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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Doler+12</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-28T23:34:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10831</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10831"/>
		<updated>2007-11-19T17:12:30Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: /* Combat Immigrants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone {{verify}} that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10830</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10830"/>
		<updated>2007-11-19T17:09:33Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone {{verify}} that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10829</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10829"/>
		<updated>2007-11-19T17:08:55Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: Combat Immigrants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone {{verify}} that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants  ==&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3446</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3446"/>
		<updated>2007-11-18T01:12:17Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: Some new nobles are back, worse the goddamn hammer is back!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nobles are dwarves that have special duties in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[Room#Room_grades|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
These are nobles you can appoint through the Nobles &amp;amp; Administrators Screen.&lt;br /&gt;
&lt;br /&gt;
* [[Expedition leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]]. Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&amp;lt;br /&amp;gt;Note that if there is no obvious candidate for Expedition Leader, it is chosen randomly. Additionally, if your Expedition Leader is slain and you do not choose a new one, a random dwarf will be volunteered for the job after about half a season.&lt;br /&gt;
** [[Mayor]]: Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s. Is replaced every couple of years.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: Utilizes the [[appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
** Upgrades to [[Hamlet broker]] after 20 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Village broker]] after 50 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Town broker]] after 80 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[City broker]] after 100?? dwarfs.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* [[Outpost manager]]: Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
** Upgrades to [[Hamlet manager]] after 20 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Village manager]] after 50 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[Town manager]] after 80 dwarfs.{{verify}}&lt;br /&gt;
** Upgrades to [[City manager]] after 100?? dwarfs.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
** Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
** [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
There is substantial overlap between the expedition leader and the outpost broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in immigration waves and cannot be appointed by the player.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for animals and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
* [[Philosopher]]: Has no labor options turned on, but has no requirements and makes no mandates.&lt;br /&gt;
* [[Baron]]: Activates dwarven economy ''and'' does not appear in the current version. &lt;br /&gt;
* [[King]]: Little is known about the King at this point.&lt;br /&gt;
* [[Hammerer]]: He will enforce the law with his mighty hammer&lt;br /&gt;
* [[Tax collector]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27016</id>
		<title>40d Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27016"/>
		<updated>2007-11-17T18:01:50Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: New page: Your old dwarves will leave in a big migrant group. You just have to wait. So remove the last section?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your old dwarves will leave in a big migrant group. You just have to wait. So remove the last section?&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23922</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23922"/>
		<updated>2007-11-08T19:51:25Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: New page: Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raccoon&amp;diff=21010</id>
		<title>40d:Raccoon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raccoon&amp;diff=21010"/>
		<updated>2007-11-05T19:06:25Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: New page: Raccoon are medium-sized, omnivorous animal. The live in temperate regions. Like  real live raccons, they can steal gargabe and items left oudside. So don’t leave your [[masterpiece]...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raccoon are medium-sized, omnivorous animal. The live in temperate [[regions]]. Like  real live raccons, they can steal gargabe and items left oudside. So don’t leave your [[masterpiece]] items in the open or else your dwarf who made that item can throw a [[tantrum]].  Raccons will likely not attack your [[dwarves]] or your [[pet]]s. But if provoked, the will defend them self.  The can seriously wound or even kill a normal [[dog]]. A untrained peasent [[dwarf]] can alsbe be wound be a raccon. A armed [[hunter]] or skilled dwarf can easly kill a raccon&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4852</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4852"/>
		<updated>2007-11-05T16:44:22Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engraving encompasses both smoothing stone and engraving it.  Both jobs are accessed from the [d]esignations menu, and require the Stone Detailing labor to be turned on.&lt;br /&gt;
&lt;br /&gt;
A wall that has already been smoothed can be engraved on. Engravings increase dwarf happiness, raise the value of a room and provide a record of the history of your fort. Fortifications cannot be engraved on. A masterwork engraving that is destroyed or defaced (magma and goblins do the job nicely) may cause the [[engraver]] to [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a picture of it. &lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing 'k', moving the cursor over the engraved area, using the + or - keys to move down to the engraving and pressing enter. Adventurers are also able to view these by revisiting your old fortress. The art and the story behind the engraving, will show up in the [[legends]] mode.&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legends&amp;diff=19846</id>
		<title>40d:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legends&amp;diff=19846"/>
		<updated>2007-11-05T16:34:33Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legends mode is a recording of the myths that you uncover in [[Adventure mode]]. Myths can be found, by talking to people in a town. But you can also find legends by viewing coins or items with images.  Also your abandoned dwarf [[fortress]] can be visited, and you can view the [[engraving]] tiles.&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18019</id>
		<title>40d:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18019"/>
		<updated>2007-11-04T02:42:35Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: New page: Kobold are small humanoids, about as big as dwarves. The are backward and use copper wapons. The will send thiefs to your fort, but the are very bad thiefs and most likly wil be a ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kobold are small humanoids, about as big as [[dwarves]]. The are backward and use [[copper]] wapons. The will send thiefs to your fort, but the are very bad thiefs and most likly wil be a meal for one of your [[wardogs]] or caught in a [[trap]]. Most of the time the will have a [[copper]] dagger and some cloth that your [[dwarves]] can use&lt;br /&gt;
&lt;br /&gt;
In adventure mode Kobolds live in caves. The will have guards, soldiers, childeren, civlions and wapon masters. The bigest danger is that the kobold will gang on up on or shoot you down with a bow. Even a soldier is fair meat for the novice adventure. Kobold cave's are full of trinkets and other items. Dead kobolds will wield [[cloth]] and wapons and armor.&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17924</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17924"/>
		<updated>2007-11-04T02:26:29Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: New page: Elfs are intelligent humanoids who live in forest retreats. The love nature and are ready to defend it ,even killing your dwarves when you fail the three cutting quota. When that happe...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elfs are intelligent humanoids who live in forest retreats. The love nature and are ready to defend it ,even killing your [[dwarves]] when you fail the three cutting quota. When that happens the will send some bowman to snipe unlucky [[dwarves]] who wander outside. But most of the times elf are peaceful and in the [[spring]] the will send [[traders]], filled with [[cloth]] [[plants]] and strangely [[wooden]] items. The will also bring some tame [[animals]], some can be made to great guard pets. You should not traded items made out of [[tree]]’s or organic stuff. The will instantly moan about the gently living thing you have killed.&lt;br /&gt;
&lt;br /&gt;
Elves in [[adventure]] mode will stared with [[wooden]] items. Even there [[armor]] is made out of [[wood]] and that means a short and brutal dead. There plus side is that the can move for quickly, the can also loot [[metal]] [[weapons]]. Elven retreats are made out of [[woods]], full of living elfs. Invading a forest reatreat is not wise, becouse you can only loot [[wooden]] [[wapens]] and [[armour]], and in time a bowman wil show up and most likly will kill you.&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16778</id>
		<title>40d:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16778"/>
		<updated>2007-11-03T22:49:38Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolfs are predators who are living in many [[regions]]. The have more chance to appear in the winter then in other [[seasons.]] Wolfs are social animals living in groups. This can be a problem for your hunters or adventures. One on one a hunter or adventure will likely kill the wolf, but if the group will gang on the hapless [[dwarf]] there is a good chance he will be killed, especial of he don’t have [[armour]] or experience.&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Coffin&amp;diff=17011</id>
		<title>40d:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Coffin&amp;diff=17011"/>
		<updated>2007-11-03T22:40:46Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a dwarf or a owned [[pet]] dies, the body will be placed in a [[graveyard]] or a coffin. It is beter to place a body in a coffin then let them rot in a graveyard, becouse that will give unhappy toughts,to there friend, wife, spouse, child or master, who can see that the body of the loved one is slowly rotting away. In a coffin the body will also rot away, but this wont give unhappy thoughts to loved ones. Be warned that the corpse will give misma, so it is wise to put the coffin in a remote area, special designed to be a [[tomb]]. &lt;br /&gt;
&lt;br /&gt;
Some [[nobles]] who are alive, will demand a special room, called a tomb. This is a room with a coffin. Coffins can be made of [[stone]], [[metal]], [[glass]] or [[wood]]&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Coffin&amp;diff=17009</id>
		<title>40d:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Coffin&amp;diff=17009"/>
		<updated>2007-11-03T19:07:29Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: New page: When a dwarf or a owned pet dies, the body will be place in a graveyard or a coffin. It is beter to place a body in a coffin then let them rot in a graveyard, becouse that will giv...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a dwarf or a owned [[pet]] dies, the body will be place in a [[graveyard]] or a coffin. It is beter to place a body in a coffin then let them rot in a graveyard, becouse that will give unhappy toughts,to there friend, wife, spouse, child or master, who can see that the body of the loved one is slowly rotting away. In a coffin the body will also rot away, but this wont give unhappy thoughts to loved ones. Be warned that the corpse will give misma, so it is wise to put the coffin in a remote area, special designed to be a [[tomb]]. &lt;br /&gt;
&lt;br /&gt;
Some [[nobles]] who are alive, will demand a special room, called a tomb. This is a room with a coffin. Coffins can be made of [[stone]], [[metal]], [[glass]] or [[wood]]&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16777</id>
		<title>40d:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16777"/>
		<updated>2007-11-03T18:50:01Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolfs are predators who are living in many area's. The have more chance to appear in the winter then in other [[seasons.]] Wolfs are social animals living in groups. This can be a problem for your hunters or adventures. One on one a hunter or adventure will likely kill the wolf, but if the group will gang on the hapless [[dwarf]] there is a good chance he will be killed, especial of he don’t have [[armour]] or experience.&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16776</id>
		<title>40d:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16776"/>
		<updated>2007-11-03T18:44:04Z</updated>

		<summary type="html">&lt;p&gt;Doler 12: New page: Wolfs are predators who are living in many area's. The have more chance to appear in the winter then in other seasons Wolfs are social animals living in groups. This can be a problem for y...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wolfs are predators who are living in many area's. The have more chance to appear in the winter then in other seasons Wolfs are social animals living in groups. This can be a problem for your hunters or adventures. One on one a hunter or adventure will likely kill the wolf, but if the group will gang on the hapless dwarf there is a god chance he will be killed, especial of he don’t have armour or experience.&lt;/div&gt;</summary>
		<author><name>Doler 12</name></author>
	</entry>
</feed>