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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RedReign</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RedReign"/>
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	<updated>2026-05-03T03:50:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Site&amp;diff=185820</id>
		<title>v0.34:Site</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Site&amp;diff=185820"/>
		<updated>2013-05-18T22:09:57Z</updated>

		<summary type="html">&lt;p&gt;RedReign: Toady has confirmed that sites are in the next release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:17, 16 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sites''' are inhabited locations found on regions tile adjacent to at least one non-mountain land [[biome]]. These include settlements of any civilization, and caves habitable by named creatures. The type of site will be represented on maps in any mode with a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a history that can be viewed in Legends mode.&lt;br /&gt;
&lt;br /&gt;
===Site Types===&lt;br /&gt;
*[[Cave]] {{Raw Tile|•|0:0:1}}&lt;br /&gt;
*[[fortress|Mountain Halls]] {{Raw Tile|Ω|0:0:1}} {{Raw Tile|Ω|7:0:0}} {{Raw Tile|Ω|7:0:1}}&lt;br /&gt;
*Dark Fortress {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:0}} {{Raw Tile|Π|5:0:1}}&lt;br /&gt;
*Forest Retreat {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}}&lt;br /&gt;
*Fortress {{Raw Tile|○|7:0:1}}&lt;br /&gt;
*[[Town]] {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:0}}&lt;br /&gt;
*Hamlet&lt;br /&gt;
*Camp {{Raw Tile|☼|6:0:1}}&lt;br /&gt;
*[[Necromancer]] Tower {{Raw Tile|I|5:0:0}}&lt;br /&gt;
*[[night creature|Lair]] {{Raw Tile|•|0:0:1}}&lt;br /&gt;
*[[minotaur|Labyrinth]] {{Raw Tile|#|0:7:1}}&lt;br /&gt;
*[[Bronze colossus|Shrine]] {{Raw Tile|Å|7:0:0}}&lt;br /&gt;
*[[Ruin|Ruins]] {{Raw Tile|μ|6:0:1}} {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}}&lt;br /&gt;
*[[Tomb]] {{Raw Tile|0|0:0:1}}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortresses ==&lt;br /&gt;
&lt;br /&gt;
During the embark phase of Fortress Mode, sites can be seen in region and local views. Some site types can be included in the embark region namely caves or previous player fortresses (Reclaim).  Embarking on settlements is disabled.  On embarking, the fortress becomes a site of the size and location chosen.&lt;br /&gt;
&lt;br /&gt;
Abandoned fortresses are displayed on the map as Ruins.&lt;br /&gt;
&lt;br /&gt;
== Absent Sites ==&lt;br /&gt;
&lt;br /&gt;
In the current version, non-human civilizations only exist in an abstract way, affecting world-gen and some post-world-gen functions but without sites physically existing in the world. Because of this, (non-player) Dwarf Fortresses, Elven Retreats and Dark Fortresses can't be visited in Adventure Mode, even though they'll still show up on maps.&lt;br /&gt;
&lt;br /&gt;
Toady has confirmed that sites WILL be in the next release after 34.11&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>RedReign</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Kobold&amp;diff=185795</id>
		<title>v0.34:Kobold</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Kobold&amp;diff=185795"/>
		<updated>2013-05-18T05:08:06Z</updated>

		<summary type="html">&lt;p&gt;RedReign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Kobolds''' are small creatures adept at thieving that try to infiltrate your fortress and steal valuable items. They will run away once discovered. Kobolds arrive at your fortress in sneak mode, preventing you and your dwarves from seeing them. Spotting a sneaking creature is based on how high a dwarf's [[observer]] skill is; the higher it is, the farther away it will be spotted. But if a kobold is passing next to a dwarf or animal it will be revealed, too. They can &amp;lt;s&amp;gt;go through&amp;lt;/s&amp;gt; sprint straight through locked [[door]]s and they are not affected by [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
If the kobolds are successful in multiple thieving attempts, they will grow &amp;lt;s&amp;gt;ko&amp;lt;/s&amp;gt;bolder and send squads of armed kobolds to attack your apparently defenseless fort. These squads also arrive in sneak mode and will ambush any dwarves and traders on the map. Kobolds are observed to have access to '''all''' metals, including [[steel]] (seemingly, a fallback triggered due to them not being given access to any metals at all).&lt;br /&gt;
&lt;br /&gt;
Kobolds are commonly known to congregate in small to medium sized groups, primarily inside [[cave]]s. Studies [http://www.bay12forums.com/smf/index.php?topic=74802.0] have shown, though, that they may also camp outdoors, living exactly as they do in caves, in a large group with piles of random jewelry and gems around them. Assuming you can get past the kobolds, their wealth is all for the taking. It has been reported that it is possible to embark within these encampments, resulting in remarkably quick [[fun]]. They can and will attack kobold thieves that wander onto the map, sparking a civil war.&lt;br /&gt;
&lt;br /&gt;
The [[ethics]] of kobolds can be considered the most primitive besides those of [[goblin]]s (which are basically non-existent). Generally, kobold morals are based on a tribal system of loyalty with some exceptions such as an opposition to the devouring, butchering or consuming of intelligent beings, slavery, possession of trophies and to most forms of torture (except torture for sport). The moral focus on loyalty makes treason unthinkable among kobolds. Kobolds do not offer much in the form of punishment for crimes: assault is considered a personal matter, while a kobold found to have killed one of their own is forced into exile. Occasionally, kobolds can get lucky enough to survive to the year 1050, keen on killing adventurers, joining camps, and laughing at goblins.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>RedReign</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Kobold&amp;diff=185794</id>
		<title>v0.34:Kobold</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Kobold&amp;diff=185794"/>
		<updated>2013-05-18T05:07:43Z</updated>

		<summary type="html">&lt;p&gt;RedReign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Kobolds''' are small creatures adept at thieving that try to infiltrate your fortress and steal valuable items. They will run away once discovered. Kobolds arrive at your fortress in sneak mode, preventing you and your dwarves from seeing them. Spotting a sneaking creature is based on how high a dwarf's [[observer]] skill is; the higher it is, the farther away it will be spotted. But if a kobold is passing next to a dwarf or animal it will be revealed, too. They can &amp;lt;s&amp;gt;go through&amp;lt;/s&amp;gt; sprint straight through locked [[door]]s and they are not affected by [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
If the kobolds are successful in multiple thieving attempts, they will grow &amp;lt;s&amp;gt;kob&amp;lt;/s&amp;gt;older and send squads of armed kobolds to attack your apparently defenseless fort. These squads also arrive in sneak mode and will ambush any dwarves and traders on the map. Kobolds are observed to have access to '''all''' metals, including [[steel]] (seemingly, a fallback triggered due to them not being given access to any metals at all).&lt;br /&gt;
&lt;br /&gt;
Kobolds are commonly known to congregate in small to medium sized groups, primarily inside [[cave]]s. Studies [http://www.bay12forums.com/smf/index.php?topic=74802.0] have shown, though, that they may also camp outdoors, living exactly as they do in caves, in a large group with piles of random jewelry and gems around them. Assuming you can get past the kobolds, their wealth is all for the taking. It has been reported that it is possible to embark within these encampments, resulting in remarkably quick [[fun]]. They can and will attack kobold thieves that wander onto the map, sparking a civil war.&lt;br /&gt;
&lt;br /&gt;
The [[ethics]] of kobolds can be considered the most primitive besides those of [[goblin]]s (which are basically non-existent). Generally, kobold morals are based on a tribal system of loyalty with some exceptions such as an opposition to the devouring, butchering or consuming of intelligent beings, slavery, possession of trophies and to most forms of torture (except torture for sport). The moral focus on loyalty makes treason unthinkable among kobolds. Kobolds do not offer much in the form of punishment for crimes: assault is considered a personal matter, while a kobold found to have killed one of their own is forced into exile. Occasionally, kobolds can get lucky enough to survive to the year 1050, keen on killing adventurers, joining camps, and laughing at goblins.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>RedReign</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Necromancer&amp;diff=185791</id>
		<title>v0.34 Talk:Necromancer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Necromancer&amp;diff=185791"/>
		<updated>2013-05-18T02:03:33Z</updated>

		<summary type="html">&lt;p&gt;RedReign: /* Adventurer Civ Relations? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please verify ==&lt;br /&gt;
&lt;br /&gt;
All my Fortress Mode edits are entirely from personal experience across approx. ten forts in three world gens. Can anyone verify? --[[User:Vietarmis|Vi Et Armis]] 15:17, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hiding necromancers? ==&lt;br /&gt;
&lt;br /&gt;
So randomly some corpses have started animating yet no necromancer is nearby it seems. I'm in a good region and have had no announcements except Urist McHauler cancels store barrel: Interrupted by Kea corpse.&lt;br /&gt;
Perhaps Necromancers can ambush?&lt;br /&gt;
&lt;br /&gt;
What else could cause undeath?&lt;br /&gt;
--[[User:Merreton|Merreton]] 02:16, 15 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe necromancers are capable of hiding and raising corpses while sneaking. Since you're in a good region that rules out the corpses raising themselves, and I don't think good regions produce mists or clouds, so there's no other answer. -- [[Special:Contributions/108.69.177.161|108.69.177.161]] 02:47, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can confirm this; my fortress faced an early siege which (apparently) consisted of only a single Elf Corpse.  The SIEGE indicator vanished when my military defeated the Elf, but things kept on animating.  Later on, I noticed lines in combat log showing that a Human necromancer had been hanging around (in hiding) after the end of the official Siege, and raising corpses. -- [[Special:Contributions/24.138.132.123|24.138.132.123]] 02:47, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, necromancers can hide. I've seen it with sieges, although not as separate ambushes. Even while hidden it still prints into the combat log ('the necromancer is fighting! the x corpse is fighting!') when they raise the dead, so it's easy to know if this is the cause, although that's probably a bug. -- [[User:Qazmlpok|Qazmlpok]] 17:22, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tower Distance ==&lt;br /&gt;
Do we have any direct evidence that a tower more than 10 or 11 region tiles away will send necros/zombies to a fortress?  In my own experience, the &amp;quot;Tower&amp;quot; designation only shows  up if you embark within 11 region tiles of the tower, and I do not recall getting attacked when more than 11 but less than 21 region tiles away.  I don't have firm data on the 11-20 region tile distance, however. [[User:Krenshala|Krenshala]] 18:22, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-I have been attacked by a Necromancer's zombies [[Not him, he did not come]]&lt;br /&gt;
from the Northern tip of the map while I was in the South, which was much further then 20 tiles.&lt;br /&gt;
&lt;br /&gt;
== Clarification ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack one of your own reanimated corpses, all of your reanimated companions will become neutral and will no longer follow you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The word 'all' being bolded for this page has me concerned and curious, does this apply to zombies that are summoned later by yourself as well? -- [[User:Morekouto|Morekouto]] 03:28, 1 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, it stops all current undead followers from following you. You can get them back, but you have to re-kill them, and re-raise them, or find new bodies. --[[User:Struck Down|Struck Down]] 04:40, 14 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Speed cap in adventure mode? ==&lt;br /&gt;
&lt;br /&gt;
After becoming a necro in adventure mode, I noticed my speed started dropping off quickly, and wasn't linked to my items or attributes. The highest speed I can manage is about 1300 with my character completely naked, with superhuman agility and strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah my adventurer went from 1610 to 1290 speed in about a week ingame time in one shot. It also seems that you don't need to eat or sleep anymore either. Those are pretty crucial details for this page. I'm playing v 34.11. Also have highest agility and strength possible for a dwarf. --[[Special:Contributions/77.190.67.208|77.190.67.208]] 01:12, 17 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same thing happened to me. It also seems to affect adventurers who contract vampirism. I also messed with the tokens and removed the [no phys att gain] in the files for both becoming a necromancer and even placed [no phys att rust] in with the human file in the creatures folder, and it still didn't allow me to increase my speed at all for either. Hope this helps.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
&lt;br /&gt;
Do necromancers drown while in water? I know that werebeasts (when transformed) and vamps dont't. But, I was swimming in the sewers for a quest (living hell, kept seeing drowning sign and I thought I would die) and even though it said drowning, I didn't seem to drown, even after being under for quite a while.&lt;br /&gt;
&lt;br /&gt;
Thanks for the help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just took my necromancer for a swim and he drowned alright.--[[Special:Contributions/77.190.67.208|77.190.67.208]] 01:22, 17 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventurer Civ Relations? ==&lt;br /&gt;
&lt;br /&gt;
As of my writing this, the Adventure Mode section of this page mentions the following:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I strongly believe that your zombie minions attacking any individual don't label you as an enemy to that civilization. I have brought several dozen animated corpses to a hamlet and and have had no problem engaging in conversation with the townsfolk there, even as they were being slaughtered by my companions. I wanted to change it right now, but I thought it would be better to have others verify this before I post anything.&lt;br /&gt;
&lt;br /&gt;
Also, if you have living AND dead companions simultaneously, they will both fight each other, but never actually target you. However, if you attack a corpse companion, ALL of your allies, living and dead, will no longer follow you. Living companions will become hostile to you, making you an enemy of each civilization they belonged to.&lt;br /&gt;
&lt;br /&gt;
Again, just putting this here first to be peer-reviewed.&lt;br /&gt;
&lt;br /&gt;
--[[User:RedReign|RedReign]] ([[User talk:RedReign|talk]]) 02:03, 18 May 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>RedReign</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Flying&amp;diff=185563</id>
		<title>v0.34:Flying</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Flying&amp;diff=185563"/>
		<updated>2013-05-11T04:28:57Z</updated>

		<summary type="html">&lt;p&gt;RedReign: Revised an error from my previous edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{catbox}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Flying''' creatures (those with the FLIER creature tag) are capable of moving (and remaining) in [[open space]] tiles, either horizontally, vertically, or diagonally. Flying creatures can prove [[fun|challenging]] since they may be able to bypass some of your fortress's [[trap]]s and defenses, and render others (such as pit traps) completely ineffective.&lt;br /&gt;
&lt;br /&gt;
Flying creatures '''can''' spawn on air tiles at the edge of the map - unlike ground creatures, they do not need a floor to spawn on. This renders raised drawbridges useless against the spawning of fliers at an embark zone.&lt;br /&gt;
&lt;br /&gt;
It is possible to block off every edge tile at every Z-level by using these raised drawbridges. This prevents fliers from spawning altogether, although it also prevents existing fliers from leaving the map.&lt;br /&gt;
&lt;br /&gt;
Due to an apparent bug, flying creatures must be able to path to their target '''without''' flying, however when actually moving to the target they will take the most direct route (flying).&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>RedReign</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=185562</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=185562"/>
		<updated>2013-05-11T04:25:23Z</updated>

		<summary type="html">&lt;p&gt;RedReign: /* Flying Spawn Mechanics (RedReign) */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;usermessage plainlinks&amp;quot; style=&amp;quot;background-color:#cef; {{border radius|5px}} border-color:#9ac&amp;quot;&amp;gt;&lt;br /&gt;
If you want to start a new topic, [{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=new&amp;amp;preloadtitle={{urlencode:(Title here)}}&amp;amp;preload={{urlencode:User:Lethosor/message here}}}} click here]. I'll (usually) reply here, so {{tooltip|adding this page|Click the &amp;amp;quot;Watch&amp;amp;quot; tab under the menu by the search box}} to your [[Special:watchlist|watchlist]] will help.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
==Templates==&lt;br /&gt;
Nice work on the rounded box templates! --[[User:Briess|Briess]] 08:07, 11 February 2013 (UTC)&lt;br /&gt;
:Thanks, I guess I had a little too much time on my hands. Does the formatting look ok? I think I screwed it up once or twice, but the main page looks all right now. --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 13:13, 11 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
I like your solution to the creature variation problem. It's much simpler than what I had in mind, and, at least for the current batch of creatures, works quite well. Great job! --[[User:Loci|Loci]] 20:41, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicated History ==&lt;br /&gt;
&lt;br /&gt;
Yeah, I noted that as well and decided it wasn't actually a major enough issue worth redoing everything I was doing to the database (since it already took almost 7 hours of lock time :(.   If there are other issues, I can revert back, but I'll want to do it before tonightish, so we don't loose a lot of data. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:34, 13 April 2013 (UTC)&lt;br /&gt;
: And then I changed my mind and reverted.  Thanks for letting me know. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:41, 13 April 2013 (UTC)&lt;br /&gt;
::And now I just realized I should have just nuked the caches to fix the problem.  Oh well.  I'll re-try the upgrade later :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:44, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I rolled back the database maintenance / upgrade because of the issue you pointed out. Thanks for alerting me :) -- [[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
As to what just happened: cache collision &amp;gt;.&amp;gt; -  Should be fixed now, sorry . --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:49, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I thought I was commenting on the wrong page for a second there. Looks good now :) --{{User:Lethosor/sig}} 01:53, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rater ==&lt;br /&gt;
&lt;br /&gt;
Left a note at [[User_talk:Lethosor/rater.js]] for you :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 07:06, 14 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill tree for DF masterwork ==&lt;br /&gt;
&lt;br /&gt;
What do you think about adding a new skill tree for the new skills? Could be usefull...  [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 21:37, 5 May 2013 (UTC)&lt;br /&gt;
:You mean like {{DF2012 skills}}? --{{User:Lethosor/sig}} 20:06, 8 May 2013 (UTC)&lt;br /&gt;
:: Yes, I think it could be usefull. [[User:TheKevroar|TheKevroar]] ([[User talk:TheKevroar|talk]]) 11:28, 9 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flying Spawn Mechanics (RedReign) ==&lt;br /&gt;
&lt;br /&gt;
Hi, Lethosor,&lt;br /&gt;
&lt;br /&gt;
It appears you made a small modification to what I recently wrote on the DF2012:Flying page. You wrote that it only affects underground creatures, not surface fliers.&lt;br /&gt;
&lt;br /&gt;
However, after doing some !science!, I have discovered that above-ground flying creatures DO, in fact, stop spawning if I wall off every edge tile at every possible z-level above ground.&lt;br /&gt;
&lt;br /&gt;
Obviously there is a conflict with the information we have. I'd like to resolve this, since I spent a lot of time and effort recently working on a project similar to those at Oceanshoots on the forums. I mean this with utmost sincerity - if you are certain that you have only seen the walling-off method to affect underground fliers, perhaps we can find what was different between our experiences, and why we were getting different results. :)&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;br /&gt;
RedReign&lt;/div&gt;</summary>
		<author><name>RedReign</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Vermin&amp;diff=185486</id>
		<title>v0.34:Vermin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Vermin&amp;diff=185486"/>
		<updated>2013-05-08T20:38:06Z</updated>

		<summary type="html">&lt;p&gt;RedReign: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:00, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:''For a list of vermin, see [[:Category:DF2012:Vermin|Vermin (category)]]''&lt;br /&gt;
&lt;br /&gt;
'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see, and also the type of [[fish]] which are caught by [[fisherdwarf|fisherdwarves]]. They are below 2 kg (4 lb) in size, much smaller than [[cat|cats]]. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen.  The main distinctions between vermin and [[creature]]s are that vermin:&lt;br /&gt;
# Do not attack and cannot be engaged in [[combat]] or trigger [[trap]]s &lt;br /&gt;
# Do not usually provide [[meat]], [[bone]]s and other by-products of butchery. There seem to be some exceptions - [[creepy crawler]]s are somehow butchered for meat and organs. &lt;br /&gt;
# Do not breed, but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]]{{verify}}&lt;br /&gt;
# Are sometimes &amp;quot;hateable&amp;quot;, meaning dwarves can have an anti-[[preference]] which gives them a negative [[thought]] when they see the hated vermin&lt;br /&gt;
&lt;br /&gt;
Vermin can be problematic as many types feed on [[stockpile]]s, thus making it more difficult to keep enough [[food]] and [[alcohol|drink]] to survive. Vermin can be hunted by [[cat]]s and [[peregrine falcon]]s to reduce this problem, though the [[remains]] will still need to be [[Activity zone#Garbage Dump|removed]].&lt;br /&gt;
&lt;br /&gt;
Vermin can, however be captured in [[animal trap]]s, and can be tamed as [[pet]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarves will eat vermin if no [[food]] source is available, resulting in an unhappy [[thought]].&lt;br /&gt;
&lt;br /&gt;
See {{Catlink|Vermin|the vermin category page}} for a list of vermin.&lt;br /&gt;
&lt;br /&gt;
==Hateable vermin==&lt;br /&gt;
* [[Bark scorpion]]s&lt;br /&gt;
* [[Bat]]s&lt;br /&gt;
* [[Blood gnat]]s&lt;br /&gt;
* [[Brown recluse spider]]s&lt;br /&gt;
* [[Cave spider]]s&lt;br /&gt;
* [[Fire snake]]s&lt;br /&gt;
* [[Fly|Flies]]&lt;br /&gt;
* [[Hamster]]s&lt;br /&gt;
* [[Jumping spider]]s&lt;br /&gt;
* [[Large roach]]es&lt;br /&gt;
* [[Leech]]es&lt;br /&gt;
* [[Lizard]]s&lt;br /&gt;
* [[Moon snail]]s&lt;br /&gt;
* [[Mosquito]]s&lt;br /&gt;
* [[Mussel]]s&lt;br /&gt;
* [[Oyster]]s&lt;br /&gt;
* [[Purring maggot]]s&lt;br /&gt;
* [[Rat]]s&lt;br /&gt;
* [[Slug]]s&lt;br /&gt;
* [[Snail]]s&lt;br /&gt;
* [[Toad]]s&lt;br /&gt;
* [[Worm]]s&lt;br /&gt;
&lt;br /&gt;
{{Category|Vermin| }}&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Vermin]]&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>RedReign</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Flying&amp;diff=185473</id>
		<title>v0.34:Flying</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Flying&amp;diff=185473"/>
		<updated>2013-05-08T18:57:17Z</updated>

		<summary type="html">&lt;p&gt;RedReign: Added info on the spawn mechanics of FLIER creatures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{catbox}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Flying''' creatures (those with the FLIER creature tag) are capable of moving (and remaining) in [[open space]] tiles, either horizontally, vertically, or diagonally. Flying creatures can prove [[fun|challenging]] since they may be able to bypass some of your fortress's [[trap]]s and defenses, and render others (such as pit traps) completely ineffective.&lt;br /&gt;
&lt;br /&gt;
Some research has implied that flying creatures CAN spawn on air tiles at the edge of the map - unlike ground creatures, they do not need a floor to spawn on. This renders raised drawbridges useless against the spawning of fliers at an embark zone.&lt;br /&gt;
&lt;br /&gt;
It is possible to [[wall]] off every edge tile at every Z-level. This theoretically prevents fliers from spawning altogether.&lt;br /&gt;
&lt;br /&gt;
Due to an apparent bug, flying creatures must be able to path to their target '''without''' flying, however when actually moving to the target they will take the most direct route (flying).&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>RedReign</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Bluefin_tuna&amp;diff=185161</id>
		<title>v0.34:Bluefin tuna</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Bluefin_tuna&amp;diff=185161"/>
		<updated>2013-05-03T06:14:35Z</updated>

		<summary type="html">&lt;p&gt;RedReign: Bluefins do not give much food considering the effort and care required to capture and butcher them. I made the article reflect this. I also added another data point to the possible amount of meat gathered from a specimen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:54, 13 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|eye=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=4-5&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|fat=8-10&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|meat=10 - 17&lt;br /&gt;
|bone=12&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bluefin tuna''' are enormous (about 600kg on average) sea dwellers which produce surprisingly small amounts of meat and organs when [[Meat industry|butchered]]. Unlike many other aquatic {{Catlink|Animals|animals}} they produce [[bones]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>RedReign</name></author>
	</entry>
</feed>