-Animation life support system&lt;br /&gt;
*BONUS*- Make a field on top with access, a single small shed&lt;br /&gt;
*BONUS+*- Build a 20:1 model of the Companion Cube&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; &amp;lt;s&amp;gt;Magma Channels&amp;lt;/s&amp;gt; Gate in time for those &amp;lt;s&amp;gt;evil&amp;lt;/s&amp;gt; friendly 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;
Bonus: Make the glass windows stained 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;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&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;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&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;
** MEGABONUS: Once you have split your embark in half, abandon the fortress and embark adjacent to it, and continue the wall until it splits the continent in half.&lt;br /&gt;
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.&lt;br /&gt;
** BONUS+: Encase all workers who died during building in caskets built into the wall. Possibly with traps to protect them from grave robbers&lt;br /&gt;
I'd like to point out that it is just a myth that the bodies were put into the wall. In reality, they were buried nearby.&lt;br /&gt;
** BONUS++: Encase all workers who died during construction into obsidian nearby the wall.&lt;br /&gt;
** BONUS+++: Fill the obsidian case with magma and place in the wall.&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;
* Bonus+: Steam instead of water coming out of the spout.&lt;br /&gt;
* Bonus++: Magma mist instead of steam coming out of the spout.&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 (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
**Bonus: Build it in the magma sea&lt;br /&gt;
**Bonus: Build it in a volcano&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&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;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&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;
** Remake Bonus: Mod in plasmids to give dwarves superpowers, but will eventually drive them mad!&lt;br /&gt;
*** Remake MegaBonus: Big Daddies for military, anyone?&lt;br /&gt;
**** Remake MegaDwarfBonus: Edit the save raws and name the mayor &amp;quot;Andrew Ryan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Flying fortress===&lt;br /&gt;
Turn cave-ins off in the init, then build a flying fortress. Perhaps some flying islands only connected with bridges, maybe combined with an orbital defense network.&lt;br /&gt;
* Bonus: Turn cave-ins back on.&lt;br /&gt;
* History Bonus: Try and make them look like B-17 Flying Fortress bombers from WWII.&lt;br /&gt;
* Remake: Make Columbia from [http://en.wikipedia.org/wiki/BioShock_Infinite Bioshock Infinite]&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;
===We Are Dorf===&lt;br /&gt;
&lt;br /&gt;
Embark site biome parameters:  Mountain.  Fortress shape:  Cubicle (assume 7 tiles high), cut from natural rock and separated from the remaining stone so it is held by a single support.   Migrant dwarves must report to assimilation chamber where a collapsing dust trap will launch them into large serrated disk [[trap component|traps]] to remove unnecessary appendages, or have their offending limbs removed some other way.  Dorf drones must be cataloged and arranged in squads of varying number.  The naming structure is as follows:  First of Ten, Second of Ten, and so on.  Clothing is irrelevant.&lt;br /&gt;
&lt;br /&gt;
There is no trade, or unmerited contact with lesser species, they will be assimilated.  Nobles are irrelevant.  Economy is irrelevant.  Solitary creatures that do not pose a notable threat to the Collective are not to be bothered with when there is important work to do.  Corpses are to be vaporized or atom-smashed along with all [[pet|other useless material]].  Cage traps should be common.&lt;br /&gt;
&lt;br /&gt;
We are the Dorf.  Lower your shields and surrender your booze.  We will add your biological and technological reaction mats to our stockpiles.  Resistance is canceled:  Dangerous Terrain.  You are caught in a pool of magma!  You are melting!  x18&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 or make a noble the evil mastermind. (everyone knows nobles are pure evil)&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. Even better if it's something really dangerous like a Giant Desert Scorpion.&lt;br /&gt;
**BONUS: With modding, make the evil mastermind's pet a [[Demon|clown]], [[megabeast]], [[forgotten beast]], or [[titan]].&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 ''frickin' 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;
* Build a door (or hatch) in every space of your fortress. Have all the doors set to lock at the flip of a switch. Have the switch kill the person who pulls it. Give the nobility their toy.&lt;br /&gt;
* Build [[User:Vattic/Mechanical Volcano Explained|Mechanical Volcano]] to flood entire map with searing magma.&lt;br /&gt;
*do all of the above and link all the devices to one lever in the room of the king/queen&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;
=== 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.&lt;br /&gt;
# Sorry for any spoilers &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, that came first, and was part of a series), 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;br /&gt;
&lt;br /&gt;
===The quake===&lt;br /&gt;
&lt;br /&gt;
# Make your entire fortress supported by one support.&lt;br /&gt;
# on year 5, remove the support so your entire forteress drops one level.&lt;br /&gt;
# Tell us the death rate.&lt;br /&gt;
# double the height of the support every year, see how much is too much of a drop!&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Maybe both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elf|Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;br /&gt;
&lt;br /&gt;
===D For Dwarvendetta===&lt;br /&gt;
&lt;br /&gt;
# Create the parliment building or some such construction&lt;br /&gt;
# Rig it to explode or collapse spewing lava everywhere&lt;br /&gt;
# Detonate the fortress while you play the 1812 overture somewhere&lt;br /&gt;
Bonus: make an underground [[minecart]] track that detonates it.&lt;br /&gt;
Bonus: make a metal statue at the top which gets exploded.&lt;br /&gt;
&lt;br /&gt;
MegaBonus: send burning [[graphite]] or [[lignite]] flying into the (strangely always daytime) sky.&lt;br /&gt;
&lt;br /&gt;
CosmicBonus: Have an important Dwarf in a coffin play a role in detonating it.&lt;br /&gt;
&lt;br /&gt;
===The Two Towers===&lt;br /&gt;
&lt;br /&gt;
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top&lt;br /&gt;
#Build a (much larger) tower with only two blades protruding from the top&lt;br /&gt;
#Have the two towers combat each other ''without'' siege weapons&lt;br /&gt;
&lt;br /&gt;
Bonus:&lt;br /&gt;
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)&lt;br /&gt;
&lt;br /&gt;
===Twin maze of doom!===&lt;br /&gt;
&lt;br /&gt;
-Make a complicated maze pair where pressure plates on any floor will trigger the rapid death of everything one floor before that in the OTHER maze.&lt;br /&gt;
&lt;br /&gt;
-Check what survives the ratrace longer: goblins or elves? Kittens or dogs?&lt;br /&gt;
&lt;br /&gt;
-BONUS: make it self-cleaning so it can be reused over and over!&lt;br /&gt;
&lt;br /&gt;
-Double bonus: make it flood the map with lava if anything ever reaches the end of their maze, meaning their victory is for all time - as well as the last thing the world will ever see before the end.&lt;br /&gt;
&lt;br /&gt;
===The doomsday temple of greed===&lt;br /&gt;
&lt;br /&gt;
1- Prepare a game with the poorest skills starting dwarves and nothing on embark.&lt;br /&gt;
&lt;br /&gt;
2- Edit files to add a little castle with 10 switches, some of which open up to desirable stuff, or a mild trap. Have the lineup fairly obvious so people know which prize/trap pair they're going for.&lt;br /&gt;
&lt;br /&gt;
3- After learning the principle and getting say a starting pick, 100 wood, 10 obsidian, 10 slade, freeing an angry elephant, an artifact crossbow, alcohol for 10 years, freeing a carp guarding the exit (simple enough puzzle, dig yourself another exit), getting an anvil and 7 bronze armor sets, and avoiding the one trap/prize which has a dragon... let them look up the stairs to the next bit on the next floor...&lt;br /&gt;
&lt;br /&gt;
4- THIS floor has mild traps/good prizes again, but one of them frees 7 goblins AS WELL AS trigger an unnanounced very distant magma-flooding system of immense power and speed (they think the goblins are all there is to the trap, mwa ha ha). Make sure the slope means the greedy player will get what's coming at him fully...&lt;br /&gt;
&lt;br /&gt;
5- Share this fun map without announcing what's on it. Surprise!!!&lt;br /&gt;
&lt;br /&gt;
==The Cathedral==&lt;br /&gt;
&lt;br /&gt;
Make an epically tall cathedral out of obsidian. Encrust it with gems, make multiple spires. Build giant stained-glass windows and make rows of chairs for pews. In niches high in the walls, place masterpiece or better statues, also encrusted and engraved. Underneath, make noble tomb catacombs.&lt;br /&gt;
BONUS: Build it near a human/dwarf town. Kill heretics.&lt;br /&gt;
MEGABONUS:Build a chalice that you fill with the corpses of heretics, and then use water to drain the blood out, and cast obsidian out of said bloody water.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make several cathedrals, one to each in-game god. Once built, assign worshippers of a god to a burrow encompassing that god's cathedral. Build walls around each cathedral and let them fend for themselves.&lt;br /&gt;
&lt;br /&gt;
==Railroad==&lt;br /&gt;
&lt;br /&gt;
Minecarts have finally been added! Use them to transport dwarves and goods around the fortress!&lt;br /&gt;
BONUS: Build several mini-fortresses, each devoted to a different industry or other purpose (e.g, trade, mining, living quarters, etc). Only minecarts can be used to travel between these mini-forts.&lt;br /&gt;
&lt;br /&gt;
==Vampire King==&lt;br /&gt;
&lt;br /&gt;
Dedicate your entire game to finding and glorifying a Vampire citizen as the 'government appointed' King of your fortress.  Who cares about Nobles? Who cares about a king? (unless he's a vampire)  They all die off anyway from, unfortunate accidents. Your Eternal King will need only the best for his eternal throne.  Dedicate grand rooms and buildings in his/her name.  Make statues out of solid obsidian, encasing the corpses of his enemies for all time.  Do everything in your power to protect and serve your eternal master.&lt;br /&gt;
&lt;br /&gt;
BONUS: Assign a personal guard to your Vampire King.&lt;br /&gt;
     * BONUS: Undead Dragons?&lt;br /&gt;
BONUS: Have a Heirarchy of Kings/Queens from your Vampire's family (If they are present)&lt;br /&gt;
     * BONUS: Make seperate 'forts' for your various Royal Vampire Monarchs.&lt;br /&gt;
BONUS: Wait for the king to arrive at your fortress and make him/her into a Vampire!&lt;br /&gt;
&lt;br /&gt;
==I've a feeling we're not in Boatmurdered anymore.==&lt;br /&gt;
&lt;br /&gt;
Create a road of gold bars leading from a small village of [[mountain gnome|mountain gnomes]], to a large city of [[green glass]] (or mod the game to allow using [[emerald|emeralds]] as building materials.) Have a patrol along the road consisting of a female child (human if you can manage it somehow) wearing [[ruby]]-encrusted shoes, a [[dog|puppy]], an [[iron man]], a [[titan]] made of grass or wheat, and a [[lion]].&lt;br /&gt;
&lt;br /&gt;
Capture a female [[necromancer]], install her in a dark-colored fortress, and give her the corpses of [[spider monkey man|spider monkey men]] to resurrect. If you like, mod them to flying.&lt;br /&gt;
&lt;br /&gt;
== Bridge the world! ==&lt;br /&gt;
Bridge two or more islands, or an island to a mainland. &lt;br /&gt;
* Bonus: Channel magma and make it partially or completely out of obsidian.&lt;br /&gt;
* You will receive more bonuses the bigger and the more embarks your require to finish it (i.e. bridge a sea, bridge an ocean).&lt;br /&gt;
* Bonus: Enter in adventure mode, cross water without needing to swim (jump at worse). Marvel at your ingenuity.&lt;br /&gt;
** Thoroughness bonus: complete it yourself in adventure mode if it isn't already. Make it out of bodies and bones if you have to.&lt;br /&gt;
* Resistance bonus: Make (obsidian?) pillars every 40 or so tiles so that you (or some other player) can enter in any embark, with cave-ins on, and even dig through the pillar to the ocean floor, making an under-the-sea fortress there (or just exploiting the natural cave system).&lt;br /&gt;
&lt;br /&gt;
== Traveling Circus ==&lt;br /&gt;
Travel across the world, building megaprojects like pyramids or bridges.&lt;br /&gt;
‘’’Difficulty’’’: Takes a lot of time.&lt;br /&gt;
* Bonus: travel around and actually release [[HFS|the circus]] on every embark.&lt;br /&gt;
&lt;br /&gt;
== Make family tree for characters ==&lt;br /&gt;
&lt;br /&gt;
Go to a free family tree generator and add as many characters as you want/can (http://myheritage.com/ is good for this). Not even Legends Viewer will be able to compete with the sheer awesomeness of having the list of your dwarves' relatives (and kills) right up to year one.&lt;br /&gt;
* Bonus: Do it for all the dwarves you had on embark, enemies you killed and such.&lt;br /&gt;
** SuperResilientBonus: Do it in a world that's been played for over 100 years.&lt;br /&gt;
* Masochism bonus: give figurative trees to those tree-huggers and make a tree for nigh-immortal (and who mate like &amp;lt;s&amp;gt;bunnies&amp;lt;/s&amp;gt; [[unicorn]]s) elves.&lt;br /&gt;
* Memory bonus: add fun facts about the characters that can't be found in legends, like exactly ''how'' that legendary hammerdwarf lost his [BODYPART] in that famous siege where he's held as a hero, or how he was slacking in the hospital for the rest of his life after only being mauled by a megabeast. Or 10.&lt;br /&gt;
* Unintentional bonuses:&lt;br /&gt;
** Marvel at the error messages, like &amp;quot;Urist McValueDissonance married a little too young&amp;quot;, &amp;quot;Urist McNotEvenImmortalVampireOrWerewolf is declared still alive, assumed to be 1000+ years old&amp;quot; or &amp;quot;You just told me Urist McGranny gave birth at the ripe age of 150. Are you sure you're not high?&amp;quot;&lt;br /&gt;
** Make their profiles unprivate so they can be found on Google.&lt;br /&gt;
* Detail bonus: if you had your game save on seasonal, go to all the now-dead-critters and add the description for each.&lt;br /&gt;
* Artifact bonus: somehow get a hold of a [http://www.bay12forums.com/smf/index.php?topic=89305.0 legendary &amp;lt;s&amp;gt;dwarf&amp;lt;/s&amp;gt;] character's savegame, and show us who his ancestors were.&lt;br /&gt;
* Mission Impossible Bonus: Do it for as many characters in a &amp;quot;very long history&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=182788</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=182788"/>
		<updated>2013-03-22T23:36:23Z</updated>

		<summary type="html">&lt;p&gt;August: /* Timestamps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Downgrade from Fine to Tattered==&lt;br /&gt;
Now that xTatteredx has been implemented, all of the -Fine- articles which are definitely not fine should be downgraded. I suggest we all go through a letter of the alphabet from [http://df.magmawiki.com/index.php/Category:DF2010:Fine_Quality_Articles here] and rate all the articles properly. I've already done so for letters A and B... 24 more to go. If you have extra info to add, don't hold back.&lt;br /&gt;
&lt;br /&gt;
Go and rate!&lt;br /&gt;
&lt;br /&gt;
: What's the difference between fine and tattered? At present you have the exact same criteria listed for both categories. --[[User:Doctorzuber|Doctorzuber]] 18:58, 20 May 2010 (UTC)&lt;br /&gt;
::I had changed Tattered to be different from Fine, but VengefulDonut apparently disagreed and reverted them back to being identical. So Yeah. --[[User:Quietust|Quietust]] 19:20, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Either you two didn't read them or we disagree over what the word identical means. [[User:VengefulDonut|VengefulDonut]] 19:43, 20 May 2010 (UTC)&lt;br /&gt;
::::Okay, ''nearly'' identical. Out of the 5 properties on each one, 3 are the same. --[[User:Quietust|Quietust]] 20:52, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Alright. What about this? [[User:VengefulDonut|VengefulDonut]] 21:04, 20 May 2010 (UTC)&lt;br /&gt;
:::::: It's apparently been edited since I said something. I assure you it was identical when I posted, which was very confusing. --[[User:Doctorzuber|Doctorzuber]] 00:58, 24 May 2010 (UTC)&lt;br /&gt;
::::::It wasn't identical, there was a slight difference. Too small but it was there. [[User:Speed112|Speed112]] 01:23, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my view, quality should be a reflection of the percentage of the total information about a given subject that exists. So if we're talking about non-special stones, there is very little information aside from their basic properties, colours, locations etc. Thus if an article encapsulates all of those, it should be rated fairly high quality. I can see that there could be an argument for adding like a little descriptive sentence on the page or something, but surely brevity and simplicity are features that suggest a higher quality of article. In addition, if you look at the current definition for Masterwork Quality articles, these basic stone articles are comprehensive on the subject, contain no unverified information, have an appropriate number of outbound links, do not have any redlinks and are properly categorized. The only feature I am not sure on is whether the links are in the right format, but I'd be willing to bet that it is. If that is the case, the only problem with them, and the only thing holding them back from being Masterwork (by the current definition) is the fact that they do not have multiple editors. Surely then, if we go through the pages and quickly check if the information is correct, we can then reclassify them as Masterwork. [[User:Pie|Pie]] 00:36, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:  Adding the real life information is just extraneous nonsense that doesn't help anything. Every mineral article has a link to the wikipedia page on the same subject already (in the side chart), we simply do not require a chemical formula and a crystal matrix diagram for every mineral on a wiki devoted to Dwarf Fortress gameplay. &lt;br /&gt;
:  For vermin articles, it makes sense to have a longer article for the economically important cave spider. For mineral articles, it makes sense to have a longer article for the rare and game specific adamantine. A D for Dwarf section for minerals like chert is simply unreasonable, and would take away from the specific purpose of the wiki, which is information first. &lt;br /&gt;
:  All of the mineral articles fulfill the masterwork obligations. They are as comprehensive on the subject at hand as necessary, because this is a game, not a geology lesson. If players are interested in geology, they can find the information they need more effectively elsewhere. [[User:JohnnyMadhouse|JohnnyMadhouse]] 22:54, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It seems that rating these articles removes the gamedata properties. The template is in place, but the actual information (i.e. layer, melting point, boiling point, etc.) is gone. I'm not sure how to recover it. [[User:Shadowfury333|Shadowfury333]] 00:55, 8 June 2010 (UTC)&lt;br /&gt;
::What browser are you using? [[User:VengefulDonut|VengefulDonut]] 14:39, 8 June 2010 (UTC)&lt;br /&gt;
:::Mozilla Firefox 3.6.3 [[User:Shadowfury333|Shadowfury333]] 18:51, 8 June 2010 (UTC)&lt;br /&gt;
::I see that you've rated 2 stone pages (Chalk and Chert), and both of them are still showing all of the appropriate information. --[[User:Quietust|Quietust]] 16:24, 8 June 2010 (UTC)&lt;br /&gt;
:::Hmm. Going back they appear to have the information again. Maybe it just takes a little while to update it with the rating. [[User:Shadowfury333|Shadowfury333]] 18:52, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Well, I'm done fleshing out layer stones and vermin with descriptive phrases, and raised them all to ≡Exceptional≡ quality. I know the necessary information is there in the infoboxes and the raw files, but I would imagine newcomers to the game and wiki would appreciate an easy to read sentence or two giving a broad overview of the item in question. --[[User:Shadowfury333|Shadowfury333]] 01:46, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, done trees and plants. Not sure what to do next. Probably any old skills not properly described. --[[User:Shadowfury333|Shadowfury333]] 21:37, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I just noticed the addition of &amp;quot;xTATTEREDx&amp;quot;. Now we have a brand new problem: There's absolutely nothing in between &amp;quot;poor&amp;quot; (tattered) and &amp;quot;good&amp;quot; (fine). We need something neutral. Poor - Neutral - Good - Great is a fine progression, but we don't have anything that sounds &amp;quot;neutral&amp;quot;.[[User:G-Flex|G-Flex]] 07:47, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Yeah. Fine really isn't a neutral word. What would be a good replacement? [[User:VengefulDonut|VengefulDonut]] 12:30, 16 May 2010 (UTC)&lt;br /&gt;
:::::::How about Adequate (no -decorations-), to mirror the no-adjective change to skill levels? --[[User:Onul Rigothzas|Onul Rigothzas]] 03:47, 29 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Well tbh fine is fine, not good, as in it's not bad but it isn't good either = neutral. Exceptional = good and Masterwork = great. I was in fact thinking that, rating-wise, Masterwork is really close to Exceptional, and Exceptional is pretty far away from Fine, so it would be a good idea to turn Fine into Well-crafted and Exceptional into Superior, to have them all 2 levels apart: Tattered(0), Well-crafted(2), Superior(4), Masterful(6... or 12). --[[User:Speed112|Speed112]] 12:14, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality categories by version namespace==&lt;br /&gt;
&lt;br /&gt;
Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
:::With this in place, would calculating the &amp;quot;Overall quality rating&amp;quot; for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)&lt;br /&gt;
::::I've just updated the progress bar template to allow it to focus on a single namespace. 40d has a reasonably high rating, while 23a is way worse than even DF2010. I've also tweaked this Quality page to list the quality stats for all 3 namespaces - it's a bit busy, but the information should be useful. --[[User:Quietust|Quietust]] 13:57, 12 May 2010 (UTC)&lt;br /&gt;
:::::Looks great IMO, thanks!  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:02, 12 May 2010 (UTC)&lt;br /&gt;
:::::My god, stats.  Stats everywhere!  I love it.  Well done. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 15:27, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There's no mention of the &amp;quot;Version:Quality&amp;quot; style categories on [[Dwarf_Fortress_Wiki:Quality|the quality page]]. Should those be added immediately, or are we waiting until we've reached a decision on if ratings will differ between versions? Because I would add them, but I don't want to screw things up. [[User:SenorPwnage|Señor Pwnage]] 02:36, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
::::I'd suggest not doing that.  Fine is currently the &amp;quot;bottom&amp;quot; rating.  We can that name if we want, but having to go back and change unrated to &amp;quot;new bottom rating&amp;quot; will be a lot of unnecessary work, imo.  Don't you think? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:50, 10 May 2010 (UTC)&lt;br /&gt;
:::::&amp;quot;Unrated&amp;quot; was '''not''' intended to be a &amp;quot;new bottom rating&amp;quot;, but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)&lt;br /&gt;
:I'm also rather shocked at the brutal re-rating of everything. Not one Masterwork article?  Seriously?  If everything's just going to end up in a morass of Fine, where Fine can be anything from a pointless stub to a half-decent, usable article, then the system really isn't helping. --[[User:Krenn|Krenn]] 05:08, 12 May 2010 (UTC)&lt;br /&gt;
::Ah - replying to my own post in case anyone else has the same confusion I did; the problem is that the links to the categories from the Quality page go to '''non-version specific''' categories of Fine, Exceptional, and Masterwork, and nothing is in those anymore.  All articles are now of a quality rating specific to their own namespace, IE: [[:Category:DF2010:Masterwork Quality Articles]].  I still think rating is being too harsh, though, as there's only 3 masterwork right now and that seems low. --[[User:Krenn|Krenn]] 05:14, 12 May 2010 (UTC)&lt;br /&gt;
:::I'll fix this.  Also, the count is just how many articles are labeled masterwork, if you can find some other than those three that are masterwork, please label them such :). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:15, 12 May 2010 (UTC)&lt;br /&gt;
::::There are only 2!!! masterwork articles now for some reason. Don't know if the 3rd one deserved being downgraded or not, but this makes me kind of sad. We need to do something about all these &amp;quot;fine&amp;quot; articles which are anything but fine, and bump more-than-decent exceptional articles with some extra stuff to make them masterwork... guides maybe? I don't know. But I don't really like it. I'm trying to do stuff but I'm new (so I suck) and don't have time... the answer is for everyone to do small things and not let it to a few good members. --[[User:Speed112|Speed112]]&lt;br /&gt;
&lt;br /&gt;
== Criteria ==&lt;br /&gt;
&lt;br /&gt;
Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal: No ratings for 40d and 23a ==&lt;br /&gt;
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.&lt;br /&gt;
&lt;br /&gt;
We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps just alternate categories? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:48, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)&lt;br /&gt;
::This is now implmented, the &amp;quot;score&amp;quot; is DF2010 only.  Hohlenschreck, does this meet your ideas?  Or do you not want labels on older articles at all? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:30, 12 May 2010 (UTC)&lt;br /&gt;
:::I think this is fine --[[User:Höhlenschreck|Höhlenschreck]] 00:43, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality is not updating itself ==&lt;br /&gt;
&lt;br /&gt;
I've been testing something, and looking at a preview via edit, it shows a different quality than normal, like it's not updating the quality at all. I'm not sure if this is a bug, or as possible as a wiki can go. Any ideas as to why this is happening? --[[User:Hugna|Hugna]] 07:10, 22 May 2010 (UTC)&lt;br /&gt;
:The quality won't update itself automatically while you preview.  From Recent Changes it looks like (maybe) there is now something which automatically updates rating based on some script?  Interesting if that's the case.  But it definitely won't have any impact while you are previewing (also not immediately after you save either). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:12, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What do you mean by a different quality than normal? If you hit preview when on the edit page, it will show whatever quality tag is currently on the page. Also Mason, the rate script is just an easier method to add/update a quality tag -- shouldn't have anything to do with what he's talking about, I hope. [[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;]] 11:54, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Difference between exceptional and masterwork ==&lt;br /&gt;
&lt;br /&gt;
I've noticed there has been some talk about exceptionals/materworks over on the [[Black diamond]] page. I'm continuing the topic here, to have everything in centralised discussion... My two cents: I think &amp;quot;exceptional&amp;quot; should be the standard for an article that contains all in-game information. Masterworks should then be articles that for some reason exceed the standard value and add something extra - like guides (great example it the [[Cave spider]] page) or massive amounts of information organised in a convenient way (like the generic [[Tree]] page). I'm saying this mostly as a user, who expects masterworks to be something worth reading. Having masterworks that are basically just stubs (eg. the [[Black diamond]]) is very counterintuitive, even if nothing remains to be said.&lt;br /&gt;
Yes, I'm aware this would mean rearranging the quality criteria. --[[User:Markus cz|Markus cz]] 11:38, 26 May 2010 (UTC)&lt;br /&gt;
:Makes sense to me. --[[User:Nahno|Nahno]] 12:53, 26 May 2010 (UTC)&lt;br /&gt;
::That's the way I view it too.  Since we've now got xTatteredx for useless articles and +Fine+ for mediocre ones, putting ≡Exceptional≡ as &amp;quot;complete&amp;quot; and ☼Masterwork☼ as &amp;quot;over and beyond&amp;quot; seems appropriate. --[[User:DeMatt|DeMatt]] 01:42, 28 May 2010 (UTC)&lt;br /&gt;
:I agree, Masterwork articles need to be something particularly special.  I don't think it's a problem if some articles, by their nature, may never be able to be &amp;quot;masterwork&amp;quot;. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 12:43, 30 May 2010 (UTC)&lt;br /&gt;
::I just want to point out that if Exceptional is the goal, it should score as 100%, not 60%, in the math for the quality rating.  (I think Fine should also be bumped upward from 30%, and Tattered bumped up from 0% to maybe 10%.)  I won't make the change myself, as my last edit to the math was reversed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:51, 30 May 2010 (UTC)&lt;br /&gt;
:::Your [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Quality/rating&amp;amp;diff=prev&amp;amp;oldid=110861 last edit to the math] was reversed due to said change consisting of ''adding a random number from -30 to +40 to the rating'', as well as outright labeling it as &amp;quot;'''malicious'''&amp;quot;. --[[User:Quietust|Quietust]] 16:31, 30 May 2010 (UTC)&lt;br /&gt;
::::Do you have a point?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:45, 30 May 2010 (UTC)&lt;br /&gt;
:::::The point is, your suggested contribution here is useful.  The addition of a random element to the rating value was not judged as useful.  One was reverted, the other is very unlikely to be reverted unless another better idea comes along. --[[User:Briess|Briess]] 18:51, 30 May 2010 (UTC)&lt;br /&gt;
:::And there in lies the problem (perhaps the only among all the positives) of a rating system like this.  It doesn't let you specifically point out impressive achievements without marking everything else as missing something.  I mean it takes away the benefit of highlighting the best work we've (well, not really me, but other people) came up with as a group in order to assign a score.  But I can't think of another way of doing it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:21, 2 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Let's add the following requirement (or something along these lines) for an article to be considered masterwork:&lt;br /&gt;
:* This is enlightening.&lt;br /&gt;
:or maybe something like this:&lt;br /&gt;
:* All DF players should read this article.&lt;br /&gt;
:It would be good to have something that says the page is an important one, and not just a comprehensive one. [[User:VengefulDonut|VengefulDonut]] 05:32, 2 June 2010 (UTC)&lt;br /&gt;
::::I agree. Maybe not specifically these criteria, but something along those lines. Masterwork articles should shine among other great articles (Exceptional) and be, indeed, masterwork. &lt;br /&gt;
::::Another idea would be to tweak the rating so that Exceptional articles are complete (100%) and Masterwork are complete with a spark of awesomeness. What I mean is that they should still count as 100% on the rating percentile, but there should be another counter of awesomeness which says how many Masterwork quality articles there are. [[User:Speed112|Speed112]] 10:58, 2 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with the timestamp via &amp;quot;rating page&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
It's a little odd nobody noticed it until now. The timestamp the automated &amp;quot;Qualityrator&amp;quot; creates, is always '''08:00, 22 May 2010 (UTC)'''. I don't think this should be like it is. Why do we have the timestamp when ist is alwasy the same? Do I get anything worng? --[[User:Used|Used]]&lt;br /&gt;
:Looks like the [[User:Emi/review.js|rater script]] just included the exact text &amp;lt;nowiki&amp;gt;&amp;quot;~~~~~&amp;quot;&amp;lt;/nowiki&amp;gt; instead of splitting it into 2 strings, meaning it got substituted when the page was actually saved. I must admit, it's quite amusing that nobody noticed it until now. --[[User:Quietust|Quietust]] 12:46, 5 August 2010 (UTC)&lt;br /&gt;
::Yeah, thank you! You are great =). Now this can be fixed soon. --[[User:Used|Used]] 08:25, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Auto rate ==&lt;br /&gt;
&lt;br /&gt;
the 'rate' feature hangs for me at &lt;br /&gt;
Automatic Criteria:&lt;br /&gt;
Is page orphaned.... NO&lt;br /&gt;
Is page deadend...... &lt;br /&gt;
How many redlinks does page contain...... &lt;br /&gt;
&lt;br /&gt;
is this expected behavior? I've been working around by manually editing the quality, and adding the appropriate timestamp. [[User:Decius|Decius]] 02:55, 8 November 2010 (UTC)&lt;br /&gt;
Addendum: looking at the script, it seems to be counting the number of ways that a page can be reached from the index. Would it be faster to stop as soon as one route was found, or is the cnt there more than a go/no go? [[User:Decius|Decius]] 03:08, 8 November 2010 (UTC)&lt;br /&gt;
:The count does affect the rating guidelines, and the script seems to work fine for me.  I'll look into it and see what I can or can't figure out.  What browser is this on? --[[User:Briess|Briess]] 12:24, 8 November 2010 (UTC)&lt;br /&gt;
::IE 8.0, using a marginal wireless network. If there's a significant data transfer involved, it will probably be interrupted. [[User:Decius|Decius]] 01:24, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
This requirement for *Masterwork* is a little absurd, unless pages need to be created for every variation of the name of the article. Not only is the improper link formatting, but there are many possiblites when the use of &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; simple doesn't work properly. The requirement does say &amp;quot;except where a link to another namespace is required,&amp;quot; which I suppose covers my previous statement; even then, if there is going to be such a huge exception, why even use it at all? Not only would it be easier to just use proper link formatting, but articles would be more standardized (which this Wiki '''badly''' needs). &lt;br /&gt;
&lt;br /&gt;
This wiki is in sad shape, not only would this Quality page would be considered tattered (in my opinion,lacks information, information is unclear), there isn't even a &amp;lt;s&amp;gt;[[Manual of Style]]&amp;lt;/s&amp;gt; [[Dwarf Fortress Wiki:Manual of Style|Manual of Style]] here! &lt;br /&gt;
&lt;br /&gt;
I won't change any of the current &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; links on pages I edit, but until there is actually some standardization here, I'll be using &amp;lt;nowiki&amp;gt;[[pagename|linkname]]&amp;lt;/nowiki&amp;gt; [[User:Gzalzi|Gzalzi]] 20:09, 1 January 2011 (UTC)&lt;br /&gt;
:You're supposed to use &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; the same way you use &amp;lt;nowiki&amp;gt;[[linkname]]&amp;lt;/nowiki&amp;gt;.  You can format it &amp;lt;nowiki&amp;gt;{{l|pagename|linkname}}&amp;lt;/nowiki&amp;gt;, just as with the standard link formatting.  The reason for using the L-template is because of the versioning process - when DF2011 comes around, they're gonna '''copy''' all the DF2010 pages into the new DF2011 namespace, and then change the L-template so DF2011 links bounce around in DF2011 pages, while DF2010 links bounce around in DF2010 pages.  You can already see this at work in the 40d pages - clicking on an L-template link in [[40d:Stone]], like the links in the first paragraph, causes you to go to the 40d versions of the pages.&lt;br /&gt;
:I disagree with you on the quality of the Quality page. I'd put it at Exceptional. You'll have to explain what information you're looking for to convince me otherwise; unfortunately, these ratings are a little subjective, so trying to apply the &amp;quot;rules&amp;quot; as rules doesn't work very well.&lt;br /&gt;
:I'm reasonably, fairly, confidently, sure that the links in the Article Version template don't count towards the guidelines for Masterwork. --[[User:DeMatt|DeMatt]] 21:04, 1 January 2011 (UTC)&lt;br /&gt;
::Ah, well the reasoning because the use of the &amp;quot;L&amp;quot; template does make sense, and I will use it.&lt;br /&gt;
::The subjectiveness of the Quality page is the problem I have with it. If you're going to define rules, they should be able to be applied as rules. The definitions of what makes an article good and what makes it bad need to be much more clear, or some of the requirements needs to be changed around, though I don't have any specific suggestions at this time. --[[User:Gzalzi|Gzalzi]] 21:40, 1 January 2011 (UTC)&lt;br /&gt;
:::The &amp;lt;nowiki&amp;gt;{{L}}&amp;lt;/nowiki&amp;gt; template has been obsoleted (by integrating its functionality into MediaWiki itself), so this should no longer be an issue. --[[User:Quietust|Quietust]] 17:54, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality Scale Reword? ==&lt;br /&gt;
&lt;br /&gt;
I'm fairly new to editing, but I'd like to be able to contribute better. I've tried my hand at the &amp;quot;tattered&amp;quot; articles, but most of those have no info because you can't get the info. Most of the articles labelled &amp;quot;fine&amp;quot; usually fall under the criteria for &amp;quot;exceptional&amp;quot; (in my opinion) but the &amp;quot;exceptional&amp;quot; title seems misfit (which is probably why they're labelled &amp;quot;fine&amp;quot;). The criteria for &amp;quot;fine&amp;quot; seems to be an extremely poor, but moderately long article. &amp;quot;Contains little to no accurate information&amp;quot; feels like it should be under &amp;quot;tattered&amp;quot; not &amp;quot;fine.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It looks like there are either major flaws with almost half of the articles, or the quality criteria for page quality is skewed. I feel the definition of &amp;quot;Fine&amp;quot; should be revised to fit an average article, not have the description sound like the article needs great improvements when in reality it is a decent article. [[User:Williamrmck|Williamrmck]] 17:09, 28 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Many current 'Tattered' articles should be 'Fine' ==&lt;br /&gt;
&lt;br /&gt;
Looking through the pages currently categorized as being of Tattered quality, it seems that most of them deserve to be considered Fine, or even Exceptional in some cases. As was discussed in the older discussion [[#Stone, gem and similar articles|'Stone, gem and similar articles']], pages for stones and miscellaneous animals (where there is little notable variation from other identical creature types to speak of) should probably be upgraded to Fine as long as they have proper information, since Tattered should be reserved for articles that genuinely lack important content. The rating script seems to agree with me on this. I'll start rating such articles as Fine from now on, if that's alright. [[User:August|August]] 06:27, 8 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes, that's correct. According to [[Dwarf_Fortress_Wiki:Quality#Tattered|this page]], vermin, stones, and creatures shouldn't be rated &amp;quot;tattered&amp;quot; unless they are missing the information box on the left. Maybe [[User_talk:Quietust#Bot_Requests|QuietBot]] (or another bot) could do this, but feel free to go ahead and fix articles that you feel need it. &lt;br /&gt;
: Also check [http://dwarffortresswiki.org/index.php/Category:DF2012:Tattered_Quality_Articles| this list] if you haven't already. (It looks like all the A's and B's are gone, so you probably did). --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 17:50, 9 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Alright, sounds good. One thing I did notice that was missing from many of the animal pages was butcher yield information. I'll still go ahead and rate those as Fine, but at some point later I'll try and get that info. [[User:August|August]] 16:15, 11 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Timestamps ==&lt;br /&gt;
&lt;br /&gt;
While I understand the original intent of including timestamps in quality ratings, a quick glance at the statistics shows that the vast majority of the articles about the current version have &amp;quot;missing&amp;quot; or &amp;quot;outdated&amp;quot; timestamps. Naturally the results are even worse for prior versions:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
|Version&lt;br /&gt;
|Old timestamps&lt;br /&gt;
|Missing timestamps&lt;br /&gt;
|Total articles&lt;br /&gt;
|Percent old/missing&lt;br /&gt;
|-&lt;br /&gt;
|DF2012&lt;br /&gt;
|{{PAGESINCAT:DF2012:Quality ranks older than 10 weeks|R}}&lt;br /&gt;
|{{PAGESINCAT:DF2012:Quality ranks without proper timestamps|R}}&lt;br /&gt;
|{{NUMBEROFARTICLES|DF2012}}&lt;br /&gt;
|{{#expr: ({{PAGESINCAT:DF2012:Quality ranks older than 10 weeks|R}}+{{PAGESINCAT:DF2012:Quality ranks without proper timestamps|R}}) / {{NUMBEROFARTICLES|DF2012}} * 100 round 1}}&lt;br /&gt;
|-&lt;br /&gt;
|v0.31&lt;br /&gt;
|{{PAGESINCAT:v0.31:Quality ranks older than 10 weeks|R}}&lt;br /&gt;
|{{PAGESINCAT:v0.31:Quality ranks without proper timestamps|R}}&lt;br /&gt;
|{{NUMBEROFARTICLES|v0.31}}&lt;br /&gt;
|{{#expr: ({{PAGESINCAT:v0.31:Quality ranks older than 10 weeks|R}}+{{PAGESINCAT:v0.31:Quality ranks without proper timestamps|R}}) / {{NUMBEROFARTICLES|v0.31}} * 100 round 1}}&lt;br /&gt;
|-&lt;br /&gt;
|40d&lt;br /&gt;
|{{PAGESINCAT:40d:Quality ranks older than 10 weeks|R}}&lt;br /&gt;
|{{PAGESINCAT:40d:Quality ranks without proper timestamps|R}}&lt;br /&gt;
|{{NUMBEROFARTICLES|40d}}&lt;br /&gt;
|{{#expr: ({{PAGESINCAT:40d:Quality ranks older than 10 weeks|R}}+{{PAGESINCAT:40d:Quality ranks without proper timestamps|R}}) / {{NUMBEROFARTICLES|40d}} * 100 round 1}}&lt;br /&gt;
|-&lt;br /&gt;
|23a&lt;br /&gt;
|{{PAGESINCAT:23a:Quality ranks older than 10 weeks|R}}&lt;br /&gt;
|{{PAGESINCAT:23a:Quality ranks without proper timestamps|R}}&lt;br /&gt;
|{{NUMBEROFARTICLES|23a}}&lt;br /&gt;
|{{#expr: ({{PAGESINCAT:23a:Quality ranks older than 10 weeks|R}}+{{PAGESINCAT:23a:Quality ranks without proper timestamps|R}}) / {{NUMBEROFARTICLES|23a}} * 100 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the case of prior versions, requiring our articles to be less out-of-date than the game itself is rather ridiculous. Since it is abundantly clear that these timestamps are not actively motivating improvement of the wiki, I am suggesting that the timestamps be dropped from the quality template. --[[User:Loci|Loci]] 20:03, 22 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Makes sense to me. Timestamps should definitely be removed from the old namespaces at least (or simply not calculated as being &amp;quot;outdated&amp;quot;). However, I think timestamps could still serve some amount of purpose for the current version. Perhaps it would be best to simply extend the length of time required for quality ratings to be considered &amp;quot;outdated&amp;quot;? Or, if such a thing is possible, make it so that quality ratings are only stamped as outdated once significant changes have been made to the article since the last time it was last rated. This might make the most sense, since logically the rating shouldn't change unless the article changes first. [[User:August|August]] 22:40, 22 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Personally, I don't pay much attention to the &amp;quot;outdated&amp;quot; category either. I don't think an article, even one covering a 9-month old release, needs to be re-ranked every 10 weeks, particularly if the rating doesn't change. The only use I've found for the &amp;quot;missing timestamp&amp;quot; category is locating articles created by [{{fullurl:Special:ListUsers|group=bot}} bots], but this can also be checked by looking at their contributions. If it turns out that nobody uses these categories, I agree that they may as well be removed. --{{User:Lethosor/sig}} 23:18, 22 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Agreed, I never pay attention to them either. (btw this is really off-topic but that's an awesome rainbow signature) [[User:August|August]] 23:36, 22 March 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=182786</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=182786"/>
		<updated>2013-03-22T22:40:56Z</updated>

		<summary type="html">&lt;p&gt;August: /* Timestamps */&lt;/p&gt;
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&lt;div&gt;==Downgrade from Fine to Tattered==&lt;br /&gt;
Now that xTatteredx has been implemented, all of the -Fine- articles which are definitely not fine should be downgraded. I suggest we all go through a letter of the alphabet from [http://df.magmawiki.com/index.php/Category:DF2010:Fine_Quality_Articles here] and rate all the articles properly. I've already done so for letters A and B... 24 more to go. If you have extra info to add, don't hold back.&lt;br /&gt;
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Go and rate!&lt;br /&gt;
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: What's the difference between fine and tattered? At present you have the exact same criteria listed for both categories. --[[User:Doctorzuber|Doctorzuber]] 18:58, 20 May 2010 (UTC)&lt;br /&gt;
::I had changed Tattered to be different from Fine, but VengefulDonut apparently disagreed and reverted them back to being identical. So Yeah. --[[User:Quietust|Quietust]] 19:20, 20 May 2010 (UTC)&lt;br /&gt;
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:::Either you two didn't read them or we disagree over what the word identical means. [[User:VengefulDonut|VengefulDonut]] 19:43, 20 May 2010 (UTC)&lt;br /&gt;
::::Okay, ''nearly'' identical. Out of the 5 properties on each one, 3 are the same. --[[User:Quietust|Quietust]] 20:52, 20 May 2010 (UTC)&lt;br /&gt;
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:::::Alright. What about this? [[User:VengefulDonut|VengefulDonut]] 21:04, 20 May 2010 (UTC)&lt;br /&gt;
:::::: It's apparently been edited since I said something. I assure you it was identical when I posted, which was very confusing. --[[User:Doctorzuber|Doctorzuber]] 00:58, 24 May 2010 (UTC)&lt;br /&gt;
::::::It wasn't identical, there was a slight difference. Too small but it was there. [[User:Speed112|Speed112]] 01:23, 24 May 2010 (UTC)&lt;br /&gt;
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==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
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:In my view, quality should be a reflection of the percentage of the total information about a given subject that exists. So if we're talking about non-special stones, there is very little information aside from their basic properties, colours, locations etc. Thus if an article encapsulates all of those, it should be rated fairly high quality. I can see that there could be an argument for adding like a little descriptive sentence on the page or something, but surely brevity and simplicity are features that suggest a higher quality of article. In addition, if you look at the current definition for Masterwork Quality articles, these basic stone articles are comprehensive on the subject, contain no unverified information, have an appropriate number of outbound links, do not have any redlinks and are properly categorized. The only feature I am not sure on is whether the links are in the right format, but I'd be willing to bet that it is. If that is the case, the only problem with them, and the only thing holding them back from being Masterwork (by the current definition) is the fact that they do not have multiple editors. Surely then, if we go through the pages and quickly check if the information is correct, we can then reclassify them as Masterwork. [[User:Pie|Pie]] 00:36, 17 May 2010 (UTC)&lt;br /&gt;
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:  Adding the real life information is just extraneous nonsense that doesn't help anything. Every mineral article has a link to the wikipedia page on the same subject already (in the side chart), we simply do not require a chemical formula and a crystal matrix diagram for every mineral on a wiki devoted to Dwarf Fortress gameplay. &lt;br /&gt;
:  For vermin articles, it makes sense to have a longer article for the economically important cave spider. For mineral articles, it makes sense to have a longer article for the rare and game specific adamantine. A D for Dwarf section for minerals like chert is simply unreasonable, and would take away from the specific purpose of the wiki, which is information first. &lt;br /&gt;
:  All of the mineral articles fulfill the masterwork obligations. They are as comprehensive on the subject at hand as necessary, because this is a game, not a geology lesson. If players are interested in geology, they can find the information they need more effectively elsewhere. [[User:JohnnyMadhouse|JohnnyMadhouse]] 22:54, 21 May 2010 (UTC)&lt;br /&gt;
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:It seems that rating these articles removes the gamedata properties. The template is in place, but the actual information (i.e. layer, melting point, boiling point, etc.) is gone. I'm not sure how to recover it. [[User:Shadowfury333|Shadowfury333]] 00:55, 8 June 2010 (UTC)&lt;br /&gt;
::What browser are you using? [[User:VengefulDonut|VengefulDonut]] 14:39, 8 June 2010 (UTC)&lt;br /&gt;
:::Mozilla Firefox 3.6.3 [[User:Shadowfury333|Shadowfury333]] 18:51, 8 June 2010 (UTC)&lt;br /&gt;
::I see that you've rated 2 stone pages (Chalk and Chert), and both of them are still showing all of the appropriate information. --[[User:Quietust|Quietust]] 16:24, 8 June 2010 (UTC)&lt;br /&gt;
:::Hmm. Going back they appear to have the information again. Maybe it just takes a little while to update it with the rating. [[User:Shadowfury333|Shadowfury333]] 18:52, 8 June 2010 (UTC)&lt;br /&gt;
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:Well, I'm done fleshing out layer stones and vermin with descriptive phrases, and raised them all to ≡Exceptional≡ quality. I know the necessary information is there in the infoboxes and the raw files, but I would imagine newcomers to the game and wiki would appreciate an easy to read sentence or two giving a broad overview of the item in question. --[[User:Shadowfury333|Shadowfury333]] 01:46, 10 June 2010 (UTC)&lt;br /&gt;
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:Okay, done trees and plants. Not sure what to do next. Probably any old skills not properly described. --[[User:Shadowfury333|Shadowfury333]] 21:37, 11 June 2010 (UTC)&lt;br /&gt;
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==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
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:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
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== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
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== Template/method ==&lt;br /&gt;
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I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
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This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
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:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
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:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
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::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
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:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
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::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
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::::I just noticed the addition of &amp;quot;xTATTEREDx&amp;quot;. Now we have a brand new problem: There's absolutely nothing in between &amp;quot;poor&amp;quot; (tattered) and &amp;quot;good&amp;quot; (fine). We need something neutral. Poor - Neutral - Good - Great is a fine progression, but we don't have anything that sounds &amp;quot;neutral&amp;quot;.[[User:G-Flex|G-Flex]] 07:47, 16 May 2010 (UTC)&lt;br /&gt;
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::::::Yeah. Fine really isn't a neutral word. What would be a good replacement? [[User:VengefulDonut|VengefulDonut]] 12:30, 16 May 2010 (UTC)&lt;br /&gt;
:::::::How about Adequate (no -decorations-), to mirror the no-adjective change to skill levels? --[[User:Onul Rigothzas|Onul Rigothzas]] 03:47, 29 June 2010 (UTC)&lt;br /&gt;
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:::::Well tbh fine is fine, not good, as in it's not bad but it isn't good either = neutral. Exceptional = good and Masterwork = great. I was in fact thinking that, rating-wise, Masterwork is really close to Exceptional, and Exceptional is pretty far away from Fine, so it would be a good idea to turn Fine into Well-crafted and Exceptional into Superior, to have them all 2 levels apart: Tattered(0), Well-crafted(2), Superior(4), Masterful(6... or 12). --[[User:Speed112|Speed112]] 12:14, 16 May 2010 (UTC)&lt;br /&gt;
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==Quality categories by version namespace==&lt;br /&gt;
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Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
:::With this in place, would calculating the &amp;quot;Overall quality rating&amp;quot; for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)&lt;br /&gt;
::::I've just updated the progress bar template to allow it to focus on a single namespace. 40d has a reasonably high rating, while 23a is way worse than even DF2010. I've also tweaked this Quality page to list the quality stats for all 3 namespaces - it's a bit busy, but the information should be useful. --[[User:Quietust|Quietust]] 13:57, 12 May 2010 (UTC)&lt;br /&gt;
:::::Looks great IMO, thanks!  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:02, 12 May 2010 (UTC)&lt;br /&gt;
:::::My god, stats.  Stats everywhere!  I love it.  Well done. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 15:27, 12 May 2010 (UTC)&lt;br /&gt;
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There's no mention of the &amp;quot;Version:Quality&amp;quot; style categories on [[Dwarf_Fortress_Wiki:Quality|the quality page]]. Should those be added immediately, or are we waiting until we've reached a decision on if ratings will differ between versions? Because I would add them, but I don't want to screw things up. [[User:SenorPwnage|Señor Pwnage]] 02:36, 12 May 2010 (UTC)&lt;br /&gt;
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==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
::::I'd suggest not doing that.  Fine is currently the &amp;quot;bottom&amp;quot; rating.  We can that name if we want, but having to go back and change unrated to &amp;quot;new bottom rating&amp;quot; will be a lot of unnecessary work, imo.  Don't you think? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:50, 10 May 2010 (UTC)&lt;br /&gt;
:::::&amp;quot;Unrated&amp;quot; was '''not''' intended to be a &amp;quot;new bottom rating&amp;quot;, but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)&lt;br /&gt;
:I'm also rather shocked at the brutal re-rating of everything. Not one Masterwork article?  Seriously?  If everything's just going to end up in a morass of Fine, where Fine can be anything from a pointless stub to a half-decent, usable article, then the system really isn't helping. --[[User:Krenn|Krenn]] 05:08, 12 May 2010 (UTC)&lt;br /&gt;
::Ah - replying to my own post in case anyone else has the same confusion I did; the problem is that the links to the categories from the Quality page go to '''non-version specific''' categories of Fine, Exceptional, and Masterwork, and nothing is in those anymore.  All articles are now of a quality rating specific to their own namespace, IE: [[:Category:DF2010:Masterwork Quality Articles]].  I still think rating is being too harsh, though, as there's only 3 masterwork right now and that seems low. --[[User:Krenn|Krenn]] 05:14, 12 May 2010 (UTC)&lt;br /&gt;
:::I'll fix this.  Also, the count is just how many articles are labeled masterwork, if you can find some other than those three that are masterwork, please label them such :). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:15, 12 May 2010 (UTC)&lt;br /&gt;
::::There are only 2!!! masterwork articles now for some reason. Don't know if the 3rd one deserved being downgraded or not, but this makes me kind of sad. We need to do something about all these &amp;quot;fine&amp;quot; articles which are anything but fine, and bump more-than-decent exceptional articles with some extra stuff to make them masterwork... guides maybe? I don't know. But I don't really like it. I'm trying to do stuff but I'm new (so I suck) and don't have time... the answer is for everyone to do small things and not let it to a few good members. --[[User:Speed112|Speed112]]&lt;br /&gt;
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== Criteria ==&lt;br /&gt;
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Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;br /&gt;
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== Proposal: No ratings for 40d and 23a ==&lt;br /&gt;
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.&lt;br /&gt;
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We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)&lt;br /&gt;
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Perhaps just alternate categories? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:48, 10 May 2010 (UTC)&lt;br /&gt;
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:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)&lt;br /&gt;
::This is now implmented, the &amp;quot;score&amp;quot; is DF2010 only.  Hohlenschreck, does this meet your ideas?  Or do you not want labels on older articles at all? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:30, 12 May 2010 (UTC)&lt;br /&gt;
:::I think this is fine --[[User:Höhlenschreck|Höhlenschreck]] 00:43, 14 May 2010 (UTC)&lt;br /&gt;
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== Quality is not updating itself ==&lt;br /&gt;
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I've been testing something, and looking at a preview via edit, it shows a different quality than normal, like it's not updating the quality at all. I'm not sure if this is a bug, or as possible as a wiki can go. Any ideas as to why this is happening? --[[User:Hugna|Hugna]] 07:10, 22 May 2010 (UTC)&lt;br /&gt;
:The quality won't update itself automatically while you preview.  From Recent Changes it looks like (maybe) there is now something which automatically updates rating based on some script?  Interesting if that's the case.  But it definitely won't have any impact while you are previewing (also not immediately after you save either). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:12, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What do you mean by a different quality than normal? If you hit preview when on the edit page, it will show whatever quality tag is currently on the page. Also Mason, the rate script is just an easier method to add/update a quality tag -- shouldn't have anything to do with what he's talking about, I hope. [[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;]] 11:54, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Difference between exceptional and masterwork ==&lt;br /&gt;
&lt;br /&gt;
I've noticed there has been some talk about exceptionals/materworks over on the [[Black diamond]] page. I'm continuing the topic here, to have everything in centralised discussion... My two cents: I think &amp;quot;exceptional&amp;quot; should be the standard for an article that contains all in-game information. Masterworks should then be articles that for some reason exceed the standard value and add something extra - like guides (great example it the [[Cave spider]] page) or massive amounts of information organised in a convenient way (like the generic [[Tree]] page). I'm saying this mostly as a user, who expects masterworks to be something worth reading. Having masterworks that are basically just stubs (eg. the [[Black diamond]]) is very counterintuitive, even if nothing remains to be said.&lt;br /&gt;
Yes, I'm aware this would mean rearranging the quality criteria. --[[User:Markus cz|Markus cz]] 11:38, 26 May 2010 (UTC)&lt;br /&gt;
:Makes sense to me. --[[User:Nahno|Nahno]] 12:53, 26 May 2010 (UTC)&lt;br /&gt;
::That's the way I view it too.  Since we've now got xTatteredx for useless articles and +Fine+ for mediocre ones, putting ≡Exceptional≡ as &amp;quot;complete&amp;quot; and ☼Masterwork☼ as &amp;quot;over and beyond&amp;quot; seems appropriate. --[[User:DeMatt|DeMatt]] 01:42, 28 May 2010 (UTC)&lt;br /&gt;
:I agree, Masterwork articles need to be something particularly special.  I don't think it's a problem if some articles, by their nature, may never be able to be &amp;quot;masterwork&amp;quot;. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 12:43, 30 May 2010 (UTC)&lt;br /&gt;
::I just want to point out that if Exceptional is the goal, it should score as 100%, not 60%, in the math for the quality rating.  (I think Fine should also be bumped upward from 30%, and Tattered bumped up from 0% to maybe 10%.)  I won't make the change myself, as my last edit to the math was reversed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:51, 30 May 2010 (UTC)&lt;br /&gt;
:::Your [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Quality/rating&amp;amp;diff=prev&amp;amp;oldid=110861 last edit to the math] was reversed due to said change consisting of ''adding a random number from -30 to +40 to the rating'', as well as outright labeling it as &amp;quot;'''malicious'''&amp;quot;. --[[User:Quietust|Quietust]] 16:31, 30 May 2010 (UTC)&lt;br /&gt;
::::Do you have a point?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:45, 30 May 2010 (UTC)&lt;br /&gt;
:::::The point is, your suggested contribution here is useful.  The addition of a random element to the rating value was not judged as useful.  One was reverted, the other is very unlikely to be reverted unless another better idea comes along. --[[User:Briess|Briess]] 18:51, 30 May 2010 (UTC)&lt;br /&gt;
:::And there in lies the problem (perhaps the only among all the positives) of a rating system like this.  It doesn't let you specifically point out impressive achievements without marking everything else as missing something.  I mean it takes away the benefit of highlighting the best work we've (well, not really me, but other people) came up with as a group in order to assign a score.  But I can't think of another way of doing it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:21, 2 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Let's add the following requirement (or something along these lines) for an article to be considered masterwork:&lt;br /&gt;
:* This is enlightening.&lt;br /&gt;
:or maybe something like this:&lt;br /&gt;
:* All DF players should read this article.&lt;br /&gt;
:It would be good to have something that says the page is an important one, and not just a comprehensive one. [[User:VengefulDonut|VengefulDonut]] 05:32, 2 June 2010 (UTC)&lt;br /&gt;
::::I agree. Maybe not specifically these criteria, but something along those lines. Masterwork articles should shine among other great articles (Exceptional) and be, indeed, masterwork. &lt;br /&gt;
::::Another idea would be to tweak the rating so that Exceptional articles are complete (100%) and Masterwork are complete with a spark of awesomeness. What I mean is that they should still count as 100% on the rating percentile, but there should be another counter of awesomeness which says how many Masterwork quality articles there are. [[User:Speed112|Speed112]] 10:58, 2 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem with the timestamp via &amp;quot;rating page&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
It's a little odd nobody noticed it until now. The timestamp the automated &amp;quot;Qualityrator&amp;quot; creates, is always '''08:00, 22 May 2010 (UTC)'''. I don't think this should be like it is. Why do we have the timestamp when ist is alwasy the same? Do I get anything worng? --[[User:Used|Used]]&lt;br /&gt;
:Looks like the [[User:Emi/review.js|rater script]] just included the exact text &amp;lt;nowiki&amp;gt;&amp;quot;~~~~~&amp;quot;&amp;lt;/nowiki&amp;gt; instead of splitting it into 2 strings, meaning it got substituted when the page was actually saved. I must admit, it's quite amusing that nobody noticed it until now. --[[User:Quietust|Quietust]] 12:46, 5 August 2010 (UTC)&lt;br /&gt;
::Yeah, thank you! You are great =). Now this can be fixed soon. --[[User:Used|Used]] 08:25, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Auto rate ==&lt;br /&gt;
&lt;br /&gt;
the 'rate' feature hangs for me at &lt;br /&gt;
Automatic Criteria:&lt;br /&gt;
Is page orphaned.... NO&lt;br /&gt;
Is page deadend...... &lt;br /&gt;
How many redlinks does page contain...... &lt;br /&gt;
&lt;br /&gt;
is this expected behavior? I've been working around by manually editing the quality, and adding the appropriate timestamp. [[User:Decius|Decius]] 02:55, 8 November 2010 (UTC)&lt;br /&gt;
Addendum: looking at the script, it seems to be counting the number of ways that a page can be reached from the index. Would it be faster to stop as soon as one route was found, or is the cnt there more than a go/no go? [[User:Decius|Decius]] 03:08, 8 November 2010 (UTC)&lt;br /&gt;
:The count does affect the rating guidelines, and the script seems to work fine for me.  I'll look into it and see what I can or can't figure out.  What browser is this on? --[[User:Briess|Briess]] 12:24, 8 November 2010 (UTC)&lt;br /&gt;
::IE 8.0, using a marginal wireless network. If there's a significant data transfer involved, it will probably be interrupted. [[User:Decius|Decius]] 01:24, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
This requirement for *Masterwork* is a little absurd, unless pages need to be created for every variation of the name of the article. Not only is the improper link formatting, but there are many possiblites when the use of &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; simple doesn't work properly. The requirement does say &amp;quot;except where a link to another namespace is required,&amp;quot; which I suppose covers my previous statement; even then, if there is going to be such a huge exception, why even use it at all? Not only would it be easier to just use proper link formatting, but articles would be more standardized (which this Wiki '''badly''' needs). &lt;br /&gt;
&lt;br /&gt;
This wiki is in sad shape, not only would this Quality page would be considered tattered (in my opinion,lacks information, information is unclear), there isn't even a &amp;lt;s&amp;gt;[[Manual of Style]]&amp;lt;/s&amp;gt; [[Dwarf Fortress Wiki:Manual of Style|Manual of Style]] here! &lt;br /&gt;
&lt;br /&gt;
I won't change any of the current &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; links on pages I edit, but until there is actually some standardization here, I'll be using &amp;lt;nowiki&amp;gt;[[pagename|linkname]]&amp;lt;/nowiki&amp;gt; [[User:Gzalzi|Gzalzi]] 20:09, 1 January 2011 (UTC)&lt;br /&gt;
:You're supposed to use &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; the same way you use &amp;lt;nowiki&amp;gt;[[linkname]]&amp;lt;/nowiki&amp;gt;.  You can format it &amp;lt;nowiki&amp;gt;{{l|pagename|linkname}}&amp;lt;/nowiki&amp;gt;, just as with the standard link formatting.  The reason for using the L-template is because of the versioning process - when DF2011 comes around, they're gonna '''copy''' all the DF2010 pages into the new DF2011 namespace, and then change the L-template so DF2011 links bounce around in DF2011 pages, while DF2010 links bounce around in DF2010 pages.  You can already see this at work in the 40d pages - clicking on an L-template link in [[40d:Stone]], like the links in the first paragraph, causes you to go to the 40d versions of the pages.&lt;br /&gt;
:I disagree with you on the quality of the Quality page. I'd put it at Exceptional. You'll have to explain what information you're looking for to convince me otherwise; unfortunately, these ratings are a little subjective, so trying to apply the &amp;quot;rules&amp;quot; as rules doesn't work very well.&lt;br /&gt;
:I'm reasonably, fairly, confidently, sure that the links in the Article Version template don't count towards the guidelines for Masterwork. --[[User:DeMatt|DeMatt]] 21:04, 1 January 2011 (UTC)&lt;br /&gt;
::Ah, well the reasoning because the use of the &amp;quot;L&amp;quot; template does make sense, and I will use it.&lt;br /&gt;
::The subjectiveness of the Quality page is the problem I have with it. If you're going to define rules, they should be able to be applied as rules. The definitions of what makes an article good and what makes it bad need to be much more clear, or some of the requirements needs to be changed around, though I don't have any specific suggestions at this time. --[[User:Gzalzi|Gzalzi]] 21:40, 1 January 2011 (UTC)&lt;br /&gt;
:::The &amp;lt;nowiki&amp;gt;{{L}}&amp;lt;/nowiki&amp;gt; template has been obsoleted (by integrating its functionality into MediaWiki itself), so this should no longer be an issue. --[[User:Quietust|Quietust]] 17:54, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality Scale Reword? ==&lt;br /&gt;
&lt;br /&gt;
I'm fairly new to editing, but I'd like to be able to contribute better. I've tried my hand at the &amp;quot;tattered&amp;quot; articles, but most of those have no info because you can't get the info. Most of the articles labelled &amp;quot;fine&amp;quot; usually fall under the criteria for &amp;quot;exceptional&amp;quot; (in my opinion) but the &amp;quot;exceptional&amp;quot; title seems misfit (which is probably why they're labelled &amp;quot;fine&amp;quot;). The criteria for &amp;quot;fine&amp;quot; seems to be an extremely poor, but moderately long article. &amp;quot;Contains little to no accurate information&amp;quot; feels like it should be under &amp;quot;tattered&amp;quot; not &amp;quot;fine.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It looks like there are either major flaws with almost half of the articles, or the quality criteria for page quality is skewed. I feel the definition of &amp;quot;Fine&amp;quot; should be revised to fit an average article, not have the description sound like the article needs great improvements when in reality it is a decent article. [[User:Williamrmck|Williamrmck]] 17:09, 28 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Many current 'Tattered' articles should be 'Fine' ==&lt;br /&gt;
&lt;br /&gt;
Looking through the pages currently categorized as being of Tattered quality, it seems that most of them deserve to be considered Fine, or even Exceptional in some cases. As was discussed in the older discussion [[#Stone, gem and similar articles|'Stone, gem and similar articles']], pages for stones and miscellaneous animals (where there is little notable variation from other identical creature types to speak of) should probably be upgraded to Fine as long as they have proper information, since Tattered should be reserved for articles that genuinely lack important content. The rating script seems to agree with me on this. I'll start rating such articles as Fine from now on, if that's alright. [[User:August|August]] 06:27, 8 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes, that's correct. According to [[Dwarf_Fortress_Wiki:Quality#Tattered|this page]], vermin, stones, and creatures shouldn't be rated &amp;quot;tattered&amp;quot; unless they are missing the information box on the left. Maybe [[User_talk:Quietust#Bot_Requests|QuietBot]] (or another bot) could do this, but feel free to go ahead and fix articles that you feel need it. &lt;br /&gt;
: Also check [http://dwarffortresswiki.org/index.php/Category:DF2012:Tattered_Quality_Articles| this list] if you haven't already. (It looks like all the A's and B's are gone, so you probably did). --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 17:50, 9 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Alright, sounds good. One thing I did notice that was missing from many of the animal pages was butcher yield information. I'll still go ahead and rate those as Fine, but at some point later I'll try and get that info. [[User:August|August]] 16:15, 11 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Timestamps ==&lt;br /&gt;
&lt;br /&gt;
While I understand the original intent of including timestamps in quality ratings, a quick glance at the statistics shows that the vast majority of the articles about the current version have &amp;quot;missing&amp;quot; or &amp;quot;outdated&amp;quot; timestamps. Naturally the results are even worse for prior versions:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
|Version&lt;br /&gt;
|Old timestamps&lt;br /&gt;
|Missing timestamps&lt;br /&gt;
|Total articles&lt;br /&gt;
|Percent old/missing&lt;br /&gt;
|-&lt;br /&gt;
|DF2012&lt;br /&gt;
|{{PAGESINCAT:DF2012:Quality ranks older than 10 weeks|R}}&lt;br /&gt;
|{{PAGESINCAT:DF2012:Quality ranks without proper timestamps|R}}&lt;br /&gt;
|{{NUMBEROFARTICLES|DF2012}}&lt;br /&gt;
|{{#expr: ({{PAGESINCAT:DF2012:Quality ranks older than 10 weeks|R}}+{{PAGESINCAT:DF2012:Quality ranks without proper timestamps|R}}) / {{NUMBEROFARTICLES|DF2012}} * 100 round 1}}&lt;br /&gt;
|-&lt;br /&gt;
|v0.31&lt;br /&gt;
|{{PAGESINCAT:v0.31:Quality ranks older than 10 weeks|R}}&lt;br /&gt;
|{{PAGESINCAT:v0.31:Quality ranks without proper timestamps|R}}&lt;br /&gt;
|{{NUMBEROFARTICLES|v0.31}}&lt;br /&gt;
|{{#expr: ({{PAGESINCAT:v0.31:Quality ranks older than 10 weeks|R}}+{{PAGESINCAT:v0.31:Quality ranks without proper timestamps|R}}) / {{NUMBEROFARTICLES|v0.31}} * 100 round 1}}&lt;br /&gt;
|-&lt;br /&gt;
|40d&lt;br /&gt;
|{{PAGESINCAT:40d:Quality ranks older than 10 weeks|R}}&lt;br /&gt;
|{{PAGESINCAT:40d:Quality ranks without proper timestamps|R}}&lt;br /&gt;
|{{NUMBEROFARTICLES|40d}}&lt;br /&gt;
|{{#expr: ({{PAGESINCAT:40d:Quality ranks older than 10 weeks|R}}+{{PAGESINCAT:40d:Quality ranks without proper timestamps|R}}) / {{NUMBEROFARTICLES|40d}} * 100 round 1}}&lt;br /&gt;
|-&lt;br /&gt;
|23a&lt;br /&gt;
|{{PAGESINCAT:23a:Quality ranks older than 10 weeks|R}}&lt;br /&gt;
|{{PAGESINCAT:23a:Quality ranks without proper timestamps|R}}&lt;br /&gt;
|{{NUMBEROFARTICLES|23a}}&lt;br /&gt;
|{{#expr: ({{PAGESINCAT:23a:Quality ranks older than 10 weeks|R}}+{{PAGESINCAT:23a:Quality ranks without proper timestamps|R}}) / {{NUMBEROFARTICLES|23a}} * 100 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the case of prior versions, requiring our articles to be less out-of-date than the game itself is rather ridiculous. Since it is abundantly clear that these timestamps are not actively motivating improvement of the wiki, I am suggesting that the timestamps be dropped from the quality template. --[[User:Loci|Loci]] 20:03, 22 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Makes sense to me. Timestamps should definitely be removed from the old namespaces at least (or simply not calculated as being &amp;quot;outdated&amp;quot;). However, I think timestamps could still serve some amount of purpose for the current version. Perhaps it would be best to simply extend the length of time required for quality ratings to be considered &amp;quot;outdated&amp;quot;? Or, if such a thing is possible, make it so that quality ratings are only stamped as outdated once significant changes have been made to the article since the last time it was last rated. This might make the most sense, since logically the rating shouldn't change unless the article changes first. [[User:August|August]] 22:40, 22 March 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:On_the_origins_of_dwarves&amp;diff=181954</id>
		<title>Talk:On the origins of dwarves</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:On_the_origins_of_dwarves&amp;diff=181954"/>
		<updated>2013-03-05T18:32:28Z</updated>

		<summary type="html">&lt;p&gt;August: Comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is utterly hilarious; an absolute masterpiece of dwarven humour. This guy should be a comedian. -- KingAuggie&lt;br /&gt;
:This page is what convinced me to give Dwarf Fortress a serious try, when I first read it a year-and-a-half ago. --[[User:August|August]] 18:32, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rating ==&lt;br /&gt;
&lt;br /&gt;
This article seems to be one person's writing, and not really relevant to the game. It either should not have a rating at all, or should be Tattered. [[User:Gzalzi|Gzalzi]] 20:27, 1 January 2011 (UTC) Edited: 21:48, 1 January 2011 (UTC)&lt;br /&gt;
:This article is a mainspace article, therefore the links to mainspace (instead of L-template) are appropriate. It is clearly marked with the &amp;quot;D for Dwarf&amp;quot; template, thus indicating that the text is not to be treated as Holy Writ. I'll tentatitvely agree with you on the &amp;quot;no rating&amp;quot; part, but without agreement from more and senior editors, I'm not removing the template. --[[User:DeMatt|DeMatt]] 21:25, 1 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Harp_seal_man&amp;diff=181539</id>
		<title>v0.34:Harp seal man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Harp_seal_man&amp;diff=181539"/>
		<updated>2013-02-25T02:08:00Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:07, 25 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Hare_man&amp;diff=181537</id>
		<title>v0.34:Hare man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Hare_man&amp;diff=181537"/>
		<updated>2013-02-25T02:06:57Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:06, 25 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Hamster_man&amp;diff=181536</id>
		<title>v0.34:Hamster man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Hamster_man&amp;diff=181536"/>
		<updated>2013-02-25T02:04:12Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:04, 25 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bedroom_design&amp;diff=181534</id>
		<title>v0.34 Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bedroom_design&amp;diff=181534"/>
		<updated>2013-02-25T01:59:45Z</updated>

		<summary type="html">&lt;p&gt;August: /* Economy Irrelevant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Economy Irrelevant==&lt;br /&gt;
This page spends a lot of time talking about housing in relation to the Dwarven Economy, which has been disabled for a long time. Would it perhaps make more sense to simply direct players interested in economic housing towards a different page, so that the information on this one can stay relevant to what 99% of players need it for? I'm thinking a link towards the [[40d:Bedroom design | 40d Bedroom Design]] page would suffice, then a lot of extraneous/outdated info on this one can be cut out. [[User:August|August]] 20:41, 21 February 2013 (UTC)&lt;br /&gt;
:I agree that most of the references to the economy could be removed. Keep in mind that room quality ''does'' still exist (and function) and is important for nobles. I'll probably add the Timelessness notice, to give people some sort of warning. --[[User:Lethosor|{{tc|#093|L}}{{tc|#084|e}}{{tc|#075|t}}{{tc|#066|h}}{{tc|#057|o}}{{tc|#048|s}}{{tc|#039|o}}{{tc|#02a|r}}]] ([[User talk:Lethosor|{{tc|#20b|t}}{{tc|#509|a}}{{tc|#807|l}}{{tc|#a06|k}}]]) 18:01, 23 February 2013 (UTC)&lt;br /&gt;
::Well, I removed most confusing references to the economy. I'm not sure if we should remove the reference at the top, since it doesn't imply that the economy still exists, and could be a helpful clarification. --[[User:Lethosor|{{tc|#093|L}}{{tc|#084|e}}{{tc|#075|t}}{{tc|#066|h}}{{tc|#057|o}}{{tc|#048|s}}{{tc|#039|o}}{{tc|#02a|r}}]] ([[User talk:Lethosor|{{tc|#20b|t}}{{tc|#509|a}}{{tc|#807|l}}{{tc|#a06|k}}]]) 22:49, 24 February 2013 (UTC)&lt;br /&gt;
:::Looks a lot better, thank you. I think the passage at the top can stay, it doesn't get in the way as far as I'm concerned. [[User:August|August]] 01:59, 25 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bedroom_design&amp;diff=181378</id>
		<title>v0.34 Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bedroom_design&amp;diff=181378"/>
		<updated>2013-02-21T20:41:26Z</updated>

		<summary type="html">&lt;p&gt;August: Created page with &amp;quot;==Economy Irrelevant== This page spends a lot of time talking about housing in relation to the Dwarven Economy, which has been disabled for a long time. Would it perhaps make mor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Economy Irrelevant==&lt;br /&gt;
This page spends a lot of time talking about housing in relation to the Dwarven Economy, which has been disabled for a long time. Would it perhaps make more sense to simply direct players interested in economic housing towards a different page, so that the information on this one can stay relevant to what 99% of players need it for? I'm thinking a link towards the [[40d:Bedroom design | 40d Bedroom Design]] page would suffice, then a lot of extraneous/outdated info on this one can be cut out. [[User:August|August]] 20:41, 21 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File_talk:Damaged_baby.jpg&amp;diff=181153</id>
		<title>File talk:Damaged baby.jpg</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File_talk:Damaged_baby.jpg&amp;diff=181153"/>
		<updated>2013-02-13T17:18:09Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oh dear, it appears that child is ''unhappy''! - [[User:Iban|Iban]] 20:07, 11 December 2009 (UTC)&lt;br /&gt;
:I know, right? That poor ''baby''.--[[User:Ar-Pharazon|Ar-Pharazon]] 13:09, 10 February 2010 (UTC)&lt;br /&gt;
::looks like the mother &amp;quot;torched the bridge&amp;quot; between herself and her baby&lt;br /&gt;
:::Dwarf Fortress: Tales of Self-Preservation and Child Abuse. [[User:August|August]] 17:18, 13 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=181057</id>
		<title>v0.34:Style project</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=181057"/>
		<updated>2013-02-12T18:44:54Z</updated>

		<summary type="html">&lt;p&gt;August: added a section on waterfalls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:17, 13 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. While many [[megaprojects]] incorporate elements of style and there is definitely some overlap in the categories, megaprojects are defined primarily by their size while style projects are defined by their content. If you do something solely because &amp;quot;my dwarves would like it like that,&amp;quot; chances are it is a style project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Decorating with Magma ==&lt;br /&gt;
Dig channels around important parts of your fort and fill them with [[magma]]! Make your noble's rooms and tombs far more impressive. Impress visitors with your fiery hot entry hall.&lt;br /&gt;
&lt;br /&gt;
== Mosaics ==&lt;br /&gt;
It takes a lot of time to create piles of different colored stone [[block]]s, dig out a huge room to put the mosaic in, design, and actually make the thing. And it has absolutely no effect in game--a perfect style project. &lt;br /&gt;
&lt;br /&gt;
For extra style points, build your mosaic out of 1x1 retracting [[bridge]]s, all linked to one or more [[lever]]s. Pull a couple levers and the floor changes from one pattern to another. Or add in a [[repeater]] so your mosaic will be in constant motion!&lt;br /&gt;
&lt;br /&gt;
== Gargoyles ==&lt;br /&gt;
Make a bunch of statues out of the same sort of stone as your walls. Put the scariest ones (optionally scary=poor-[[quality]]) on top of your walls, like gargoyle decorations.&lt;br /&gt;
&lt;br /&gt;
== Hunter's Lodge ==&lt;br /&gt;
A [[hunter]]'s lodge, with quarters for your animal slaying, food providing chaps, with 1x1 totem stockpiles along the walls to display impressive/exotic kills, a recessed fireplace (wood furnace), small table and chair clusters and a private stockpile of booze (only the best) and fine food. Give it a wood floor for that cozy feel, and maybe intersperse 1x1 stockpiles for tanned skins on the floor, and once a skin is place, forbid it and remove the stockpile, leaving you with animal skin rugs!&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bunker ==&lt;br /&gt;
Your traps have been breached, your bridge won't close, your military is on the ropes, and your dwarves are hiding.  What do you do?  Retreat to the dwarven bunker and seal the gate!  There is NO way in or out (except a back way out to the outside) and it contains levers to seal off the fortress from the outside world.  Also contains 60 beds, a well, space for some workshops, backup food and ale storage, and some backup stone and wood in storage.  All that's needed to survive in the bunker, or to build a wagon and evacuate... while providing a staging point for future reclamation efforts!  Warning: [[Alcohol]] storage difficult due to how your dwarves keep trying to drink the stores.  Remember to forbid the alcohol and the barrels that hold it.&lt;br /&gt;
&lt;br /&gt;
== The Divine Quarter ==&lt;br /&gt;
Hollow out a big, tall cavern and put a bunch of temples in it, one for each of the dwarven gods your dwarves worship.  Each temple should look unique and different.  The God of Fortresses looks like a fortress, God of Mountains like a natural cave, God of Dawn has a golden wall on the east side with clear glass in front, etc.  Make it several Z-levels high of empty space (some temples are shorter, with arched roofs).  Bonus points if you include a 10x10 mosaic of the God's Symbol on the floor of the temple.&lt;br /&gt;
&lt;br /&gt;
== The Gardens ==&lt;br /&gt;
Create an outdoor area showcasing the natural scenery, complete with winding dirt paths, ponds with islands and bridges, paved plazas, picnic tables and chairs, artfully placed statues, obsidian pavilions, marble columns, porcelain fountains, and so forth. Is the in-game effect exactly the same as plopping down a few random statues outside? Of course. Does it look nicer? If you use your imagination, sure!&lt;br /&gt;
&lt;br /&gt;
== Fisherman's Lodge ==&lt;br /&gt;
Along the lines of the hunter's lodge, but also including a fishery workshop and a fishing pier.&lt;br /&gt;
&lt;br /&gt;
== Commemorative Coin Vaults ==&lt;br /&gt;
Create a vault with commemorative [[coin]]s for each year of the fort, made out of a different [[metal]] or [[alloy]] each year. Once a vault is full (don't use bins, so all those lovely coins are on display!), seal the chamber, and dig out another.&lt;br /&gt;
&lt;br /&gt;
== Watchtowers ==&lt;br /&gt;
Tall towers, 5x5 walls (3x3 inside) with a single stairway heading straight to the top floor, which has glass windows looking out on the surrounding countryside.  Bonus points if you can make a sloped roof.  MORE bonus points if you make it all out of one material. (The White Tower, the Black Tower, etc.)&lt;br /&gt;
&lt;br /&gt;
== Nicer Housing ==&lt;br /&gt;
Add some interest to your housing units with multiple rooms, or even balconies overlooking a cliff face or cavern. Build multi floor housing units with workshops on the bottom floor and housing on the upper floors. Sure, your dwarves may have to wait for their fancy new homes, and they might not even like them any better, but that's never the point of style projects!&lt;br /&gt;
&lt;br /&gt;
== Art in Architecture ==&lt;br /&gt;
A giant [[bridge]] is a megaproject. But creating 20 z-level statues as supports for that bridge is a style project. Making an enormous castle is a megaproject. Making an exact replica of Winterfell is a mega-style project!&lt;br /&gt;
&lt;br /&gt;
== Statues for Heroes ==&lt;br /&gt;
Keep pumping out statues until you have one of each of your legendary fighters, then give each of them a statue of themselves.&lt;br /&gt;
&lt;br /&gt;
== The Vault == &lt;br /&gt;
Create a vault, complete with gated, lever controlled entrance with guard animals and traps. Put all your most valuable stuff in high-[[quality]]-only stockpiles in the vault. Make separate vaults for different things or materials.&lt;br /&gt;
&lt;br /&gt;
== Bird Coops ==&lt;br /&gt;
Give each female bird her own little nook with her own nest box, and a door in front you can lock to keep her eggs safe from greedy dwarven hands.&lt;br /&gt;
&lt;br /&gt;
== Indoor Waterfalls ==&lt;br /&gt;
A perfect marriage of style and functionality, a well-placed [[waterfall]] in your legendary dining hall or other area of high traffic will not only look beautiful, but the [[mist]] generated will result in happy dwarves! Try building one out of the front of your fortress. Make the grand entrance directly underneath, then just sit back and watch as traveling merchants look upon your dwarven engineering in awe.&lt;br /&gt;
* Bonus points if the waterfall is incorporated into your power generation and screw pump system, so it never needs maintenance. &lt;br /&gt;
&lt;br /&gt;
== Water Tower ==&lt;br /&gt;
Instead of having the simple pump and floodgate system to get water to your farms or waterfall, pump all your water into a large room constructed above the entire fortress, and use hatches to selectively drain water from the water tower when you need it. Double points if your drainage system pumps back into the water tower. Triple if you also make a magma tower.&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Fluffy_wambler&amp;diff=181047</id>
		<title>v0.34:Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Fluffy_wambler&amp;diff=181047"/>
		<updated>2013-02-12T06:14:39Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Masterwork&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|06:14, 12 February 2013 (UTC)}}&lt;br /&gt;
{{verminlookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fluffy wamblers''' are small humanoids that can be found the world over in [[good]] regions.   They are known and beloved for their warm hearts, gentle natures, and stumble bumblings.  Despite their status as [[vermin|agricultural pests]], it's rare to find a being that actually finds them offensive.  They are widely held to be &amp;quot;adorable&amp;quot;, and many [[dwarf|dwarves]] consider them to be [[food|a delicacy]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are about 1/3 smaller than a domestic [[cat]].  They are roughly humanoid in shape, with singular arms and legs devoid of toes, claws, or other extremities.  They possess two black eyes and a nose, but lack any other distinguishing features, and their entire bodies are covered in white fur known as 'fluff.'  Their uniformity makes it difficult to tell two different wamblers apart.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Wamblers lack bones, blood vessels, mouth parts, nerves, and differentiated organs of any sort, but they require nourishment as much as any creature.  Current theory suggests they absorb nutrients directly through the skin and into their &amp;quot;pudge&amp;quot;, a purple, fat-like substance that uniformly fills the wambler's entire body.  This pudge appears to act as a super-organ that regulates and provides for the wambler's entire metabolism and structure.&lt;br /&gt;
&lt;br /&gt;
Wamblers maintain a body temperature slightly higher than that of dwarves.  They appear to be immune to sickness and are not known to suffer infection of any kind.  There is no specific term for any hypothetical wambler offspring; a live wambler birthing has never been seen.&lt;br /&gt;
&lt;br /&gt;
One case exists of a wambler possibly resurrecting itself deep under ground. The corpse was carried many levels underground by a cat into an active mining area well away from any sort of entrance. Then later the corpse was missing and a live wambler was wandering around down in the mining area 13 floors down underground. Up to that point, no other live wamblers had been seen anywhere within the tunnels.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are extremely common in good regions of any sort. They live in groups of up to fifty in burrows beneath the ground.  They can eat food stored in [[stockpile|stockpiles]], occasionally managing to gnaw through a [[barrel]] or a [[bag]] in order to do so, though they're unable to penetrate anything but a flimsy container.&lt;br /&gt;
&lt;br /&gt;
They are slow movers, only seen during the day.  Wamblers are not wholly benign and may in fact display aggression when threatened, an act which is almost always futile, as they have power to harm only the feeblest of creatures.&lt;br /&gt;
&lt;br /&gt;
Wamblers may be domesticated by a resident [[animal trainer]], and fetch a market value approximate to that of a [[dog]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are surprisingly dense when traveling at high velocities.  There was at least one reported slaying of a [[bronze colossus]] using a thrown fluffy wambler as a [[weapon]], [http://www.bay12forums.com/smf/index.php?topic=56935.0 as documented here.]   News of this incident has served to increase the wambler's popular appeal.&lt;br /&gt;
&lt;br /&gt;
Civilizations that use 'good' animals and animal materials (and have no qualms about killing animals) can make clothes out of wambler fluff, a prized, yet inexpensive, insulating fabric.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Giant_beaver&amp;diff=181024</id>
		<title>v0.34:Giant beaver</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Giant_beaver&amp;diff=181024"/>
		<updated>2013-02-11T16:17:57Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:17, 11 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Giant_aye-aye&amp;diff=181023</id>
		<title>v0.34:Giant aye-aye</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Giant_aye-aye&amp;diff=181023"/>
		<updated>2013-02-11T16:17:09Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:17, 11 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Giant_barn_owl&amp;diff=181022</id>
		<title>v0.34:Giant barn owl</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Giant_barn_owl&amp;diff=181022"/>
		<updated>2013-02-11T16:16:00Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:15, 11 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=181021</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=181021"/>
		<updated>2013-02-11T16:15:25Z</updated>

		<summary type="html">&lt;p&gt;August: /* Many current 'Tattered' articles should be 'Fine' */  reply to discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Downgrade from Fine to Tattered==&lt;br /&gt;
Now that xTatteredx has been implemented, all of the -Fine- articles which are definitely not fine should be downgraded. I suggest we all go through a letter of the alphabet from [http://df.magmawiki.com/index.php/Category:DF2010:Fine_Quality_Articles here] and rate all the articles properly. I've already done so for letters A and B... 24 more to go. If you have extra info to add, don't hold back.&lt;br /&gt;
&lt;br /&gt;
Go and rate!&lt;br /&gt;
&lt;br /&gt;
: What's the difference between fine and tattered? At present you have the exact same criteria listed for both categories. --[[User:Doctorzuber|Doctorzuber]] 18:58, 20 May 2010 (UTC)&lt;br /&gt;
::I had changed Tattered to be different from Fine, but VengefulDonut apparently disagreed and reverted them back to being identical. So Yeah. --[[User:Quietust|Quietust]] 19:20, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Either you two didn't read them or we disagree over what the word identical means. [[User:VengefulDonut|VengefulDonut]] 19:43, 20 May 2010 (UTC)&lt;br /&gt;
::::Okay, ''nearly'' identical. Out of the 5 properties on each one, 3 are the same. --[[User:Quietust|Quietust]] 20:52, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Alright. What about this? [[User:VengefulDonut|VengefulDonut]] 21:04, 20 May 2010 (UTC)&lt;br /&gt;
:::::: It's apparently been edited since I said something. I assure you it was identical when I posted, which was very confusing. --[[User:Doctorzuber|Doctorzuber]] 00:58, 24 May 2010 (UTC)&lt;br /&gt;
::::::It wasn't identical, there was a slight difference. Too small but it was there. [[User:Speed112|Speed112]] 01:23, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my view, quality should be a reflection of the percentage of the total information about a given subject that exists. So if we're talking about non-special stones, there is very little information aside from their basic properties, colours, locations etc. Thus if an article encapsulates all of those, it should be rated fairly high quality. I can see that there could be an argument for adding like a little descriptive sentence on the page or something, but surely brevity and simplicity are features that suggest a higher quality of article. In addition, if you look at the current definition for Masterwork Quality articles, these basic stone articles are comprehensive on the subject, contain no unverified information, have an appropriate number of outbound links, do not have any redlinks and are properly categorized. The only feature I am not sure on is whether the links are in the right format, but I'd be willing to bet that it is. If that is the case, the only problem with them, and the only thing holding them back from being Masterwork (by the current definition) is the fact that they do not have multiple editors. Surely then, if we go through the pages and quickly check if the information is correct, we can then reclassify them as Masterwork. [[User:Pie|Pie]] 00:36, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:  Adding the real life information is just extraneous nonsense that doesn't help anything. Every mineral article has a link to the wikipedia page on the same subject already (in the side chart), we simply do not require a chemical formula and a crystal matrix diagram for every mineral on a wiki devoted to Dwarf Fortress gameplay. &lt;br /&gt;
:  For vermin articles, it makes sense to have a longer article for the economically important cave spider. For mineral articles, it makes sense to have a longer article for the rare and game specific adamantine. A D for Dwarf section for minerals like chert is simply unreasonable, and would take away from the specific purpose of the wiki, which is information first. &lt;br /&gt;
:  All of the mineral articles fulfill the masterwork obligations. They are as comprehensive on the subject at hand as necessary, because this is a game, not a geology lesson. If players are interested in geology, they can find the information they need more effectively elsewhere. [[User:JohnnyMadhouse|JohnnyMadhouse]] 22:54, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It seems that rating these articles removes the gamedata properties. The template is in place, but the actual information (i.e. layer, melting point, boiling point, etc.) is gone. I'm not sure how to recover it. [[User:Shadowfury333|Shadowfury333]] 00:55, 8 June 2010 (UTC)&lt;br /&gt;
::What browser are you using? [[User:VengefulDonut|VengefulDonut]] 14:39, 8 June 2010 (UTC)&lt;br /&gt;
:::Mozilla Firefox 3.6.3 [[User:Shadowfury333|Shadowfury333]] 18:51, 8 June 2010 (UTC)&lt;br /&gt;
::I see that you've rated 2 stone pages (Chalk and Chert), and both of them are still showing all of the appropriate information. --[[User:Quietust|Quietust]] 16:24, 8 June 2010 (UTC)&lt;br /&gt;
:::Hmm. Going back they appear to have the information again. Maybe it just takes a little while to update it with the rating. [[User:Shadowfury333|Shadowfury333]] 18:52, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Well, I'm done fleshing out layer stones and vermin with descriptive phrases, and raised them all to ≡Exceptional≡ quality. I know the necessary information is there in the infoboxes and the raw files, but I would imagine newcomers to the game and wiki would appreciate an easy to read sentence or two giving a broad overview of the item in question. --[[User:Shadowfury333|Shadowfury333]] 01:46, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, done trees and plants. Not sure what to do next. Probably any old skills not properly described. --[[User:Shadowfury333|Shadowfury333]] 21:37, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
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== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
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This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
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:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
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:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
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::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
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:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
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::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
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::::I just noticed the addition of &amp;quot;xTATTEREDx&amp;quot;. Now we have a brand new problem: There's absolutely nothing in between &amp;quot;poor&amp;quot; (tattered) and &amp;quot;good&amp;quot; (fine). We need something neutral. Poor - Neutral - Good - Great is a fine progression, but we don't have anything that sounds &amp;quot;neutral&amp;quot;.[[User:G-Flex|G-Flex]] 07:47, 16 May 2010 (UTC)&lt;br /&gt;
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::::::Yeah. Fine really isn't a neutral word. What would be a good replacement? [[User:VengefulDonut|VengefulDonut]] 12:30, 16 May 2010 (UTC)&lt;br /&gt;
:::::::How about Adequate (no -decorations-), to mirror the no-adjective change to skill levels? --[[User:Onul Rigothzas|Onul Rigothzas]] 03:47, 29 June 2010 (UTC)&lt;br /&gt;
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:::::Well tbh fine is fine, not good, as in it's not bad but it isn't good either = neutral. Exceptional = good and Masterwork = great. I was in fact thinking that, rating-wise, Masterwork is really close to Exceptional, and Exceptional is pretty far away from Fine, so it would be a good idea to turn Fine into Well-crafted and Exceptional into Superior, to have them all 2 levels apart: Tattered(0), Well-crafted(2), Superior(4), Masterful(6... or 12). --[[User:Speed112|Speed112]] 12:14, 16 May 2010 (UTC)&lt;br /&gt;
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==Quality categories by version namespace==&lt;br /&gt;
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Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
:::With this in place, would calculating the &amp;quot;Overall quality rating&amp;quot; for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)&lt;br /&gt;
::::I've just updated the progress bar template to allow it to focus on a single namespace. 40d has a reasonably high rating, while 23a is way worse than even DF2010. I've also tweaked this Quality page to list the quality stats for all 3 namespaces - it's a bit busy, but the information should be useful. --[[User:Quietust|Quietust]] 13:57, 12 May 2010 (UTC)&lt;br /&gt;
:::::Looks great IMO, thanks!  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:02, 12 May 2010 (UTC)&lt;br /&gt;
:::::My god, stats.  Stats everywhere!  I love it.  Well done. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 15:27, 12 May 2010 (UTC)&lt;br /&gt;
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There's no mention of the &amp;quot;Version:Quality&amp;quot; style categories on [[Dwarf_Fortress_Wiki:Quality|the quality page]]. Should those be added immediately, or are we waiting until we've reached a decision on if ratings will differ between versions? Because I would add them, but I don't want to screw things up. [[User:SenorPwnage|Señor Pwnage]] 02:36, 12 May 2010 (UTC)&lt;br /&gt;
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==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
::::I'd suggest not doing that.  Fine is currently the &amp;quot;bottom&amp;quot; rating.  We can that name if we want, but having to go back and change unrated to &amp;quot;new bottom rating&amp;quot; will be a lot of unnecessary work, imo.  Don't you think? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:50, 10 May 2010 (UTC)&lt;br /&gt;
:::::&amp;quot;Unrated&amp;quot; was '''not''' intended to be a &amp;quot;new bottom rating&amp;quot;, but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)&lt;br /&gt;
:I'm also rather shocked at the brutal re-rating of everything. Not one Masterwork article?  Seriously?  If everything's just going to end up in a morass of Fine, where Fine can be anything from a pointless stub to a half-decent, usable article, then the system really isn't helping. --[[User:Krenn|Krenn]] 05:08, 12 May 2010 (UTC)&lt;br /&gt;
::Ah - replying to my own post in case anyone else has the same confusion I did; the problem is that the links to the categories from the Quality page go to '''non-version specific''' categories of Fine, Exceptional, and Masterwork, and nothing is in those anymore.  All articles are now of a quality rating specific to their own namespace, IE: [[:Category:DF2010:Masterwork Quality Articles]].  I still think rating is being too harsh, though, as there's only 3 masterwork right now and that seems low. --[[User:Krenn|Krenn]] 05:14, 12 May 2010 (UTC)&lt;br /&gt;
:::I'll fix this.  Also, the count is just how many articles are labeled masterwork, if you can find some other than those three that are masterwork, please label them such :). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:15, 12 May 2010 (UTC)&lt;br /&gt;
::::There are only 2!!! masterwork articles now for some reason. Don't know if the 3rd one deserved being downgraded or not, but this makes me kind of sad. We need to do something about all these &amp;quot;fine&amp;quot; articles which are anything but fine, and bump more-than-decent exceptional articles with some extra stuff to make them masterwork... guides maybe? I don't know. But I don't really like it. I'm trying to do stuff but I'm new (so I suck) and don't have time... the answer is for everyone to do small things and not let it to a few good members. --[[User:Speed112|Speed112]]&lt;br /&gt;
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== Criteria ==&lt;br /&gt;
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Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;br /&gt;
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== Proposal: No ratings for 40d and 23a ==&lt;br /&gt;
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.&lt;br /&gt;
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We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)&lt;br /&gt;
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Perhaps just alternate categories? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:48, 10 May 2010 (UTC)&lt;br /&gt;
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:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)&lt;br /&gt;
::This is now implmented, the &amp;quot;score&amp;quot; is DF2010 only.  Hohlenschreck, does this meet your ideas?  Or do you not want labels on older articles at all? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:30, 12 May 2010 (UTC)&lt;br /&gt;
:::I think this is fine --[[User:Höhlenschreck|Höhlenschreck]] 00:43, 14 May 2010 (UTC)&lt;br /&gt;
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== Quality is not updating itself ==&lt;br /&gt;
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I've been testing something, and looking at a preview via edit, it shows a different quality than normal, like it's not updating the quality at all. I'm not sure if this is a bug, or as possible as a wiki can go. Any ideas as to why this is happening? --[[User:Hugna|Hugna]] 07:10, 22 May 2010 (UTC)&lt;br /&gt;
:The quality won't update itself automatically while you preview.  From Recent Changes it looks like (maybe) there is now something which automatically updates rating based on some script?  Interesting if that's the case.  But it definitely won't have any impact while you are previewing (also not immediately after you save either). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:12, 24 May 2010 (UTC)&lt;br /&gt;
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:What do you mean by a different quality than normal? If you hit preview when on the edit page, it will show whatever quality tag is currently on the page. Also Mason, the rate script is just an easier method to add/update a quality tag -- shouldn't have anything to do with what he's talking about, I hope. [[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;]] 11:54, 24 May 2010 (UTC)&lt;br /&gt;
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== Difference between exceptional and masterwork ==&lt;br /&gt;
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I've noticed there has been some talk about exceptionals/materworks over on the [[Black diamond]] page. I'm continuing the topic here, to have everything in centralised discussion... My two cents: I think &amp;quot;exceptional&amp;quot; should be the standard for an article that contains all in-game information. Masterworks should then be articles that for some reason exceed the standard value and add something extra - like guides (great example it the [[Cave spider]] page) or massive amounts of information organised in a convenient way (like the generic [[Tree]] page). I'm saying this mostly as a user, who expects masterworks to be something worth reading. Having masterworks that are basically just stubs (eg. the [[Black diamond]]) is very counterintuitive, even if nothing remains to be said.&lt;br /&gt;
Yes, I'm aware this would mean rearranging the quality criteria. --[[User:Markus cz|Markus cz]] 11:38, 26 May 2010 (UTC)&lt;br /&gt;
:Makes sense to me. --[[User:Nahno|Nahno]] 12:53, 26 May 2010 (UTC)&lt;br /&gt;
::That's the way I view it too.  Since we've now got xTatteredx for useless articles and +Fine+ for mediocre ones, putting ≡Exceptional≡ as &amp;quot;complete&amp;quot; and ☼Masterwork☼ as &amp;quot;over and beyond&amp;quot; seems appropriate. --[[User:DeMatt|DeMatt]] 01:42, 28 May 2010 (UTC)&lt;br /&gt;
:I agree, Masterwork articles need to be something particularly special.  I don't think it's a problem if some articles, by their nature, may never be able to be &amp;quot;masterwork&amp;quot;. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 12:43, 30 May 2010 (UTC)&lt;br /&gt;
::I just want to point out that if Exceptional is the goal, it should score as 100%, not 60%, in the math for the quality rating.  (I think Fine should also be bumped upward from 30%, and Tattered bumped up from 0% to maybe 10%.)  I won't make the change myself, as my last edit to the math was reversed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:51, 30 May 2010 (UTC)&lt;br /&gt;
:::Your [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Quality/rating&amp;amp;diff=prev&amp;amp;oldid=110861 last edit to the math] was reversed due to said change consisting of ''adding a random number from -30 to +40 to the rating'', as well as outright labeling it as &amp;quot;'''malicious'''&amp;quot;. --[[User:Quietust|Quietust]] 16:31, 30 May 2010 (UTC)&lt;br /&gt;
::::Do you have a point?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:45, 30 May 2010 (UTC)&lt;br /&gt;
:::::The point is, your suggested contribution here is useful.  The addition of a random element to the rating value was not judged as useful.  One was reverted, the other is very unlikely to be reverted unless another better idea comes along. --[[User:Briess|Briess]] 18:51, 30 May 2010 (UTC)&lt;br /&gt;
:::And there in lies the problem (perhaps the only among all the positives) of a rating system like this.  It doesn't let you specifically point out impressive achievements without marking everything else as missing something.  I mean it takes away the benefit of highlighting the best work we've (well, not really me, but other people) came up with as a group in order to assign a score.  But I can't think of another way of doing it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:21, 2 June 2010 (UTC)&lt;br /&gt;
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:Let's add the following requirement (or something along these lines) for an article to be considered masterwork:&lt;br /&gt;
:* This is enlightening.&lt;br /&gt;
:or maybe something like this:&lt;br /&gt;
:* All DF players should read this article.&lt;br /&gt;
:It would be good to have something that says the page is an important one, and not just a comprehensive one. [[User:VengefulDonut|VengefulDonut]] 05:32, 2 June 2010 (UTC)&lt;br /&gt;
::::I agree. Maybe not specifically these criteria, but something along those lines. Masterwork articles should shine among other great articles (Exceptional) and be, indeed, masterwork. &lt;br /&gt;
::::Another idea would be to tweak the rating so that Exceptional articles are complete (100%) and Masterwork are complete with a spark of awesomeness. What I mean is that they should still count as 100% on the rating percentile, but there should be another counter of awesomeness which says how many Masterwork quality articles there are. [[User:Speed112|Speed112]] 10:58, 2 June 2010 (UTC)&lt;br /&gt;
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== Problem with the timestamp via &amp;quot;rating page&amp;quot; ==&lt;br /&gt;
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It's a little odd nobody noticed it until now. The timestamp the automated &amp;quot;Qualityrator&amp;quot; creates, is always '''08:00, 22 May 2010 (UTC)'''. I don't think this should be like it is. Why do we have the timestamp when ist is alwasy the same? Do I get anything worng? --[[User:Used|Used]]&lt;br /&gt;
:Looks like the [[User:Emi/review.js|rater script]] just included the exact text &amp;lt;nowiki&amp;gt;&amp;quot;~~~~~&amp;quot;&amp;lt;/nowiki&amp;gt; instead of splitting it into 2 strings, meaning it got substituted when the page was actually saved. I must admit, it's quite amusing that nobody noticed it until now. --[[User:Quietust|Quietust]] 12:46, 5 August 2010 (UTC)&lt;br /&gt;
::Yeah, thank you! You are great =). Now this can be fixed soon. --[[User:Used|Used]] 08:25, 6 August 2010 (UTC)&lt;br /&gt;
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== Auto rate ==&lt;br /&gt;
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the 'rate' feature hangs for me at &lt;br /&gt;
Automatic Criteria:&lt;br /&gt;
Is page orphaned.... NO&lt;br /&gt;
Is page deadend...... &lt;br /&gt;
How many redlinks does page contain...... &lt;br /&gt;
&lt;br /&gt;
is this expected behavior? I've been working around by manually editing the quality, and adding the appropriate timestamp. [[User:Decius|Decius]] 02:55, 8 November 2010 (UTC)&lt;br /&gt;
Addendum: looking at the script, it seems to be counting the number of ways that a page can be reached from the index. Would it be faster to stop as soon as one route was found, or is the cnt there more than a go/no go? [[User:Decius|Decius]] 03:08, 8 November 2010 (UTC)&lt;br /&gt;
:The count does affect the rating guidelines, and the script seems to work fine for me.  I'll look into it and see what I can or can't figure out.  What browser is this on? --[[User:Briess|Briess]] 12:24, 8 November 2010 (UTC)&lt;br /&gt;
::IE 8.0, using a marginal wireless network. If there's a significant data transfer involved, it will probably be interrupted. [[User:Decius|Decius]] 01:24, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
This requirement for *Masterwork* is a little absurd, unless pages need to be created for every variation of the name of the article. Not only is the improper link formatting, but there are many possiblites when the use of &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; simple doesn't work properly. The requirement does say &amp;quot;except where a link to another namespace is required,&amp;quot; which I suppose covers my previous statement; even then, if there is going to be such a huge exception, why even use it at all? Not only would it be easier to just use proper link formatting, but articles would be more standardized (which this Wiki '''badly''' needs). &lt;br /&gt;
&lt;br /&gt;
This wiki is in sad shape, not only would this Quality page would be considered tattered (in my opinion,lacks information, information is unclear), there isn't even a &amp;lt;s&amp;gt;[[Manual of Style]]&amp;lt;/s&amp;gt; [[Dwarf Fortress Wiki:Manual of Style|Manual of Style]] here! &lt;br /&gt;
&lt;br /&gt;
I won't change any of the current &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; links on pages I edit, but until there is actually some standardization here, I'll be using &amp;lt;nowiki&amp;gt;[[pagename|linkname]]&amp;lt;/nowiki&amp;gt; [[User:Gzalzi|Gzalzi]] 20:09, 1 January 2011 (UTC)&lt;br /&gt;
:You're supposed to use &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; the same way you use &amp;lt;nowiki&amp;gt;[[linkname]]&amp;lt;/nowiki&amp;gt;.  You can format it &amp;lt;nowiki&amp;gt;{{l|pagename|linkname}}&amp;lt;/nowiki&amp;gt;, just as with the standard link formatting.  The reason for using the L-template is because of the versioning process - when DF2011 comes around, they're gonna '''copy''' all the DF2010 pages into the new DF2011 namespace, and then change the L-template so DF2011 links bounce around in DF2011 pages, while DF2010 links bounce around in DF2010 pages.  You can already see this at work in the 40d pages - clicking on an L-template link in [[40d:Stone]], like the links in the first paragraph, causes you to go to the 40d versions of the pages.&lt;br /&gt;
:I disagree with you on the quality of the Quality page. I'd put it at Exceptional. You'll have to explain what information you're looking for to convince me otherwise; unfortunately, these ratings are a little subjective, so trying to apply the &amp;quot;rules&amp;quot; as rules doesn't work very well.&lt;br /&gt;
:I'm reasonably, fairly, confidently, sure that the links in the Article Version template don't count towards the guidelines for Masterwork. --[[User:DeMatt|DeMatt]] 21:04, 1 January 2011 (UTC)&lt;br /&gt;
::Ah, well the reasoning because the use of the &amp;quot;L&amp;quot; template does make sense, and I will use it.&lt;br /&gt;
::The subjectiveness of the Quality page is the problem I have with it. If you're going to define rules, they should be able to be applied as rules. The definitions of what makes an article good and what makes it bad need to be much more clear, or some of the requirements needs to be changed around, though I don't have any specific suggestions at this time. --[[User:Gzalzi|Gzalzi]] 21:40, 1 January 2011 (UTC)&lt;br /&gt;
:::The &amp;lt;nowiki&amp;gt;{{L}}&amp;lt;/nowiki&amp;gt; template has been obsoleted (by integrating its functionality into MediaWiki itself), so this should no longer be an issue. --[[User:Quietust|Quietust]] 17:54, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality Scale Reword? ==&lt;br /&gt;
&lt;br /&gt;
I'm fairly new to editing, but I'd like to be able to contribute better. I've tried my hand at the &amp;quot;tattered&amp;quot; articles, but most of those have no info because you can't get the info. Most of the articles labelled &amp;quot;fine&amp;quot; usually fall under the criteria for &amp;quot;exceptional&amp;quot; (in my opinion) but the &amp;quot;exceptional&amp;quot; title seems misfit (which is probably why they're labelled &amp;quot;fine&amp;quot;). The criteria for &amp;quot;fine&amp;quot; seems to be an extremely poor, but moderately long article. &amp;quot;Contains little to no accurate information&amp;quot; feels like it should be under &amp;quot;tattered&amp;quot; not &amp;quot;fine.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It looks like there are either major flaws with almost half of the articles, or the quality criteria for page quality is skewed. I feel the definition of &amp;quot;Fine&amp;quot; should be revised to fit an average article, not have the description sound like the article needs great improvements when in reality it is a decent article. [[User:Williamrmck|Williamrmck]] 17:09, 28 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Many current 'Tattered' articles should be 'Fine' ==&lt;br /&gt;
&lt;br /&gt;
Looking through the pages currently categorized as being of Tattered quality, it seems that most of them deserve to be considered Fine, or even Exceptional in some cases. As was discussed in the older discussion [[#Stone, gem and similar articles|'Stone, gem and similar articles']], pages for stones and miscellaneous animals (where there is little notable variation from other identical creature types to speak of) should probably be upgraded to Fine as long as they have proper information, since Tattered should be reserved for articles that genuinely lack important content. The rating script seems to agree with me on this. I'll start rating such articles as Fine from now on, if that's alright. [[User:August|August]] 06:27, 8 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes, that's correct. According to [[Dwarf_Fortress_Wiki:Quality#Tattered|this page]], vermin, stones, and creatures shouldn't be rated &amp;quot;tattered&amp;quot; unless they are missing the information box on the left. Maybe [[User_talk:Quietust#Bot_Requests|QuietBot]] (or another bot) could do this, but feel free to go ahead and fix articles that you feel need it. &lt;br /&gt;
: Also check [http://dwarffortresswiki.org/index.php/Category:DF2012:Tattered_Quality_Articles| this list] if you haven't already. (It looks like all the A's and B's are gone, so you probably did). --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 17:50, 9 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Alright, sounds good. One thing I did notice that was missing from many of the animal pages was butcher yield information. I'll still go ahead and rate those as Fine, but at some point later I'll try and get that info. [[User:August|August]] 16:15, 11 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Giant_aye-aye&amp;diff=181007</id>
		<title>v0.34:Giant aye-aye</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Giant_aye-aye&amp;diff=181007"/>
		<updated>2013-02-11T15:40:42Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|15:40, 11 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Giant_aye-aye&amp;diff=181006</id>
		<title>v0.34:Giant aye-aye</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Giant_aye-aye&amp;diff=181006"/>
		<updated>2013-02-11T15:39:55Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:39, 11 February 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=180967</id>
		<title>Planepacked</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=180967"/>
		<updated>2013-02-10T20:46:17Z</updated>

		<summary type="html">&lt;p&gt;August: /* Way to reproduce */ made some edits to make the paragraph sound better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Planepacked''' is a [[Limestone]] [[Statue]], now known as the most epic [[artifact]] ever created by dwarvenkind. The artifact remained a complete enigma for months, until another player unwittingly created Broiledprinces, another mega-artifact. The bug that was the source of these artifacts was discovered (explained below) and the glitch was repeated by several other players.&lt;br /&gt;
&lt;br /&gt;
= The Statue=&lt;br /&gt;
The statue itself contains an ungodly amount of items built into it, and contains what would appear to be the entire history of the world in which it was created. It also includes ''73 images of itself'', leading one to believe that either the designs engraved upon it are minutely fractal, or that where Planepacked stands the universe folds. It also most likely contains several pictures of toads, and squares, but strangely, no cheese. Drunk dwarves tend to claim planepacked was the result of packing an entire plane of existence full of dwarven engineering to punish it for the lack of cheese, which planepacked's creator was craving.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* [[Limestone]]&lt;br /&gt;
* [[Gypsum]]&lt;br /&gt;
* [[Native platinum]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Pig iron]]&lt;br /&gt;
* [[Cave lobster]] [[shell]]&lt;br /&gt;
* [[Dog]] [[leather]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Oak]]&lt;br /&gt;
* [[Orthoclase]] &lt;br /&gt;
* [[Steel]] &lt;br /&gt;
* [[Brown jasper]]&lt;br /&gt;
&lt;br /&gt;
See external links for a complete list of materials and item detail.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Planepacked is worth an amazing 3,105,600☼, an extremely high amount in relation to its rather mundane materials.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
According to its owner, creation took over a year to gather all of the materials, and then the standard amount of time to make the item. Why the [[dwarf]] didn't go [[insane]] in the middle of collecting items is unknown, but may have to do with the fact that all the items he needed were there, just not at the [[workshop]] yet.&lt;br /&gt;
&lt;br /&gt;
On October 11, 2009 another player experienced a similar artifact named Broiledprinces. It is currently believed that such an artifact is triggered by having a dwarf claim an above-ground workshop while the dwarves are all ordered inside via the orders menu. The feat has since been repeated.&lt;br /&gt;
&lt;br /&gt;
==Self-Reference Count==&lt;br /&gt;
Total is 73.&lt;br /&gt;
*Limestone: 21&lt;br /&gt;
*Gypsum: 3&lt;br /&gt;
*Magnetite: 40&lt;br /&gt;
*Limonite: 8&lt;br /&gt;
*Cave Lobster Shell: 1&lt;br /&gt;
&lt;br /&gt;
==The Description==&lt;br /&gt;
&lt;br /&gt;
This is a [[Limestone]] [[statue]].  All craftsdwarfship is of the highest quality.  It is encrusted with [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]], [[Limonite]] and [[Malachite]], studded with [[Pig iron]], decorated with [[cave lobster]] [[shell]] and [[dog]] [[leather]] and encircled with bands of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Native gold]], [[Malachite]], [[Limonite]] and [[Oak]].  This object is adorned with hanging rings of [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]] and [[Limonite]] and menaces with [[decoration|spikes]] of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Limonite]], [[Malachite]], [[Orthoclase]], [[Steel]] and [[Brown jasper]].  On the item is an  image of Dimpledflags the [[Iron]] [[hatch cover]] in [[Limestone]]. &lt;br /&gt;
  &lt;br /&gt;
On the item is an  image of Ngokang Haterampart the [[goblin]] and [[dwarves]] in [[Limestone]].  Ngokang Haterampart is  surrounded by the [[dwarves]].  The artwork relates to the rise of the [[goblin]] Ngokang Haterampart as an enemy of The Arrow of Tournaments in the late summer of 204.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mistem Puretown the dwarf and Crazethin the grimeling in Limestone.  Crazethin is  striking down Mistem Puretown.  The artwork relates to the killing of the dwarf Mistem Puretown by the grimeling Crazethin in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of diamonds in Limestone.  On the item is an  image of buckets in Limestone.  On the item is an  image of shining suns in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of toads in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of a shortfin mako shark in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Imush Towerurged the dwarf and Aslot Spideryurges the goblin in Limestone.  Aslot Spideryurges is  shooting Imush Towerurged.  The artwork relates to the shooting of the dwarf Imush Towerurged by the goblin Aslot Spideryurges in Ravenlabors in the midsummer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a Oak in Limestone.  On the item is an  image of a shining sun in Limestone.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of a purring maggot in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of a Longland grass in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of thick crescents in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a diamond in Limestone.  On the item is an  image of a wave in Limestone.  On the item is an  image of two Oaks in Limestone.  On the item is an  image of sweet pods in Limestone.  On the item is an  image of a toad in Gypsum.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of three Oaks in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Gypsum.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Ago Menacetrap the goblin and Alath Helmedabbey the Imperial Spring of Drills the dwarf in Limestone.  Alath Helmedabbey the Imperial Spring of Drills is  striking down Ago Menacetrap.  The artwork relates to the killing of the goblin Ago Menacetrap by the dwarf Alath Helmedabbey the Imperial Spring of Drills in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Gypsum.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of squares in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Gypsum.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Drufuchakin the kobold and Datan Treatydawned the dwarf in Gypsum.  Datan Treatydawned is  striking down Drufuchakin.  The artwork relates to the killing of the kobold Drufuchakin by the dwarf Datan Treatydawned in Ravenlabors in the early winter of 206 during The Fourth Attempted Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two toads in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a thick crescent in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a rope reed in Gypsum.  On the item is an  image of two full moons in Gypsum.  On the item is an  image of circles in Limestone.   &lt;br /&gt;
On the item is an  image of Aslot Spideryurges the goblin and dwarves in Limestone.  Aslot Spideryurges is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Aslot Spideryurges as an enemy of The Arrow of Tournaments in the midsummer of 204.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Tun Racewheel the dwarf in Limestone.  Tun Racewheel is  laboring.  The artwork relates to the settling of the dwarf Tun Racewheelin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of two Maples in Limestone.  On the item is an  image of diamonds in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two Larchs in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a sweet pod in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of mountains in Limestone.  On the item is an  image of hidden moons in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of Cilob Racetrade the dwarf in Limestone.  Cilob Racetrade is  laboring.  The artwork relates to the settling of the dwarf Cilob Racetradein  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of mountains in Limestone.  On the item is an  image of a Longland grass in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin and dwarves in Limestone.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty as an enemy of The Arrow of Tournaments in the early summer of 204.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of cages in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of four mountains in Limestone.  On the item is an  image of a plump helmet in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of waves in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thin cross in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two toads in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a cloud in Limestone.  On the item is an  image of a barrel in Limestone.  On the item is an  image of two narrow crescents in Limestone.  On the item is an  image of narrow crescents in Limestone.  On the item is an  image of a barrel in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Cani Lustrousduties the human and Atu Seduceshameful the goblin in Limestone.  Cani Lustrousduties is  making a plaintive gesture.  Atu Seduceshameful is  striking a menacing pose.  The artwork relates to the mortal wounding of the human Cani Lustrousduties by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
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On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of Atu Seduceshameful the goblin and `Hammermaker' Lettership the Flute of Bands the dwarf in Limestone.  `Hammermaker' Lettership the Flute of Bands is  striking down Atu Seduceshameful.  The artwork relates to the killing of the goblin Atu Seduceshameful by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early autumn of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of two circles in Limestone.   &lt;br /&gt;
On the item is an  image of Sigun Whippedbridges the dwarf and dwarves in Limestone.  Sigun Whippedbridges is  surrounded by the dwarves.  The artwork relates to the appointment of the dwarf Sigun Whippedbridges as the outpost liaison for The Arrow of Tournaments in 171.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a Oak in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Ilral Roughnesstraded the dwarf and Dostngosp Stinkthief the goblin in Limestone.  Ilral Roughnesstraded is  making a plaintive gesture.  Dostngosp Stinkthief is  laughing.  The artwork relates to the mortal wounding of the dwarf Ilral Roughnesstraded by the goblin Dostngosp Stinkthief in Ravenlabors in the late autumn of 203 during The Third Attempted Abduction at Ravenlabors.   &lt;br /&gt;
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On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of crescent moons in Limestone.  On the item is an  image of a dwarf in Limestone.  On the item is an  image of two Oaks in Limestone.   &lt;br /&gt;
On the item is an  image of Ilral Channeledhalls the dwarf and Ago Menacetrap the goblin in Limestone.  Ago Menacetrap is  striking down Ilral Channeledhalls.  The artwork relates to the killing of the dwarf Ilral Channeledhalls by the goblin Ago Menacetrap in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of narrow crescents in Limestone.  On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two half moons in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Alders in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202. On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a Longland grass in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of  the muskox and Atu Seduceshameful the goblin in Limestone.  Atu Seduceshameful is  striking down .  The artwork relates to the killing of the muskox  by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of waves in Limestone.  On the item is an  image of a narrow crescent in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a wave in Limestone.   &lt;br /&gt;
On the item is an  image of Morul Loverorbs the dwarf and Dissolvedchains the Conjurer of Riddling the cave lobster shell mask in Limestone.  Morul Loverorbs is  raising Dissolvedchains the Conjurer of Riddling.  The artwork relates to the creation of Dissolvedchains the Conjurer of Riddling in Ravenlabors by the dwarf Morul Loverorbs in the midwinter of 204.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of a common skate in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of three-pointed stars in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a shining sun in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Limonite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Dishmab Floorcleans the dwarf and dwarves in Magnetite.  Dishmab Floorcleans is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Dishmab Floorcleans as an enemy of The Arrow of Tournaments in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of shining suns in Malachite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Alder in Limonite.  On the item is an  image of a cave wheat in Limonite.  On the item is an  image of a Tower-cap in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a dwarf in Magnetite.  On the item is an  image of a blazing sun in Magnetite.  On the item is an  image of a diamond in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a shining sun in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of two toads in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of half moons in Limonite.  On the item is an  image of waves in Limestone.   &lt;br /&gt;
On the item is an  image of Thlulugrayber the kobold and a Steel chain mail in Limonite.  Thlulugrayber is  raising the Steel chain mail.  The artwork relates to the theft of a Steel chain mail from Ravenlabors by the kobold Thlulugrayber in the early summer of 205 during The Fifth Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a circle in Limonite.  On the item is an  image of a cloud in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of wild strawberries in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a narrow crescent in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a mountain in Limonite.  On the item is an  image of narrow crescents in Limonite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of three-pointed stars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a crescent moon in Magnetite.  On the item is an  image of dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a blade weed in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of a thick crescent in Limonite.  On the item is an  image of toads in Limestone.  On the item is an  image of a sasquatch in Magnetite.  On the item is an  image of cougars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a Ash in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of three dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Malachite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Meng Treatychant the dwarf in Magnetite.  Meng Treatychant is  laboring.  The artwork relates to the settling of the dwarf Meng Treatychantin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a four-pointed star in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a diamond in Magnetite.   &lt;br /&gt;
On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of a wild strawberry in Magnetite.  On the item is an  image of a bucket in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of prickle berries in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Tangledgold the donkey in Limonite.  Tangledgold is  striking down .  The artwork relates to the killing of the donkey  by the donkey Tangledgold in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of pig tails in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.  On the item is an  image of two elk in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of dimple cups in Magnetite.  On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Ash in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of four Tower-caps in Magnetite.  On the item is an  image of dwarves in Limonite.  On the item is an  image of a Larch in Magnetite.  On the item is an  image of a Alder in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of two waves in Magnetite.  On the item is an  image of thick crescents in Magnetite.   &lt;br /&gt;
On the item is an  image of Kilidilruldin the kobold and a giant cave spider silk sock in Magnetite.  Kilidilruldin is  raising the giant cave spider silk sock.  The artwork relates to the theft of a giant cave spider silk sock from Ravenlabors by the kobold Kilidilruldin in the early summer of 204 during The Third Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.  On the item is an  image of two toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.   &lt;br /&gt;
On the item is an  image of Kulet Floorportent the dwarf and Ngerxung Bridgehate the goblin in Limonite.  Ngerxung Bridgehate is  striking down Kulet Floorportent.  The artwork relates to the killing of the dwarf Kulet Floorportent by the goblin Ngerxung Bridgehate in Ravenlabors in the late spring of 205 during The Fifth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of four-pointed stars in Limonite.   &lt;br /&gt;
On the item is an  image of Tekkud Clutchrough the dwarf and Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin in Magnetite.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  striking down Tekkud Clutchrough.  The artwork relates to the killing of the dwarf Tekkud Clutchrough by the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a barrel in Limonite.  On the item is an  image of raccoons in Magnetite.  On the item is an  image of a hidden moon in Limonite.  On the item is an  image of bloated tubers in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of diamonds in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Stleelbis the kobold and `Hammermaker' Lettership the Flute of Bands the dwarf in Limonite.  `Hammermaker' Lettership the Flute of Bands is  striking down Stleelbis.  The artwork relates to the killing of the kobold Stleelbis by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early winter of 204 during The Theft of Crevicepaddled at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Oaks in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of plump helmets in Limonite.  On the item is an  image of tall crosses in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Rith Frostrope the dwarf in Magnetite.  Rith Frostrope is  laboring.  The artwork relates to the settling of the dwarf Rith Frostropein  Ravenlabors in the midautumn of 203.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Whipworshipped the dwarf in Magnetite.  Kol Whipworshipped is  laboring.  The artwork relates to the settling of the dwarf Kol Whipworshippedin  Ravenlabors in the midspring of 205.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of shining suns in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Pulledstalk the alligator and dwarves in Limonite.  Pulledstalk is  surrounded by the dwarves.  The artwork relates to the rise of the alligator Pulledstalk as an enemy of The Arrow of Tournaments in 173.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a bluefin tuna in Limonite.  On the item is an  image of two toads in Limonite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of diamonds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Limonite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of mountains in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a tall cross in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of barrels in Magnetite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a Longland grass in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of squares in Magnetite.  On the item is an  image of wizards in Magnetite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Dangleburst the grimeling and dwarves in Limonite.  Dangleburst is  surrounded by the dwarves.  The artwork relates to the rise of the grimeling Dangleburst as an enemy of The Arrow of Tournaments in 130.   &lt;br /&gt;
On the item is an  image of a satyr in Magnetite.   &lt;br /&gt;
On the item is an  image of Zulban Staticcloistered the dwarf and Zolak Doomedrelic the goblin in Magnetite.  Zolak Doomedrelic is  striking down Zulban Staticcloistered.  The artwork relates to the killing of the dwarf Zulban Staticcloistered by the goblin Zolak Doomedrelic in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of mountains in Magnetite.  On the item is an  image of Highwoods in Malachite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two barrels in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of broad crosses in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Magnetite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of a thin cross in Limonite.  On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thick crescent in Magnetite.  On the item is an  image of diamonds in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a barrel in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a ballista arrow in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a wave in Magnetite.  On the item is an  image of waves in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Magnetite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of circles in Limonite.  On the item is an  image of three prickle berries in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two clouds in Limonite.  On the item is an  image of flasks in Magnetite.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in cave lobster shell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Possible explanation suggested==&lt;br /&gt;
A recent [http://www.bay12games.com/forum/index.php?topic=43208.0 bug report] may have narrowed in on the cause of Planepacked.  A moody dwarf who claims an outdoor workshop when dwarves are not allowed outside (soldiers allowed or not does not seem to matter) will continue gathering materials for his artifact without ever crossing any off his &amp;quot;list.&amp;quot;  He will only gather materials from inside locations, and will do so until no more of that item remain.  If dwarves are allowed outside he will complete his current item and move on to the next.  It is unclear if forbidding the outdoors causes him to collect more of the initial item, or more of the new item.  Due to the plentiful nature of stone and the frequency of moods involving stone items, it's no surprise that Planepacked was made out of stone. Evidence for this theory may be found in this [[{{TALKPAGENAME}}#Explanation research migrated from main page|discussion]].&lt;br /&gt;
&lt;br /&gt;
At this time, it may be considered an exploit to allow the moody dwarf to continue to gather materials by not allowing citizens outside, thus forcing the artifact to have more items than normally possible.&lt;br /&gt;
&lt;br /&gt;
==Way to reproduce==&lt;br /&gt;
Create a burrow that has materials inside it (dwarf will only take one kind though, mason will take stones, blacksmith will take bars, etc...) but not the factory Urist McMoody has claimed, and assign him to that burrow. He'll keep bringing materials to the workshop and marking them as *TSK*, and as long as he's getting a stream of materials coming in, he won't become insane. Unassign him from the burrow to continue production of the artifact.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if a dwarf's workshop is in a hospital zone while in a strange mood and requires cloth, he will gather cloth until either the hospital is deactivated or his workshop is set to no longer be part of the hospital.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=28232.0 Thread about Planepacked on Bay12Games forum]&lt;br /&gt;
* [http://bartabox.banquise.net/df/planepacked.txt Total list of materials and artwork detail]&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=43214.15 Thread about BroiledPrinces (another quantum artifact), in which the mechanism of creation is discovered. On Bay12Games forum]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=93293 Evidence that suggests that the planepacked bug can happen even without burrows and forbidding items.]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=121542.0 How to make your own Planepacked if it requires cloth.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:[IMG]http://i191.photobucket.com/albums/z200/tyranitar23/Planepacked.jpg[/IMG]|Artist's Rendition of Planepacked.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=180883</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=180883"/>
		<updated>2013-02-08T06:27:35Z</updated>

		<summary type="html">&lt;p&gt;August: /* Many current 'Tattered' articles should be 'Fine' */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Downgrade from Fine to Tattered==&lt;br /&gt;
Now that xTatteredx has been implemented, all of the -Fine- articles which are definitely not fine should be downgraded. I suggest we all go through a letter of the alphabet from [http://df.magmawiki.com/index.php/Category:DF2010:Fine_Quality_Articles here] and rate all the articles properly. I've already done so for letters A and B... 24 more to go. If you have extra info to add, don't hold back.&lt;br /&gt;
&lt;br /&gt;
Go and rate!&lt;br /&gt;
&lt;br /&gt;
: What's the difference between fine and tattered? At present you have the exact same criteria listed for both categories. --[[User:Doctorzuber|Doctorzuber]] 18:58, 20 May 2010 (UTC)&lt;br /&gt;
::I had changed Tattered to be different from Fine, but VengefulDonut apparently disagreed and reverted them back to being identical. So Yeah. --[[User:Quietust|Quietust]] 19:20, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Either you two didn't read them or we disagree over what the word identical means. [[User:VengefulDonut|VengefulDonut]] 19:43, 20 May 2010 (UTC)&lt;br /&gt;
::::Okay, ''nearly'' identical. Out of the 5 properties on each one, 3 are the same. --[[User:Quietust|Quietust]] 20:52, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Alright. What about this? [[User:VengefulDonut|VengefulDonut]] 21:04, 20 May 2010 (UTC)&lt;br /&gt;
:::::: It's apparently been edited since I said something. I assure you it was identical when I posted, which was very confusing. --[[User:Doctorzuber|Doctorzuber]] 00:58, 24 May 2010 (UTC)&lt;br /&gt;
::::::It wasn't identical, there was a slight difference. Too small but it was there. [[User:Speed112|Speed112]] 01:23, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my view, quality should be a reflection of the percentage of the total information about a given subject that exists. So if we're talking about non-special stones, there is very little information aside from their basic properties, colours, locations etc. Thus if an article encapsulates all of those, it should be rated fairly high quality. I can see that there could be an argument for adding like a little descriptive sentence on the page or something, but surely brevity and simplicity are features that suggest a higher quality of article. In addition, if you look at the current definition for Masterwork Quality articles, these basic stone articles are comprehensive on the subject, contain no unverified information, have an appropriate number of outbound links, do not have any redlinks and are properly categorized. The only feature I am not sure on is whether the links are in the right format, but I'd be willing to bet that it is. If that is the case, the only problem with them, and the only thing holding them back from being Masterwork (by the current definition) is the fact that they do not have multiple editors. Surely then, if we go through the pages and quickly check if the information is correct, we can then reclassify them as Masterwork. [[User:Pie|Pie]] 00:36, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:  Adding the real life information is just extraneous nonsense that doesn't help anything. Every mineral article has a link to the wikipedia page on the same subject already (in the side chart), we simply do not require a chemical formula and a crystal matrix diagram for every mineral on a wiki devoted to Dwarf Fortress gameplay. &lt;br /&gt;
:  For vermin articles, it makes sense to have a longer article for the economically important cave spider. For mineral articles, it makes sense to have a longer article for the rare and game specific adamantine. A D for Dwarf section for minerals like chert is simply unreasonable, and would take away from the specific purpose of the wiki, which is information first. &lt;br /&gt;
:  All of the mineral articles fulfill the masterwork obligations. They are as comprehensive on the subject at hand as necessary, because this is a game, not a geology lesson. If players are interested in geology, they can find the information they need more effectively elsewhere. [[User:JohnnyMadhouse|JohnnyMadhouse]] 22:54, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:It seems that rating these articles removes the gamedata properties. The template is in place, but the actual information (i.e. layer, melting point, boiling point, etc.) is gone. I'm not sure how to recover it. [[User:Shadowfury333|Shadowfury333]] 00:55, 8 June 2010 (UTC)&lt;br /&gt;
::What browser are you using? [[User:VengefulDonut|VengefulDonut]] 14:39, 8 June 2010 (UTC)&lt;br /&gt;
:::Mozilla Firefox 3.6.3 [[User:Shadowfury333|Shadowfury333]] 18:51, 8 June 2010 (UTC)&lt;br /&gt;
::I see that you've rated 2 stone pages (Chalk and Chert), and both of them are still showing all of the appropriate information. --[[User:Quietust|Quietust]] 16:24, 8 June 2010 (UTC)&lt;br /&gt;
:::Hmm. Going back they appear to have the information again. Maybe it just takes a little while to update it with the rating. [[User:Shadowfury333|Shadowfury333]] 18:52, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Well, I'm done fleshing out layer stones and vermin with descriptive phrases, and raised them all to ≡Exceptional≡ quality. I know the necessary information is there in the infoboxes and the raw files, but I would imagine newcomers to the game and wiki would appreciate an easy to read sentence or two giving a broad overview of the item in question. --[[User:Shadowfury333|Shadowfury333]] 01:46, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, done trees and plants. Not sure what to do next. Probably any old skills not properly described. --[[User:Shadowfury333|Shadowfury333]] 21:37, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
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== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
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This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
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:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
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:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
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::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
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:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
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::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
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::::I just noticed the addition of &amp;quot;xTATTEREDx&amp;quot;. Now we have a brand new problem: There's absolutely nothing in between &amp;quot;poor&amp;quot; (tattered) and &amp;quot;good&amp;quot; (fine). We need something neutral. Poor - Neutral - Good - Great is a fine progression, but we don't have anything that sounds &amp;quot;neutral&amp;quot;.[[User:G-Flex|G-Flex]] 07:47, 16 May 2010 (UTC)&lt;br /&gt;
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::::::Yeah. Fine really isn't a neutral word. What would be a good replacement? [[User:VengefulDonut|VengefulDonut]] 12:30, 16 May 2010 (UTC)&lt;br /&gt;
:::::::How about Adequate (no -decorations-), to mirror the no-adjective change to skill levels? --[[User:Onul Rigothzas|Onul Rigothzas]] 03:47, 29 June 2010 (UTC)&lt;br /&gt;
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:::::Well tbh fine is fine, not good, as in it's not bad but it isn't good either = neutral. Exceptional = good and Masterwork = great. I was in fact thinking that, rating-wise, Masterwork is really close to Exceptional, and Exceptional is pretty far away from Fine, so it would be a good idea to turn Fine into Well-crafted and Exceptional into Superior, to have them all 2 levels apart: Tattered(0), Well-crafted(2), Superior(4), Masterful(6... or 12). --[[User:Speed112|Speed112]] 12:14, 16 May 2010 (UTC)&lt;br /&gt;
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==Quality categories by version namespace==&lt;br /&gt;
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Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
:::With this in place, would calculating the &amp;quot;Overall quality rating&amp;quot; for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)&lt;br /&gt;
::::I've just updated the progress bar template to allow it to focus on a single namespace. 40d has a reasonably high rating, while 23a is way worse than even DF2010. I've also tweaked this Quality page to list the quality stats for all 3 namespaces - it's a bit busy, but the information should be useful. --[[User:Quietust|Quietust]] 13:57, 12 May 2010 (UTC)&lt;br /&gt;
:::::Looks great IMO, thanks!  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:02, 12 May 2010 (UTC)&lt;br /&gt;
:::::My god, stats.  Stats everywhere!  I love it.  Well done. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 15:27, 12 May 2010 (UTC)&lt;br /&gt;
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There's no mention of the &amp;quot;Version:Quality&amp;quot; style categories on [[Dwarf_Fortress_Wiki:Quality|the quality page]]. Should those be added immediately, or are we waiting until we've reached a decision on if ratings will differ between versions? Because I would add them, but I don't want to screw things up. [[User:SenorPwnage|Señor Pwnage]] 02:36, 12 May 2010 (UTC)&lt;br /&gt;
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==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
::::I'd suggest not doing that.  Fine is currently the &amp;quot;bottom&amp;quot; rating.  We can that name if we want, but having to go back and change unrated to &amp;quot;new bottom rating&amp;quot; will be a lot of unnecessary work, imo.  Don't you think? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:50, 10 May 2010 (UTC)&lt;br /&gt;
:::::&amp;quot;Unrated&amp;quot; was '''not''' intended to be a &amp;quot;new bottom rating&amp;quot;, but a way of denoting that an article ''needs to be (re-)rated'' - since the intent is that every page (or at least all of those in the DF2010 namespace) should have a quality rating, it's useful to be able to explicitly categorize an article as needing a rating without having to rate the article yourself (for those who are very poor judges of quality). --[[User:Quietust|Quietust]] 22:55, 10 May 2010 (UTC)&lt;br /&gt;
:I'm also rather shocked at the brutal re-rating of everything. Not one Masterwork article?  Seriously?  If everything's just going to end up in a morass of Fine, where Fine can be anything from a pointless stub to a half-decent, usable article, then the system really isn't helping. --[[User:Krenn|Krenn]] 05:08, 12 May 2010 (UTC)&lt;br /&gt;
::Ah - replying to my own post in case anyone else has the same confusion I did; the problem is that the links to the categories from the Quality page go to '''non-version specific''' categories of Fine, Exceptional, and Masterwork, and nothing is in those anymore.  All articles are now of a quality rating specific to their own namespace, IE: [[:Category:DF2010:Masterwork Quality Articles]].  I still think rating is being too harsh, though, as there's only 3 masterwork right now and that seems low. --[[User:Krenn|Krenn]] 05:14, 12 May 2010 (UTC)&lt;br /&gt;
:::I'll fix this.  Also, the count is just how many articles are labeled masterwork, if you can find some other than those three that are masterwork, please label them such :). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:15, 12 May 2010 (UTC)&lt;br /&gt;
::::There are only 2!!! masterwork articles now for some reason. Don't know if the 3rd one deserved being downgraded or not, but this makes me kind of sad. We need to do something about all these &amp;quot;fine&amp;quot; articles which are anything but fine, and bump more-than-decent exceptional articles with some extra stuff to make them masterwork... guides maybe? I don't know. But I don't really like it. I'm trying to do stuff but I'm new (so I suck) and don't have time... the answer is for everyone to do small things and not let it to a few good members. --[[User:Speed112|Speed112]]&lt;br /&gt;
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== Criteria ==&lt;br /&gt;
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Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;br /&gt;
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== Proposal: No ratings for 40d and 23a ==&lt;br /&gt;
Those parts of the wiki are mostly static (and hopefully generally complete) and increasingly of historic interest only. The way I understand the rating, it's mostly to show the ongoing process of completing a new version and telling a user how to evaluate an article.&lt;br /&gt;
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We could alternatively introduce separate rating templates for 40d and 23a.. --[[User:Höhlenschreck|Höhlenschreck]] 21:52, 10 May 2010 (UTC)&lt;br /&gt;
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Perhaps just alternate categories? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 22:48, 10 May 2010 (UTC)&lt;br /&gt;
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:Specifics of implementation aside, I think a ratings system that only counts current version and mainspace articles in the overall wiki score is a good idea. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 00:39, 11 May 2010 (UTC)&lt;br /&gt;
::This is now implmented, the &amp;quot;score&amp;quot; is DF2010 only.  Hohlenschreck, does this meet your ideas?  Or do you not want labels on older articles at all? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 06:30, 12 May 2010 (UTC)&lt;br /&gt;
:::I think this is fine --[[User:Höhlenschreck|Höhlenschreck]] 00:43, 14 May 2010 (UTC)&lt;br /&gt;
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== Quality is not updating itself ==&lt;br /&gt;
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I've been testing something, and looking at a preview via edit, it shows a different quality than normal, like it's not updating the quality at all. I'm not sure if this is a bug, or as possible as a wiki can go. Any ideas as to why this is happening? --[[User:Hugna|Hugna]] 07:10, 22 May 2010 (UTC)&lt;br /&gt;
:The quality won't update itself automatically while you preview.  From Recent Changes it looks like (maybe) there is now something which automatically updates rating based on some script?  Interesting if that's the case.  But it definitely won't have any impact while you are previewing (also not immediately after you save either). [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 11:12, 24 May 2010 (UTC)&lt;br /&gt;
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:What do you mean by a different quality than normal? If you hit preview when on the edit page, it will show whatever quality tag is currently on the page. Also Mason, the rate script is just an easier method to add/update a quality tag -- shouldn't have anything to do with what he's talking about, I hope. [[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;]] 11:54, 24 May 2010 (UTC)&lt;br /&gt;
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== Difference between exceptional and masterwork ==&lt;br /&gt;
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I've noticed there has been some talk about exceptionals/materworks over on the [[Black diamond]] page. I'm continuing the topic here, to have everything in centralised discussion... My two cents: I think &amp;quot;exceptional&amp;quot; should be the standard for an article that contains all in-game information. Masterworks should then be articles that for some reason exceed the standard value and add something extra - like guides (great example it the [[Cave spider]] page) or massive amounts of information organised in a convenient way (like the generic [[Tree]] page). I'm saying this mostly as a user, who expects masterworks to be something worth reading. Having masterworks that are basically just stubs (eg. the [[Black diamond]]) is very counterintuitive, even if nothing remains to be said.&lt;br /&gt;
Yes, I'm aware this would mean rearranging the quality criteria. --[[User:Markus cz|Markus cz]] 11:38, 26 May 2010 (UTC)&lt;br /&gt;
:Makes sense to me. --[[User:Nahno|Nahno]] 12:53, 26 May 2010 (UTC)&lt;br /&gt;
::That's the way I view it too.  Since we've now got xTatteredx for useless articles and +Fine+ for mediocre ones, putting ≡Exceptional≡ as &amp;quot;complete&amp;quot; and ☼Masterwork☼ as &amp;quot;over and beyond&amp;quot; seems appropriate. --[[User:DeMatt|DeMatt]] 01:42, 28 May 2010 (UTC)&lt;br /&gt;
:I agree, Masterwork articles need to be something particularly special.  I don't think it's a problem if some articles, by their nature, may never be able to be &amp;quot;masterwork&amp;quot;. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 12:43, 30 May 2010 (UTC)&lt;br /&gt;
::I just want to point out that if Exceptional is the goal, it should score as 100%, not 60%, in the math for the quality rating.  (I think Fine should also be bumped upward from 30%, and Tattered bumped up from 0% to maybe 10%.)  I won't make the change myself, as my last edit to the math was reversed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:51, 30 May 2010 (UTC)&lt;br /&gt;
:::Your [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Quality/rating&amp;amp;diff=prev&amp;amp;oldid=110861 last edit to the math] was reversed due to said change consisting of ''adding a random number from -30 to +40 to the rating'', as well as outright labeling it as &amp;quot;'''malicious'''&amp;quot;. --[[User:Quietust|Quietust]] 16:31, 30 May 2010 (UTC)&lt;br /&gt;
::::Do you have a point?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:45, 30 May 2010 (UTC)&lt;br /&gt;
:::::The point is, your suggested contribution here is useful.  The addition of a random element to the rating value was not judged as useful.  One was reverted, the other is very unlikely to be reverted unless another better idea comes along. --[[User:Briess|Briess]] 18:51, 30 May 2010 (UTC)&lt;br /&gt;
:::And there in lies the problem (perhaps the only among all the positives) of a rating system like this.  It doesn't let you specifically point out impressive achievements without marking everything else as missing something.  I mean it takes away the benefit of highlighting the best work we've (well, not really me, but other people) came up with as a group in order to assign a score.  But I can't think of another way of doing it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 05:21, 2 June 2010 (UTC)&lt;br /&gt;
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:Let's add the following requirement (or something along these lines) for an article to be considered masterwork:&lt;br /&gt;
:* This is enlightening.&lt;br /&gt;
:or maybe something like this:&lt;br /&gt;
:* All DF players should read this article.&lt;br /&gt;
:It would be good to have something that says the page is an important one, and not just a comprehensive one. [[User:VengefulDonut|VengefulDonut]] 05:32, 2 June 2010 (UTC)&lt;br /&gt;
::::I agree. Maybe not specifically these criteria, but something along those lines. Masterwork articles should shine among other great articles (Exceptional) and be, indeed, masterwork. &lt;br /&gt;
::::Another idea would be to tweak the rating so that Exceptional articles are complete (100%) and Masterwork are complete with a spark of awesomeness. What I mean is that they should still count as 100% on the rating percentile, but there should be another counter of awesomeness which says how many Masterwork quality articles there are. [[User:Speed112|Speed112]] 10:58, 2 June 2010 (UTC)&lt;br /&gt;
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== Problem with the timestamp via &amp;quot;rating page&amp;quot; ==&lt;br /&gt;
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It's a little odd nobody noticed it until now. The timestamp the automated &amp;quot;Qualityrator&amp;quot; creates, is always '''08:00, 22 May 2010 (UTC)'''. I don't think this should be like it is. Why do we have the timestamp when ist is alwasy the same? Do I get anything worng? --[[User:Used|Used]]&lt;br /&gt;
:Looks like the [[User:Emi/review.js|rater script]] just included the exact text &amp;lt;nowiki&amp;gt;&amp;quot;~~~~~&amp;quot;&amp;lt;/nowiki&amp;gt; instead of splitting it into 2 strings, meaning it got substituted when the page was actually saved. I must admit, it's quite amusing that nobody noticed it until now. --[[User:Quietust|Quietust]] 12:46, 5 August 2010 (UTC)&lt;br /&gt;
::Yeah, thank you! You are great =). Now this can be fixed soon. --[[User:Used|Used]] 08:25, 6 August 2010 (UTC)&lt;br /&gt;
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== Auto rate ==&lt;br /&gt;
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the 'rate' feature hangs for me at &lt;br /&gt;
Automatic Criteria:&lt;br /&gt;
Is page orphaned.... NO&lt;br /&gt;
Is page deadend...... &lt;br /&gt;
How many redlinks does page contain...... &lt;br /&gt;
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is this expected behavior? I've been working around by manually editing the quality, and adding the appropriate timestamp. [[User:Decius|Decius]] 02:55, 8 November 2010 (UTC)&lt;br /&gt;
Addendum: looking at the script, it seems to be counting the number of ways that a page can be reached from the index. Would it be faster to stop as soon as one route was found, or is the cnt there more than a go/no go? [[User:Decius|Decius]] 03:08, 8 November 2010 (UTC)&lt;br /&gt;
:The count does affect the rating guidelines, and the script seems to work fine for me.  I'll look into it and see what I can or can't figure out.  What browser is this on? --[[User:Briess|Briess]] 12:24, 8 November 2010 (UTC)&lt;br /&gt;
::IE 8.0, using a marginal wireless network. If there's a significant data transfer involved, it will probably be interrupted. [[User:Decius|Decius]] 01:24, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
This requirement for *Masterwork* is a little absurd, unless pages need to be created for every variation of the name of the article. Not only is the improper link formatting, but there are many possiblites when the use of &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; simple doesn't work properly. The requirement does say &amp;quot;except where a link to another namespace is required,&amp;quot; which I suppose covers my previous statement; even then, if there is going to be such a huge exception, why even use it at all? Not only would it be easier to just use proper link formatting, but articles would be more standardized (which this Wiki '''badly''' needs). &lt;br /&gt;
&lt;br /&gt;
This wiki is in sad shape, not only would this Quality page would be considered tattered (in my opinion,lacks information, information is unclear), there isn't even a &amp;lt;s&amp;gt;[[Manual of Style]]&amp;lt;/s&amp;gt; [[Dwarf Fortress Wiki:Manual of Style|Manual of Style]] here! &lt;br /&gt;
&lt;br /&gt;
I won't change any of the current &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; links on pages I edit, but until there is actually some standardization here, I'll be using &amp;lt;nowiki&amp;gt;[[pagename|linkname]]&amp;lt;/nowiki&amp;gt; [[User:Gzalzi|Gzalzi]] 20:09, 1 January 2011 (UTC)&lt;br /&gt;
:You're supposed to use &amp;lt;nowiki&amp;gt;{{l|linkname}}&amp;lt;/nowiki&amp;gt; the same way you use &amp;lt;nowiki&amp;gt;[[linkname]]&amp;lt;/nowiki&amp;gt;.  You can format it &amp;lt;nowiki&amp;gt;{{l|pagename|linkname}}&amp;lt;/nowiki&amp;gt;, just as with the standard link formatting.  The reason for using the L-template is because of the versioning process - when DF2011 comes around, they're gonna '''copy''' all the DF2010 pages into the new DF2011 namespace, and then change the L-template so DF2011 links bounce around in DF2011 pages, while DF2010 links bounce around in DF2010 pages.  You can already see this at work in the 40d pages - clicking on an L-template link in [[40d:Stone]], like the links in the first paragraph, causes you to go to the 40d versions of the pages.&lt;br /&gt;
:I disagree with you on the quality of the Quality page. I'd put it at Exceptional. You'll have to explain what information you're looking for to convince me otherwise; unfortunately, these ratings are a little subjective, so trying to apply the &amp;quot;rules&amp;quot; as rules doesn't work very well.&lt;br /&gt;
:I'm reasonably, fairly, confidently, sure that the links in the Article Version template don't count towards the guidelines for Masterwork. --[[User:DeMatt|DeMatt]] 21:04, 1 January 2011 (UTC)&lt;br /&gt;
::Ah, well the reasoning because the use of the &amp;quot;L&amp;quot; template does make sense, and I will use it.&lt;br /&gt;
::The subjectiveness of the Quality page is the problem I have with it. If you're going to define rules, they should be able to be applied as rules. The definitions of what makes an article good and what makes it bad need to be much more clear, or some of the requirements needs to be changed around, though I don't have any specific suggestions at this time. --[[User:Gzalzi|Gzalzi]] 21:40, 1 January 2011 (UTC)&lt;br /&gt;
:::The &amp;lt;nowiki&amp;gt;{{L}}&amp;lt;/nowiki&amp;gt; template has been obsoleted (by integrating its functionality into MediaWiki itself), so this should no longer be an issue. --[[User:Quietust|Quietust]] 17:54, 8 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality Scale Reword? ==&lt;br /&gt;
&lt;br /&gt;
I'm fairly new to editing, but I'd like to be able to contribute better. I've tried my hand at the &amp;quot;tattered&amp;quot; articles, but most of those have no info because you can't get the info. Most of the articles labelled &amp;quot;fine&amp;quot; usually fall under the criteria for &amp;quot;exceptional&amp;quot; (in my opinion) but the &amp;quot;exceptional&amp;quot; title seems misfit (which is probably why they're labelled &amp;quot;fine&amp;quot;). The criteria for &amp;quot;fine&amp;quot; seems to be an extremely poor, but moderately long article. &amp;quot;Contains little to no accurate information&amp;quot; feels like it should be under &amp;quot;tattered&amp;quot; not &amp;quot;fine.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It looks like there are either major flaws with almost half of the articles, or the quality criteria for page quality is skewed. I feel the definition of &amp;quot;Fine&amp;quot; should be revised to fit an average article, not have the description sound like the article needs great improvements when in reality it is a decent article. [[User:Williamrmck|Williamrmck]] 17:09, 28 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Many current 'Tattered' articles should be 'Fine' ==&lt;br /&gt;
&lt;br /&gt;
Looking through the pages currently categorized as being of Tattered quality, it seems that most of them deserve to be considered Fine, or even Exceptional in some cases. As was discussed in the older discussion [[#Stone, gem and similar articles|'Stone, gem and similar articles']], pages for stones and miscellaneous animals (where there is little notable variation from other identical creature types to speak of) should probably be upgraded to Fine as long as they have proper information, since Tattered should be reserved for articles that genuinely lack important content. The rating script seems to agree with me on this. I'll start rating such articles as Fine from now on, if that's alright. [[User:August|August]] 06:27, 8 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:XML_dump&amp;diff=180882</id>
		<title>v0.34:XML dump</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:XML_dump&amp;diff=180882"/>
		<updated>2013-02-08T05:56:14Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|05:56, 8 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''XML dump''' of a [[region|world]]'s history can be generated from [[Legends]] mode by pressing {{k|x}}, and will be placed in Dwarf Fortress' root folder. The dump consists of many internals Dwarf Fortress tracks about the world in [[wikipedia:XML|XML format]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Legends|Legends Mode]]&lt;br /&gt;
* [[World History file]]&lt;br /&gt;
* [[World Sites file]]&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Personality_facet&amp;diff=180881</id>
		<title>v0.34 Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Personality_facet&amp;diff=180881"/>
		<updated>2013-02-08T05:53:36Z</updated>

		<summary type="html">&lt;p&gt;August: /* Updated Rating */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suspect that the &amp;quot;modesty&amp;quot; personality trait affects the thoughts dwarves get from lack of clothing in the most recent versions.  I've got 2 dwarves in my fort who are/were flashing &amp;quot;unhappy&amp;quot;.  Both of these dwarves had the &amp;quot;no shoes recently&amp;quot; thought, and both also had the &amp;quot;finds immodesty distateful&amp;quot; trait.  Presumably other dwarves were also missing shoes (I've got &amp;gt; 180 dwarves), but only these two were unhappy enough to flash the orange bang.  Needs more science. --[[User:Greycat|Greycat]] 20:21, 8 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that the &amp;quot;imagination&amp;quot; trait results in more vivid descriptions of decorations such as statues and engravings, however I haven't tested this in any kind of organized way; just noticed far fewer engravings of 'a dwarf' when I make those with higher tokens stone detailers, and instead see historical events and scenes. That may simply be coincidence, however. -- Anonymous 05:46, 3 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, I'm pretty sure it means higher rate of masterwork item creation. On my most recent embark, my now-Great carpenter already has a disproportional number of masterworks to his name. I think it's related, but I am using a lot of wood, so take it with a grain of salt.--[[Special:Contributions/141.219.230.93|141.219.230.93]] 20:35, 8 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Artistic trait is related to the strength of the thought associated with admiring an object. A dwarf with a low artistic trait, like my current duke, will be &amp;quot;sleeping in a good bedroom/dining in a good dining room&amp;quot; or &amp;quot;admiring fine furniture/traps&amp;quot; even though the pieces/room he's interacting with are worth tens of thousands of dwarfbucks.&lt;br /&gt;
:I don't see this pattern in my fort of 107 dwarves. Much more evidence would be required to prove a personality trait claim.--[[User:UristDaVinci|UristDaVinci]] 03:59, 15 December 2012 (UTC)&lt;br /&gt;
Seems that you're right. I generated a world with 0:0:0 artistic_interest and my dwarves still had the appropriate thoughts for the bedrooms they owned.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trait bins as found examining 16000 dwarves&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What is the purpose of this section? It appears to be notes on a private study, and seems it would be rather illegible to the casual DFwiki reader. Heck, I like to think of myself as more than casual, and I really have no idea what is going on there.&lt;br /&gt;
&lt;br /&gt;
It needs to be updated with an introduction explaining the significance of the work being presented, or it should be moved here to the discussion page until it is ready for proper, complete presentation on the live page. --[[User:777|777]] 17:09, 21 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that it's referring to normal models. I really can't understand what it's saying, so it's a bit more difficult to figure out than it should be. [[User:Putnam3145|Putnam]] 20:14, 28 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Updated Rating ==&lt;br /&gt;
&lt;br /&gt;
Reading through this article, I had no idea why it was listed as 'tattered', so I went ahead and upgraded it to Exceptional, based upon the rating script's recommendation. Since it's a jump of two rank levels, feel free to revert down to Fine if you think Exceptional is too generous. [[User:August|August]] 05:53, 8 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=180880</id>
		<title>v0.34:Personality facet</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Personality_facet&amp;diff=180880"/>
		<updated>2013-02-08T05:49:08Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:49, 8 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarven personalities are determined by a set of traits.  These traits are distinct from [[attributes]].&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Each trait has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value Range !! Values in Range !! [[Personality trait#Trait value distribution|Probability]] !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91 - 100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76 -  90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61 -  75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40 -  60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25 -  39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10 -  24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0 -   9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40-60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Traits are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more straightforward than average with a median of 55 in that trait, whereas goblins aren't likely to help others out - their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Traits also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Traits may have other, more subtle effects on creature behaviour, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:4em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY (Nervousness)&lt;br /&gt;
| 91 - 100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER (Rage)&lt;br /&gt;
| 91 - 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | Prone to becoming [[Status icon|enraged]] or throwing [[tantrum]]s when unhappy. More likely to go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to anger&lt;br /&gt;
| rowspan=3 | Not prone to becoming [[Status icon|enraged]] or throwing [[tantrum]]s&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION (Depression)&lt;br /&gt;
| 91 - 100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_CONSCIOUSNESS (Neurosis)&lt;br /&gt;
| 91 - 100 || is socially crippled by thoughts that everyone is watching and judging (him)&lt;br /&gt;
| rowspan=2 | Cannot gain [[Comedian]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is concerned about rejection and ridicule&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-conscious&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very comfortable in social situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is absolutely unfazed by the opinions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION (Urge)&lt;br /&gt;
| 91 - 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VULNERABILITY (Stress)&lt;br /&gt;
| 91 - 100 || becomes completely helpless in stressful situations&lt;br /&gt;
| rowspan=3 | More susceptible to unhappy [[thought]]s&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || can handle stress&lt;br /&gt;
| rowspan=3 | Less susceptible to unhappy [[thought]]s&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS (Friendly)&lt;br /&gt;
| 91 - 100 || genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || makes friends quickly&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very friendly&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is somewhat reserved&lt;br /&gt;
| rowspan=3 | Cannot gain [[Conversationalist]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very distant and reserved&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS (Company)&lt;br /&gt;
| 91 - 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS (Leadership)&lt;br /&gt;
| 91 - 100 || loves to take charge and direct activities&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very assertive&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is unassertive&lt;br /&gt;
| rowspan=3 | Cannot gain [[Persuader]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers that others handle the leadership roles&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || never speaks out or attempts to direct activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL (Activeness)&lt;br /&gt;
| 91 - 100 || is constantly active and energetic&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very energetic and active&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is very active&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is relaxed&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || lives life at a leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || can't be bothered with frantic, fast-paced living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING (Thrillseeking)&lt;br /&gt;
| 91 - 100 || lives for risk and excitement&lt;br /&gt;
| rowspan=3 | More likely to join [[adventurer mode|adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is a risk-taker and a thrill-seeker&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || loves a good thrill&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not a risk-taker&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || doesn't need thrills or risks in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is entirely averse to risk and excitement&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEERFULNESS (Optimism)&lt;br /&gt;
| 91 - 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is never optimistic or enthusiastic about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION (Imagination)&lt;br /&gt;
| 91 - 100 || is bored by reality and has a wonderful imagination&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is incredibly creative&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a fertile imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ARTISTIC_INTEREST (Artistic)&lt;br /&gt;
| 91 - 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || greatly appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || appreciates art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not interested in art&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in art&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALITY (Emotion)&lt;br /&gt;
| 91 - 100 || has a profound understanding of (his) own feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a great awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a good awareness of (his) own emotions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || tends not to openly express emotions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is mostly unaware of (his) own emotions and rarely expresses them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does not display (his) own emotions and has no awareness of them&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ADVENTUROUSNESS (Adventure)&lt;br /&gt;
| 91 - 100 || is highly adventurous and loves fresh experiences&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is eager for new experiences&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || likes to try new things&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || prefers familiar routines&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is uncomfortable with change&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is resistant to change&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | INTELLECTUAL_CURIOSITY (Thinking)&lt;br /&gt;
| 91 - 100 || is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves new and fresh ideas&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is open-minded to new ideas&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || dislikes intellectual discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || regards intellectual exercises as a waste of energy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LIBERALISM (Rebelliousness)&lt;br /&gt;
| 91 - 100 || revels in chaos and disorder&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || loves to defy convention&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is put off by authority and tradition&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || admires tradition&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from talking to [[noble]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || prefers stability and security to ambiguity and disorder&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is an ardent believer in convention and traditional society&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST (Trusting)&lt;br /&gt;
| 91 - 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRAIGHTFORWARDNESS (Honesty)&lt;br /&gt;
| 91 - 100 || is incredibly frank and candid in dealings with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Flatterer]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very straightforward with others&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is candid and sincere in dealings with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is guarded in relationships with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Consoler]] experience&amp;lt;br /&amp;gt;Can gain [[Liar]] experience.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not straightforward when dealing with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || believes that some deception is necessary in relationships with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM (Helpfulness)&lt;br /&gt;
| 91 - 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 | Receives happy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds helping others very rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || finds helping others rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || does not go out of (his) way to help others&lt;br /&gt;
| rowspan=3 | Receives unhappy [[thought]] from rescuing wounded&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || views helping others as an imposition on (his) time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | COOPERATION (Compromising)&lt;br /&gt;
| 91 - 100 || sacrifices (his) own needs to get along with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Intimidator]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || dislikes confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is willing to compromise with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't like to compromise with others&lt;br /&gt;
| rowspan=3 | Cannot gain [[Pacifier]] experience&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || would rather intimidate others than compromise with them&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never deny (his) own needs just to compromise with somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | MODESTY (Modesty)&lt;br /&gt;
| 91 - 100 || would never claim to be better than somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || finds immodesty distasteful&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is modest&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is immodest&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very willing to compare (himself) favorably with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never shy away from an opportunity to say (he) is better than somebody else&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SYMPATHY (Compassion)&lt;br /&gt;
| 91 - 100 || is incredibly compassionate and feels the pain of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is compassionate&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is not easily moved to pity&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is not affected by the suffering of others&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_EFFICACY (Confidence)&lt;br /&gt;
| 91 - 100 || is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always feels as if (he) is not in control of (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS (Organization)&lt;br /&gt;
| 91 - 100 || loves to make lists and keep schedules&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || tries to live a well-organized life&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is organized&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || is very disorganized&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || is completely disorganized&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS (Lawfulness)&lt;br /&gt;
| 91 - 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || finds rules confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || dislikes contracts and regulations&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || hates rules, contracts and other confining elements in (his) life&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACHIEVEMENT_STRIVING (Excellence)&lt;br /&gt;
| 91 - 100 || constantly strives for perfection&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || thinks it is incredibly important to strive for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || strives for excellence&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || doesn't go out of (his) way to do more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || very rarely does more work than necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SELF_DISCIPLINE (Perseverance)&lt;br /&gt;
| 91 - 100 || will persist in the face of any difficulty until the task is complete&lt;br /&gt;
| rowspan=6 | Affects duration of [[on break|breaks]]{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || possesses great willpower&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || is self-disciplined&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || is occasionally given to procrastination&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || has very little self-discipline&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || rarely completes tasks and is often overcome by distractions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CAUTIOUSNESS (Cautiousness)&lt;br /&gt;
| 91 - 100 || thinks through every alternative and its consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90 || is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75 || takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39 || often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24 || acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9 || always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trait value distribution==&lt;br /&gt;
&lt;br /&gt;
To clarify how trait values are assigned, 16,000 dwarves were examined. The normalized traits (those with a mean value of 50) provided 432,000 data points; the results are shown below.&lt;br /&gt;
&lt;br /&gt;
[[Image:traitdist.png|thumb|300px|right|Plot of trait distribution.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=5 | Traits&lt;br /&gt;
|-&lt;br /&gt;
! Value Range&lt;br /&gt;
! Original&lt;br /&gt;
! Averaged&lt;br /&gt;
! Proposed&lt;br /&gt;
! Cumulative&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9&lt;br /&gt;
| 0.003863&lt;br /&gt;
| 0.003822&lt;br /&gt;
| 0.003875&lt;br /&gt;
| 0.003875&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24&lt;br /&gt;
| 0.018995&lt;br /&gt;
| 0.01928&lt;br /&gt;
| 0.01925&lt;br /&gt;
| 0.023125&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39&lt;br /&gt;
| 0.085086&lt;br /&gt;
| 0.084666&lt;br /&gt;
| 0.084625&lt;br /&gt;
| 0.10775&lt;br /&gt;
|-&lt;br /&gt;
| 40 to 60&lt;br /&gt;
| 0.784465&lt;br /&gt;
| 0.784465&lt;br /&gt;
| 0.7845&lt;br /&gt;
| 0.89225&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75&lt;br /&gt;
| 0.084245&lt;br /&gt;
| 0.084666&lt;br /&gt;
| 0.084625&lt;br /&gt;
| 0.976875&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90&lt;br /&gt;
| 0.019565&lt;br /&gt;
| 0.01928&lt;br /&gt;
| 0.01925&lt;br /&gt;
| 0.996125&lt;br /&gt;
|-&lt;br /&gt;
| 91 to 100&lt;br /&gt;
| 0.00378&lt;br /&gt;
| 0.003822&lt;br /&gt;
| 0.003875&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Understanding the results===&lt;br /&gt;
&lt;br /&gt;
The results demonstrate a better-than 78% chance that a normalized trait's value will fall within the &amp;quot;Neutral&amp;quot; band (from 40 to 60). Further, the probability of an outlying value decreases as distance from the mean value (50) increases. The results are similar to a Normal distribution (aka &amp;quot;Bell curve&amp;quot;), however they do not fall off quite as quickly in the &amp;quot;tails&amp;quot;. A &amp;quot;High&amp;quot; or &amp;quot;Low&amp;quot; trait value will be generated approximately 8.5% of the time. A &amp;quot;Very High&amp;quot; or &amp;quot;Very Low&amp;quot; value will appear less than 2% of the time. The probability of receiving a trait in the &amp;quot;Highest&amp;quot; (or &amp;quot;Lowest&amp;quot;) band is less than 0.4%; the probability of a dwarf receiving multiple extreme values is infinitesimal. &lt;br /&gt;
&lt;br /&gt;
===Handling non-normalized traits===&lt;br /&gt;
&lt;br /&gt;
Non-normalized traits can be adapted to the same scale by adjusting their mean.&lt;br /&gt;
&lt;br /&gt;
For dwarves, the non-normalized traits are:&lt;br /&gt;
: +: immoderation (urge) and straightforwardness (honesty)&lt;br /&gt;
: -: vulnerability (stress)&lt;br /&gt;
&lt;br /&gt;
For traits with a mean value of 45, stretching the 0 to 45 range to 0 to 50, and compressing the 55 to 100 range to 50 to 100 will produce a value comparable to those above. This can be accomplished with an if check and a formula similar to this:&lt;br /&gt;
&lt;br /&gt;
Example: Converting + Traits to Normal&lt;br /&gt;
&lt;br /&gt;
=IF(Value&amp;lt;=55,(Value/55)*50,(((Value-55)/45)*50)+50)&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Contaminant&amp;diff=180879</id>
		<title>v0.34:Contaminant</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Contaminant&amp;diff=180879"/>
		<updated>2013-02-08T05:42:06Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|05:42, 8 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Contaminants''' are a feature. There are numerous types of contaminants in Dwarf Fortress, such as mud, blood, ichor, extract, (stone) dust, ash, salt, [[vomit]], snow, and pus. Unlike [[item]]s, they are bound to their square.&lt;br /&gt;
&lt;br /&gt;
==Creating Mud==&lt;br /&gt;
Any time a tile is covered in [[water]], [[mud]] will be created on that tile. It seems that  [[magma]] will remove this mud upon evaporation.&lt;br /&gt;
&lt;br /&gt;
==Tracking==&lt;br /&gt;
&amp;lt;!-- THIS SECTION IS OUTDATED; DWARVES WILL NO LONGER SPREAD CONTAMINANTS&lt;br /&gt;
&lt;br /&gt;
[[dwarf|Dwarves]] and other [[creature|creatures]] that walk over contaminants can track them onto other tiles that they pass through. Dustings and spatterings which represent small amounts of a contaminant do not appear to be tracked around. Larger amounts of contaminants will be picked up by a dwarves left foot and can then be transferred to other tiles.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tracking of contaminants is a configurable option, which defaults to '''NO''' in Dwarf Fortress mode and '''YES''' in [[adventure mode]].  The actual options are &amp;lt;tt&amp;gt;WALKING_SPREADS_SPATTER_DWF&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;WALKING_SPREADS_SPATTER_ADV&amp;lt;/tt&amp;gt; in [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
==Flowing==&lt;br /&gt;
Water that [[flow|flows]] over contaminants can pick them up and redistribute them as the water moves. Water does not appear to move mud, although mud will be created any time water covers a tile. The mechanics of redistributing contaminants using water is not well understood although there have been some observations of strange behavior when mixing blood and water.&lt;br /&gt;
:* adding 7/7 water on top of a pool of blood creates more pools of blood at the edge of the water as it moves and evaporates.&lt;br /&gt;
:* an overflowing reservoir that contains some blood creates blood everywhere the water flows.&lt;br /&gt;
:* water will create mud on any non-muddy tile, and moving water will frequently redistribute the mud.&lt;br /&gt;
&lt;br /&gt;
==Removing==&lt;br /&gt;
Removing contaminants can be accomplished by dwarves performing a [[cleaning]].  This requires a contaminant to be on a floor tile, and will (as a side effect) also remove contaminants from adjacent walls.  A contaminant that is on a wall, with no adjacent contaminated floor, will never be cleaned.&lt;br /&gt;
&lt;br /&gt;
Contaminants are removed if ''any'' real building is built on them (dirt roads are not buildings), even if that building is subsequently removed.  &lt;br /&gt;
&lt;br /&gt;
Note that [[Dwarven atom smasher|atom smashing]] a square with a contaminant on it will not remove the contaminant.&lt;br /&gt;
&lt;br /&gt;
Contaminants can be moved from creatures to floor tiles with [[water]].  The simplest and most effective way is to have the creature walk through a 2/7 or 3/7 water tile.  All contaminants will be transferred from the creature to the floor, and it will walk away wet (water coverings in inventory) but otherwise uncontaminated.  Another way is to drop water on a creature as it's walking over a floor grate (e.g. a [[waterfall]]).  This is much more complex to set up, and has an additional drawback: a dwarf who attempts to clean the contaminated floor grate tile will be interrupted by the sudden influx of water, resulting in job cancellation spam, and an uncleaned grate (unless you temporarily turn off the waterfall).&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Champion&amp;diff=180878</id>
		<title>v0.34:Champion</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Champion&amp;diff=180878"/>
		<updated>2013-02-08T05:33:02Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:28, 8 February 2013 (UTC)}}{{Noble&lt;br /&gt;
| noble=Champion&lt;br /&gt;
| demands=1&lt;br /&gt;
| function=&lt;br /&gt;
*Instructs military dwarves&lt;br /&gt;
| arrival=&lt;br /&gt;
*After [[Baron]] is appointed&lt;br /&gt;
}}{{av}}&lt;br /&gt;
:''This page is about the noble-appointed position and its room requirements. For more information on the military side of a champion, see [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
A '''Champion''' is a [[noble]] position appointed by the player to a dwarf. The chosen dwarf can be freely replaced. The Champion will lead combat demonstrations in barracks, much like a [[militia captain]] would. This position has no room requirements and the dwarf selected needs no special skills or qualifications, and does not need to be active in the military.&lt;br /&gt;
&lt;br /&gt;
Assigning a dwarf proficient in teaching and skilled in combat the role of Champion will allow him to quickly train up your entire army, as opposed to just his squadmates. A good champion can turn a wave of hapless [[migrants]] into a lean and lethal [[siege|siege-breaker]] in a lot less time than what they could manage on their own.&lt;br /&gt;
&lt;br /&gt;
In previous versions of the game, Champions were dwarves that had achieved a [[legendary]] [[combat skill]]. This is no longer the case, and any dwarf can become the Champion after the arrival of the [[Baron]].&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Military Ranks}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Champion&amp;diff=180877</id>
		<title>v0.34:Champion</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Champion&amp;diff=180877"/>
		<updated>2013-02-08T05:28:56Z</updated>

		<summary type="html">&lt;p&gt;August: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:28, 8 February 2013 (UTC)}}{{Noble&lt;br /&gt;
| noble=Champion&lt;br /&gt;
| demands=1&lt;br /&gt;
| function=&lt;br /&gt;
*Instructs military dwarves&lt;br /&gt;
| arrival=&lt;br /&gt;
*After [[Baron]] is appointed&lt;br /&gt;
}}{{av}}&lt;br /&gt;
:''This page is about the noble-appointed position and its room requirements. For more information on the military side of a champion, see [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
A '''Champion''' is a [[noble]] position appointed by the player to a dwarf. The chosen dwarf can be freely replaced. The Champion will lead combat demonstrations in barracks, much like a [[militia captain]] would. This position has no room requirements and the dwarf selected needs no special skills or qualifications, and does not need to be active in the military.&lt;br /&gt;
&lt;br /&gt;
Assigning a dwarf proficient in teaching and skilled in combat the role of Champion will allow him to quickly train up your entire army, as opposed to just his squadmates. A good champion can turn a wave of hapless [[migrants]] into a lean and lethal [[siege|siege-breaker]] in a lot less time than what they could manage on their own.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In previous versions of the game, Champions were dwarves that had achieved a [[legendary]] [[combat skill]]. This is no longer the case, and any dwarf can become the Champion after the arrival of the [[Baron]].&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Military Ranks}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Style_project&amp;diff=180876</id>
		<title>v0.34 Talk:Style project</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Style_project&amp;diff=180876"/>
		<updated>2013-02-08T05:19:24Z</updated>

		<summary type="html">&lt;p&gt;August: Comment in Talk Page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started this page last weekend, after a conversation on the forums, but I don't know where it should be linked from, so currently it is in limbo. [[User:GhostDwemer|GhostDwemer]] 16:15, 14 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is awesome! I'm definitely keeping this bookmarked, and perhaps I'll add to it if I ever come up with some decent ideas. [[User:August|August]] 05:19, 8 February 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=180875</id>
		<title>v0.34:Water</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=180875"/>
		<updated>2013-02-08T03:31:46Z</updated>

		<summary type="html">&lt;p&gt;August: /* Freezing and thawing */  minor grammatical edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[creature|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[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;
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting &amp;lt;nowiki&amp;gt;[SHOW_FLOW_AMOUNTS:YES]&amp;lt;/nowiki&amp;gt; in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:0:1}} through {{Tile|7|1:0:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[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. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, a dwarf will cancel jobs due to &amp;quot;Dangerous terrain&amp;quot; and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient Swimming skill will drown.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation===&lt;br /&gt;
Normally evaporation occurs when water or [[magma]] is at a depth of 1/7. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example below. &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
At high temperatures (usually found in Scorching climates) water can evaporate at greater depths, even 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to [[swimmer|drowning]].&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it to eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze or ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components will not work, instead displaying &amp;quot;Frozen here&amp;quot;. This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
Water can have a depth between 0 and 7.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]].&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[river]]s, [[brook]]s, [[ocean]]s, [[aquifer]]s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: 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 [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map it is helpful to desalinate it.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] can be used to desalinate water.&lt;br /&gt;
&lt;br /&gt;
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. You cannot designate the well as a water source (not that this is necessary to begin with), but the dwarves will still use it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]].&lt;br /&gt;
&lt;br /&gt;
Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will also become stagnant.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&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.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:August&amp;diff=180862</id>
		<title>User:August</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:August&amp;diff=180862"/>
		<updated>2013-02-07T18:56:03Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is currently no text in this page. &lt;br /&gt;
Hey wait...&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=180861</id>
		<title>v0.34:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=180861"/>
		<updated>2013-02-07T18:52:47Z</updated>

		<summary type="html">&lt;p&gt;August: added a comma to make the sentence sound a little better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of cobwebs or an artifact hammer made of glass are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Artifact weapons get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material.&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a weapon trap, which will make it count as valuable furniture. Artifact doors and hatches provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). A bin full of them is every kobold thief's dream.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses.&lt;br /&gt;
&lt;br /&gt;
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows or thieves, or atom-smashed by bridges.  This does not appear to affect the happiness of the artifact's creator.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or have images sewn into it). Your pitiful gabbro scepter cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
There is a chance an artifact will be made out of an abnormal material (such as a stone bed). &lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[D_init.txt]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Giant_eagle&amp;diff=180860</id>
		<title>v0.34:Giant eagle</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Giant_eagle&amp;diff=180860"/>
		<updated>2013-02-07T16:01:34Z</updated>

		<summary type="html">&lt;p&gt;August: fixed a minor grammatical error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:18, 6 January 2013 (UTC)}}{{av}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|meat=18&lt;br /&gt;
|fat=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|bone=23&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant eagles''' are the oversized version of [[eagle]]s, found in the same wide array of biomes. They can be extremely annoying to an early fortress due to them killing your migrants mercilessly and flying over your walls, yet usually only do so if provoked. They can be tamed, but not trained, and while they share with eagles their relative uselessness for [[egg production]] due to the low amount of eggs laid, they are a better choice for the [[meat industry]] thanks to their larger size, yielding more than twice the amount of food than regular eagles; however, this requires watching [[nest box]]es closely to prevent the eggs being taken by hauling dwarves. They can come already tamed with [[elf|elven]] [[caravan|caravans]], if the elven [[civilization]] is situated in a mountain area.&lt;br /&gt;
&lt;br /&gt;
Giant Eagles are exotic creatures. Their eggs take approximately six months of gametime to hatch; if eggs haven't hatched and it's been over six months, then something's gone wrong -- either they weren't fertilized, the mother was forced out of the nest box, your fort has hit a cap on total animals, or something else -- and you'll need to remove those eggs and force new ones to be laid if you want hatchlings. Once hatched, hatchlings take approximately an additional year to reach adulthood.&lt;br /&gt;
&lt;br /&gt;
There is a current bug where tamed animals that have the [FLYING] tag, don't. So once tamed, your giant eagles will remain earthbound and never take to the sky, which makes them somewhat less deadly than they would be otherwise. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Release_information&amp;diff=169388</id>
		<title>v0.34:Release information</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Release_information&amp;diff=169388"/>
		<updated>2012-04-04T19:06:42Z</updated>

		<summary type="html">&lt;p&gt;August: fixed a couple redlinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
This version, '''DF 0.34.01''', was released on '''14 February 2012'''. The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.&lt;br /&gt;
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fortress]].  The page links to currently existing pages which either have been or will need to be modified to list new details from the new version.  It also lists pages about entirely new subjects introduced in this version, such as [[Vampire]]s. Articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
== Newer Release information ==&lt;br /&gt;
&lt;br /&gt;
For Bug Fixes of newer Versions please follow the links below.&lt;br /&gt;
* [[Release information/0.34.02]]&lt;br /&gt;
* [[Release information/0.34.03]]&lt;br /&gt;
* [[Release information/0.34.04]]&lt;br /&gt;
* [[Release information/0.34.05]]&lt;br /&gt;
* [[Release information/0.34.06]]&lt;br /&gt;
* [[Release information/0.34.07]]&lt;br /&gt;
&lt;br /&gt;
== Release Notes ==&lt;br /&gt;
=== New stuff ===&lt;br /&gt;
* cities in adventure mode that have various buildings, dungeons, items, livestock, etc.&lt;br /&gt;
* protect your community from secret vampire dwarves or hunt them as an adventurer&lt;br /&gt;
* defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer&lt;br /&gt;
* face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer&lt;br /&gt;
* evil regions where the dead and pieces of the dead can come alive, with evil mists and rain&lt;br /&gt;
* tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!&lt;br /&gt;
* revamped justice/witness/death notification system in dwarf mode&lt;br /&gt;
* immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one&lt;br /&gt;
* dropped items/bodies tracked between plays in the wilderness anywhere in the world&lt;br /&gt;
* more battlefield information tracked/war dead raisable in world gen&lt;br /&gt;
* all sponsorship animals and their giant/man versions are in the game now&lt;br /&gt;
* various new abilities for creatures (see file_changes.txt for list and syntax)&lt;br /&gt;
* adventurers can use creature abilities/learned powers and they can be tested from the arena&lt;br /&gt;
* new site travel map to make navigating towns easier&lt;br /&gt;
* reading/swimming/observer (for traps) relevant in adv mode now&lt;br /&gt;
* established historical figures can lead bandits&lt;br /&gt;
* rivers block movement in adv mode travel&lt;br /&gt;
* eating/drinking required in adv mode&lt;br /&gt;
* ingested syndromes are now possible&lt;br /&gt;
* ability to make campfire (from {{k|g}}) and warm items at campfire/fire/magma (from {{k|I}}) in adv mode&lt;br /&gt;
* traps work in adv mode, once spotted they can be ignored&lt;br /&gt;
* gems now have different cuts&lt;br /&gt;
* [[Necromancer]]s can write books about various topics (all books are in their towers as it stands)&lt;br /&gt;
* moon phase indicator in fort&lt;br /&gt;
* alphanumeric world gen seeds and some more world gen params (see file_changes.txt)&lt;br /&gt;
* the legends xml has a lot of new info for historical figures&lt;br /&gt;
&lt;br /&gt;
=== Major bug fixes ===&lt;br /&gt;
* buffer overload from aborted world gen fixed&lt;br /&gt;
* fixed cave-in-on-embark issue with hidden underground structure, and a few others&lt;br /&gt;
&lt;br /&gt;
=== Other bug fixes/tweaks ===&lt;br /&gt;
* designations over z levels all at once now possible&lt;br /&gt;
* unit screen divided into four sections&lt;br /&gt;
* rivers/pools have ramps now&lt;br /&gt;
* able to trade portions of stacks in both modes&lt;br /&gt;
* messed with adv mode currency trading and made items teleport to you&lt;br /&gt;
* tweaked how fire damage works&lt;br /&gt;
* made vision work through floor grates and bars properly&lt;br /&gt;
* fixed some road/bridge problems&lt;br /&gt;
* crystal glass items possible again&lt;br /&gt;
* tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)&lt;br /&gt;
* skeletons/zombies replaced by animation effect&lt;br /&gt;
* demons masquerading as gods will try a little harder&lt;br /&gt;
* restricted mandates so they'll be more reasonable&lt;br /&gt;
* stopped blank map from being exported when you back out of detailed map export&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to [[Known bugs and issues]].  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official v0.34 bug tracker]&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Item_quality&amp;diff=168956</id>
		<title>v0.34:Item quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Item_quality&amp;diff=168956"/>
		<updated>2012-03-31T04:30:03Z</updated>

		<summary type="html">&lt;p&gt;August: /* Admiring furniture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''Go [[Room#Quality|here]] for information on [[Room]] quality&lt;br /&gt;
&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolt]]s, etc.) &amp;amp;ndash; but not intermediate materials ([[bar]]s, [[block]]s, etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. [[Dye]]ing also has a quality level, as does [[Decoration|Decorating]]/Encrusting (with gems, leathers, cloth, etc) and [[engraving]]s. [[Cooking|Prepared]] foods have quality levels. &lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]].  That is, if there's a no-quality statue and a masterwork statue which have the exact same monetary value, they'll each give the same amount of happiness when admired (assuming the dwarves have no [[Preferences | preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a quote on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Item_quality&amp;diff=168955</id>
		<title>v0.34:Item quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Item_quality&amp;diff=168955"/>
		<updated>2012-03-31T04:28:32Z</updated>

		<summary type="html">&lt;p&gt;August: /* Quality grades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''Go [[Room#Quality|here]] for information on [[Room]] quality&lt;br /&gt;
&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolt]]s, etc.) &amp;amp;ndash; but not intermediate materials ([[bar]]s, [[block]]s, etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. [[Dye]]ing also has a quality level, as does [[Decoration|Decorating]]/Encrusting (with gems, leathers, cloth, etc) and [[engraving]]s. [[Cooking|Prepared]] foods have quality levels. &lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]].  That is, if there's a no-quality statue and a masterwork statue which have the exact same monetary value, they'll each give the same amount of happiness when admired (assuming the dwarves have no [[preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a quote on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Stone&amp;diff=168954</id>
		<title>v0.34:Stone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Stone&amp;diff=168954"/>
		<updated>2012-03-31T04:24:03Z</updated>

		<summary type="html">&lt;p&gt;August: redlink!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:46, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
''(For the beginning player, see also [[The Non-Dwarf's Guide to Rock]])''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes [[stone management|leaves behind]] material after being mined or [[Cave-in|collapsing]]. Other types of [[Mining|minable]] tiles include [[soil]] and [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into a few key categories:&lt;br /&gt;
* [[Ore]]: stone that produces [[metal|metal bars]] when [[Smelter|smelted]]&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: Stone that is not an [[ore]] or a gem. Few of these have a use outside of items and structures. ([[Obsidian]] is one exception).&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose. For [[ore]]s, this is smelting and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, many times you'll want to get rid of it or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[ore]]s or [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Layer}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone [[layer]]s (plus [[soil]], which is not stone). The type of layer is the primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find [[limestone]] in a [[marble]] layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some [[vein|veins and pockets]] of other minerals (see below). If one of the following types of stone is present on your map, it will be listed in one of the [[biome]]s on the embark screen.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Sedimentary layer|Sedimentary]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous intrusive layer|Igneous intrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Igneous extrusive layer|Igneous extrusive]]&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | [[Metamorphic layer|Metamorphic]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} [[Chert]]&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Claystone]]&lt;br /&gt;
* {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} [[Conglomerate]]&lt;br /&gt;
* {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}} [[Dolomite]]&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
* {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} [[Mudstone]]&lt;br /&gt;
* {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} [[Rock salt]]&lt;br /&gt;
* {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} [[Sandstone]]&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} [[Shale]]&lt;br /&gt;
* {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} [[Siltstone]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} [[Diorite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Gabbro]]&lt;br /&gt;
* {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} [[Granite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} [[Andesite]]&lt;br /&gt;
* {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} [[Basalt]]&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} [[Dacite]]&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} [[Obsidian]]&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} [[Rhyolite]]&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} [[Gneiss]]&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
* {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} [[Phyllite]]&lt;br /&gt;
* {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} [[Quartzite]]&lt;br /&gt;
* {{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}} [[Schist]]&lt;br /&gt;
* {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} [[Slate]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Stone  ==&lt;br /&gt;
Stones found on this table will occur as [[vein|pockets and veins]] inside their respective stone layers (see above). When your miners newly encounter one of them you will receive an announcement, even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as [[Olivine]], have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See [[Vein|Veins &amp;amp; Clusters]] for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||[[Alabaster]]||[[Gypsum]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|7:7:1}}  {{Raw Tile|•|7:1}}||[[Alunite]]||All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||[[Anhydrite]]||[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||[[Bauxite]]||All [[Sedimentary]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|7:7:1}}  {{Raw Tile|•|7:1}}||[[Borax]]||[[Gypsum]]'''(S)''', [[Rock salt]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[Brimstone]]||All [[Igneous extrusive]]'''(S)''', [[Gypsum]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||[[Calcite]]||[[Limestone]]'''(S)''', [[Marble]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||[[Chromite]]||[[Olivine]]'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|*|4:1}}||[[Cinnabar]]||All [[Igneous extrusive]]'''(V)''', [[Shale]]'''(V)''', [[Quartzite]]'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|*|1:1}}||[[Cobaltite]]||All [[Igneous]]'''(V)''', All [[Metamorphic]]'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[Cryolite]]||[[Granite]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||[[Graphite]]||[[Gneiss]]'''(S)''', [[Quartzite]]'''(S)''', [[Marble]]'''(S)''', [[Schist]]'''(S)'''&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||[[Gypsum]]||All [[Sedimentary]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||[[Hornblende]]||All [[Igneous]]'''(S)''', All [[Metamorphic]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||[[Ilmenite]]||[[Gabbro]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||[[Jet]]||All [[Sedimentary]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||[[Kaolinite]]||All [[Sedimentary]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||[[Kimberlite]]||[[Gabbro]]'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||[[Lignite]]||All [[Sedimentary]]'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||[[Marcasite]]||[[Kaolinite]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||[[Mica]]||All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||[[Microcline]]||All Stone'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||[[Olivine]]||[[Gabbro]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||[[Orpiment]]||All [[Igneous extrusive]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||[[Orthoclase]]||All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||[[Periclase]]||[[Marble]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[Petrified wood]]||All [[Sedimentary]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||[[Pitchblende]]||[[Granite]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||[[Puddingstone]]||[[Conglomerate]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||[[Pyrolusite]]||All [[Igneous]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||[[Realgar]]||All [[Igneous extrusive]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|5:7:0}}  {{Raw Tile|•|5:0}}||[[Rutile]]||All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||[[Saltpeter]]||All [[Sedimentary]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||[[Satinspar]]||[[Gypsum]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||[[Selenite]]||[[Gypsum]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||[[Serpentine]]||[[Olivine]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||[[Stibnite]]||All [[Igneous extrusive]]'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||[[Sylvite]]||[[Rock salt]]'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||[[Talc]]||[[Dolomite]]'''(L)'''&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== DF Geology and real-world Geology ==&lt;br /&gt;
The geology and stones of Dwarf Fortress are based on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.&lt;br /&gt;
&lt;br /&gt;
== By Color ==&lt;br /&gt;
For those concerned with aesthetics and wanting to know which stones are available in each color.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;|  Color&lt;br /&gt;
!width=&amp;quot;45%&amp;quot;| Non-economic stones&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Economic&lt;br /&gt;
! Ore&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alunite]], [[Borax]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Quartzite]], [[Rock salt]], [[Talc]]&lt;br /&gt;
|[[Alabaster]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]], [[Satinspar]], [[Selenite]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]], [[Gneiss]], [[Granite]], [[Phyllite]], [[Stibnite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]], [[Basalt]], [[Claystone]], [[Chromite]], [[Diorite]], [[Gabbro]], [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]], [[Shale]], [[Slate]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Obsidian]]&lt;br /&gt;
|[[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]], [[Conglomerate]], [[Mudstone]], [[Puddingstone]], [[Sandstone]], [[Schist]], [[Siltstone]]&lt;br /&gt;
|&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Teal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone|*}}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Cali&amp;diff=168953</id>
		<title>User talk:Cali</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Cali&amp;diff=168953"/>
		<updated>2012-03-31T04:18:15Z</updated>

		<summary type="html">&lt;p&gt;August: /* RE: Edits on Stone Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ehe, thanks, I know of it but I didnt know about the symbols that were going to cause problems. Will do.&lt;br /&gt;
&lt;br /&gt;
==RE: Edits on Stone Pages==&lt;br /&gt;
k, thanks i didn't know that XD&lt;br /&gt;
the main reason why i added a RL section to each of the stones was because the incongruity of random pictures from real life stones next to In-Game information was bugging me,and i didn't want to simply remove them. so instead i expanded the real life section with some information. it helped make many of the pages a little less stubby, and gave me an opportunity to add lots of links to different entries. the in-Game headers were simply so i could edit each individually. i'll remove them though, since you're right, they're not really necessary. thanks for the reply! i mainly made this account so i could get rid of the red links lying around, as much for my benefit as anyone else's. but then afterwords i kinda enjoyed it, so i started looking around for things to do. --[[User:August|August]] 17:16, 30 March 2012 (UTC)&lt;br /&gt;
:thanks for the tip on namespaces, that's really nice to know. i'm still learning wiki code (i'll fully admit, never edited a wiki before), so tips are always nice XD&lt;br /&gt;
:once i've become a bit more proficient in the game, i would like to do some mythbusting and gather some information on unexplored topics, but for now i'll stick to what i know :P&lt;br /&gt;
:--[[User:August|August]] 04:18, 31 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Cali&amp;diff=168952</id>
		<title>User talk:Cali</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Cali&amp;diff=168952"/>
		<updated>2012-03-31T04:18:00Z</updated>

		<summary type="html">&lt;p&gt;August: /* RE: Edits on Stone Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ehe, thanks, I know of it but I didnt know about the symbols that were going to cause problems. Will do.&lt;br /&gt;
&lt;br /&gt;
==RE: Edits on Stone Pages==&lt;br /&gt;
k, thanks i didn't know that XD&lt;br /&gt;
the main reason why i added a RL section to each of the stones was because the incongruity of random pictures from real life stones next to In-Game information was bugging me,and i didn't want to simply remove them. so instead i expanded the real life section with some information. it helped make many of the pages a little less stubby, and gave me an opportunity to add lots of links to different entries. the in-Game headers were simply so i could edit each individually. i'll remove them though, since you're right, they're not really necessary. thanks for the reply! i mainly made this account so i could get rid of the red links lying around, as much for my benefit as anyone else's. but then afterwords i kinda enjoyed it, so i started looking around for things to do. --[[User:August|August]] 17:16, 30 March 2012 (UTC)&lt;br /&gt;
:thanks for the tip on namespaces, that's really nice to know. i'm still learning wiki code (i'll fully admit, never edited a wiki before), so tips are always nice XD&lt;br /&gt;
:once i've become a bit more proficient in the game, i would like to do some mythbusting and gather some information on unexplored topics, but for now i'll stick to what i know :P&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Flux&amp;diff=168894</id>
		<title>v0.34:Flux</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Flux&amp;diff=168894"/>
		<updated>2012-03-30T17:29:14Z</updated>

		<summary type="html">&lt;p&gt;August: fixed a redlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:39, 13 January 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Stone]]s which are classified as '''flux''' materials can be used in the creation of [[pig iron]] and [[steel]] at a [[smelter]]. All flux has a material [[value]] of 2, which is twice that of common stone (material value 1), making it preferable for [[workshop]]s, [[construction]], and most all stone products.  ''(Only [[obsidian]] and some higher-value [[ore]]s have a higher material value for stonework.)''&lt;br /&gt;
&lt;br /&gt;
There is currently a bug with the site finder tool reporting false positives for Flux stone.&lt;br /&gt;
&lt;br /&gt;
This may be related to the mineral frequency setting in world gen, as setting it too low seems to be correlated with not having much flux.  See this bug for more info - http://www.bay12games.com/dwarves/mantisbt/view.php?id=2440&lt;br /&gt;
&lt;br /&gt;
Note that [[block]]s made out of flux materials ''cannot'' be used in the production of pig iron or steel.&lt;br /&gt;
&lt;br /&gt;
The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:* {{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}} [[Calcite]] &lt;br /&gt;
:* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[Chalk]]&lt;br /&gt;
:* {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}} [[Dolomite]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Limestone]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[Marble]]&lt;br /&gt;
&lt;br /&gt;
All flux stones form [[layer]]s, except for [[calcite]], which exists as small clusters within other flux layers. Whether or not a site has flux can be determined from the pre-embark screen. [[Limestone]], [[dolomite]] and [[chalk]] form [[sedimentary]] layers, which can have large deposits of [[iron]]-bearing ore. [[Marble]] is a [[metamorphic layer]], so it can be found within almost any [[biome]]; notably, marble can be found in the same biome as [[igneous extrusive layer]]s (i.e. near [[volcano]]es), unlike sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
=== Trading for flux ===&lt;br /&gt;
&lt;br /&gt;
If your map has no flux on it (which is a common situation), then you can request it from the [[dwarf|dwarven]] traders (assuming the traders have access to flux, which is not guaranteed*). Make sure you order (flux material) ''stone'', which is in the material section, since you can't use flux'' blocks'' to create steel.&lt;br /&gt;
&lt;br /&gt;
:* If you are able to bring flux stone at [[embark]], you will be able to request it from the [[caravan]] in meetings with the [[liaison]] (as with pretty much everything else), but they aren't likely to bring much, generally 3 or 4 stones of each type. Your [[steel]] industry may be better served by requesting steel bars directly or by buying up everything they have that's made of steel, especially toys, instruments, and crafts, and [[DF2012:Melt item | melting]] it all down.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[steel]]&lt;br /&gt;
:* [[pig iron]]&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:August&amp;diff=168893</id>
		<title>User:August</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:August&amp;diff=168893"/>
		<updated>2012-03-30T17:26:17Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is currently no text in this page. &lt;br /&gt;
hey wait...&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:August&amp;diff=168892</id>
		<title>User:August</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:August&amp;diff=168892"/>
		<updated>2012-03-30T17:19:24Z</updated>

		<summary type="html">&lt;p&gt;August: Created page with &amp;quot;There is currently no text in this page.  wait...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is currently no text in this page. &lt;br /&gt;
wait...&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Cali&amp;diff=168891</id>
		<title>User talk:Cali</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Cali&amp;diff=168891"/>
		<updated>2012-03-30T17:16:54Z</updated>

		<summary type="html">&lt;p&gt;August: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ehe, thanks, I know of it but I didnt know about the symbols that were going to cause problems. Will do.&lt;br /&gt;
&lt;br /&gt;
==RE: Edits on Stone Pages==&lt;br /&gt;
k, thanks i didn't know that XD&lt;br /&gt;
the main reason why i added a RL section to each of the stones was because the incongruity of random pictures from real life stones next to In-Game information was bugging me,and i didn't want to simply remove them. so instead i expanded the real life section with some information. it helped make many of the pages a little less stubby, and gave me an opportunity to add lots of links to different entries. the in-Game headers were simply so i could edit each individually. i'll remove them though, since you're right, they're not really necessary. thanks for the reply! i mainly made this account so i could get rid of the red links lying around, as much for my benefit as anyone else's. but then afterwords i kinda enjoyed it, so i started looking around for things to do. --[[User:August|August]] 17:16, 30 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Chalk&amp;diff=168818</id>
		<title>v0.34:Chalk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Chalk&amp;diff=168818"/>
		<updated>2012-03-29T03:18:45Z</updated>

		<summary type="html">&lt;p&gt;August: /* In-Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|04:22, 16 September 2010 (UTC)}}{{layerlookup/0}}{{av}}&lt;br /&gt;
==In-Game==&lt;br /&gt;
Chalk is a [[flux]] [[stone]] found in the [[sedimentary]] [[layer]]. As such, it is worth twice as much as most other stones. &lt;br /&gt;
Despite chalk's rather chalky nature in real life, [[furniture]] and [[DF2012:Finished goods |crafts]] made out of chalk in Dwarf Fortress last as long as granite ones. &lt;br /&gt;
Chalk is '''not''' magma-safe material.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Chalk '''Chalk'''] is a soft white sedimentary rock, a form of [[limestone]] composed of the mineral [[calcite]]. it often contains [[chert]] and minor amounts of [[silt]] and [[clay]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mur craie et brique sur soubassement silex.png|Chalk blocks (white) in a wall&lt;br /&gt;
File:Craie coniacienne avec rognons à silex recouverte par horizon lœssique.png|A layer of chalk&lt;br /&gt;
File:Chalk quarry crete B.jpg|Chalk quarry&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Chalk&amp;diff=168817</id>
		<title>v0.34:Chalk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Chalk&amp;diff=168817"/>
		<updated>2012-03-29T03:16:47Z</updated>

		<summary type="html">&lt;p&gt;August: added some links and expanded IRL section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|04:22, 16 September 2010 (UTC)}}{{layerlookup/0}}{{av}}&lt;br /&gt;
==In-Game==&lt;br /&gt;
Chalk is a [[flux]] [[stone]]. As such, it is worth twice as much as most other stones. &lt;br /&gt;
Despite chalk's rather chalky nature in real life, [[furniture]] and [[DF2012:Finished goods |crafts]] made out of chalk in Dwarf Fortress last as long as granite ones. &lt;br /&gt;
Chalk is '''not''' magma-safe material.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Chalk '''Chalk'''] is a soft white sedimentary rock, a form of [[limestone]] composed of the mineral [[calcite]]. it often contains [[chert]] and minor amounts of [[silt]] and [[clay]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mur craie et brique sur soubassement silex.png|Chalk blocks (white) in a wall&lt;br /&gt;
File:Craie coniacienne avec rognons à silex recouverte par horizon lœssique.png|A layer of chalk&lt;br /&gt;
File:Chalk quarry crete B.jpg|Chalk quarry&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Chert&amp;diff=168815</id>
		<title>v0.34:Chert</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Chert&amp;diff=168815"/>
		<updated>2012-03-29T03:01:27Z</updated>

		<summary type="html">&lt;p&gt;August: /* In Real Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:30, 10 November 2010 (UTC)}}{{layerlookup/0}}{{av}}&lt;br /&gt;
==In-Game==&lt;br /&gt;
Chert is a brown stone found in [[sedimentary layer]]s. It is [[magma safe]], but otherwise unremarkable.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Chert '''Chert'''] occurs as [[DF2012:Vein | oval to irregular nodules]] in [[limestone]], [[chalk]], and [[dolomite]] formations. A specific, high-quality type of Chert known as [[flint]] is used for stone tools as it chips with sharp edges. the art of sharpening flint to create weapons such as arrows is known as [[DF2012:Adventure Mode#Crafting_2 | Knapping]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chert.jpg|A sample of chert&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Chert&amp;diff=168814</id>
		<title>v0.34:Chert</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Chert&amp;diff=168814"/>
		<updated>2012-03-29T03:01:13Z</updated>

		<summary type="html">&lt;p&gt;August: /* In Real Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:30, 10 November 2010 (UTC)}}{{layerlookup/0}}{{av}}&lt;br /&gt;
==In-Game==&lt;br /&gt;
Chert is a brown stone found in [[sedimentary layer]]s. It is [[magma safe]], but otherwise unremarkable.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Chert '''Chert'''] occurs as [[DF2012:Vein | oval to irregular nodules]] in [[limestone]], [[chalk]], and [[Dolomite]] formations. A specific, high-quality type of Chert known as [[flint]] is used for stone tools as it chips with sharp edges. the art of sharpening flint to create weapons such as arrows is known as [[DF2012:Adventure Mode#Crafting_2 | Knapping]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chert.jpg|A sample of chert&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Chert&amp;diff=168813</id>
		<title>v0.34:Chert</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Chert&amp;diff=168813"/>
		<updated>2012-03-29T03:00:37Z</updated>

		<summary type="html">&lt;p&gt;August: /* In Real Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:30, 10 November 2010 (UTC)}}{{layerlookup/0}}{{av}}&lt;br /&gt;
==In-Game==&lt;br /&gt;
Chert is a brown stone found in [[sedimentary layer]]s. It is [[magma safe]], but otherwise unremarkable.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Chert '''Chert'''] occurs as [[DF2012:Vein | oval to irregular nodules]] in [[limestone]], [[chalk]], and [[DF2012: Dolomite | dolostone]] formations. A specific, high-quality type of Chert known as [[flint]] is used for stone tools as it chips with sharp edges. the art of sharpening flint to create weapons such as arrows is known as [[DF2012:Adventure Mode#Crafting_2 | Knapping]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Chert.jpg|A sample of chert&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>August</name></author>
	</entry>
</feed>