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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hesitris</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-19T20:12:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22116</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22116"/>
		<updated>2007-12-02T17:14:26Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_cave_spider&amp;diff=3277</id>
		<title>40d:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_cave_spider&amp;diff=3277"/>
		<updated>2007-12-02T17:04:33Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant Cave Spider|symbol=S|color=rgb(192, 192, 192)|bones=0|chunks=10|meat=10|fat=1|skulls=0|skin=Yes}}&lt;br /&gt;
[[Image:Giantwebedited.png|right|thumb|100px|Web in the open]]&lt;br /&gt;
[[Image:GiantSpiderAttack.png|right|thumb|100px|Web inside a pit]]&lt;br /&gt;
&lt;br /&gt;
These eight-legged beasts are not your ordinary harmless cave spider (those were just treats for your cat).  Giant cave spiders are bigger than horses and will make treats of cats, their dwarf pets and the average careless adventurer.  It is rather easy to know when a giant spider roams in the area, for they usually always build a huge spider web, sometime spawning several screens wide (pictures to the right). &lt;br /&gt;
&lt;br /&gt;
Unlike most monsters in the world, giant spiders rely on more than just brute force.  Using sticky web projectiles, paralyzing venom and powerful jaws, the giant cave spider has multiple methods of incapacitating its prey before going in for the kill. They do not feel pain or remorse or fear and cannot be stopped unless killed. For this reason, it's suggested that you engage them at a distance, bring plenty of [[Drunk|drunks]] to distract it in adventure mode or simply try to overwhelm it with a high number of attackers.&lt;br /&gt;
&lt;br /&gt;
Most giant spiders build their web over cliffs of some sort so caution should be taken against dwarves or the spider itself falling down to their death or into a big chasm.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIDER_CAVE_GIANT]&lt;br /&gt;
 	[NAME:giant cave spider:giant cave spiders:giant cave spider]&lt;br /&gt;
 	[TILE:'S'][COLOR:7:0:0]&lt;br /&gt;
 	[MODVALUE:10]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:20][DIFFICULTY:3]&lt;br /&gt;
 	[EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
 	[EXTRACT_VALUE:100]&lt;br /&gt;
 	[EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
 	[EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
 	[WEBBER][THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
 	[LARGE_PREDATOR]&lt;br /&gt;
 	[GENPOWER:4]&lt;br /&gt;
 	[BLOODTYPE:W][CHITIN]&lt;br /&gt;
 	[PETVALUE:2500]&lt;br /&gt;
 	[GRASSTRAMPLE:10]&lt;br /&gt;
 	[CARNIVORE]&lt;br /&gt;
 	[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]&lt;br /&gt;
 	[BUILDINGDESTROYER:1]&lt;br /&gt;
 	[NOFEAR]&lt;br /&gt;
 	[PREFSTRING:mystery]&lt;br /&gt;
 	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
 	[SIZE:10]&lt;br /&gt;
 	[MAXAGE:20:30]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[NO_SLEEP]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
 	[HOMEOTHERM:10040]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16729</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16729"/>
		<updated>2007-11-19T03:42:19Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3969</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3969"/>
		<updated>2007-11-18T15:06:00Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: /* Farming aboveground issue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Farming in Winter ==&lt;br /&gt;
&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter.  Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds like winter farming works fine.  It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
::Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. --Silveron&lt;br /&gt;
&lt;br /&gt;
:::Winter farming is working fine, I've farmed Plump helmets whole winter. No starved dwarves for me! --[[User:UltimaPhantom|UltimaPhantom]] 15:25, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Farming aboveground issue ==&lt;br /&gt;
&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Farming in the winter is handy now, but does any one know what it means when the plant type in the farm (when you pick out what your going to grow) is red? It won't let me grow it! --Comment by [[User:Rock n Rat|Rock n Rat]] and copy-edited by [[User:Savok|Savok]] due to its high level of unreadability&lt;br /&gt;
&lt;br /&gt;
::When the name is red, that means that, for whatever reason, that crop cannot be planted at that time. --[[User:Savok|Savok]] 20:53, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is most likely because it is late winter, and any seeds planted at that point won't have time to grow by the end of the year. It doesn't take into account the fact that the crops may still be growable in the spring as it does with the other seasons; something about the new year throws it off. --[[User:Hesitris|Hesitris]] 10:06, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mixed Plots ==&lt;br /&gt;
&lt;br /&gt;
The following paragraph contradicts itself a couple times, which is the correct behavior? &amp;lt;blockquote&amp;gt;&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&amp;lt;/blockquote&amp;gt;[[User:Amstrad|Amstrad]] 17:07, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pike&amp;diff=27128</id>
		<title>40d Talk:Pike</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pike&amp;diff=27128"/>
		<updated>2007-11-18T14:58:37Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I didn't try the adventure mode yet for the new version(s), but a pike should also be some kind of big spear usually wielded or sold by humans{{ver|DF 0.23.130.23a}}. --[[User:Eagle of Fire|Eagle of Fire]] 01:15, 18 November 2007 (EST)&lt;br /&gt;
:This is correct; I just got poked with one by a goblin (which is odd, as I didn't think goblins were larger than dwarves, and pikes are too large for dwarves to wield..right?). Perhaps there should be some sort of disambiguation page between the fish and the weapon. My wiki-fu is weak; I don't know how to make one of those myself. --[[User:Hesitris|Hesitris]] 09:58, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19635</id>
		<title>40d Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19635"/>
		<updated>2007-11-18T12:31:43Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are the bows and blowguns melee or ranged? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Both. When they run out of ammo the dwarves will beat their enemies to death with their bows. The listed damage is for when that happens. --[[User:Ikkonoishi|Ikkonoishi]] 17:15, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about damage done by artifact weapons? Is it x2 like masterwork items?&lt;br /&gt;
:The exact damage bonus granted by artifact weapons is unknown, though it's quite likely much higher than a masterwork, if the value is any indicator. It's difficult to determine the exact bonus, as it's not in the raws, Toady hasn't told us, and it's very difficult to gauge exactly how much damage a weapon is dealing due to how little is known about the combat calculations in general. --[[User:Hesitris|Hesitris]] 07:31, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_workshop&amp;diff=22939</id>
		<title>40d:Siege workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_workshop&amp;diff=22939"/>
		<updated>2007-11-18T10:10:50Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: Corrected operator to engineer; page still needs content beyond my knowledge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Siege engineer|key=s|job=Siege engineer&lt;br /&gt;
|construction=&lt;br /&gt;
|construction_job=Siege engineer&lt;br /&gt;
|use=&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Metal]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Crossbow]] parts&lt;br /&gt;
* [[Ballista]] parts&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5473</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5473"/>
		<updated>2007-11-18T09:59:41Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: /* Seed 4265985437: A little bit of everything */  Added note about farmable underground soil present.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Continents of Mist ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/69121571/continents_of_mist.zip The Continents of Mist]&amp;lt;br/&amp;gt;&lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
(version v0.27.169.33a, seed 757133686, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  As a consequence, the choice of whether to use a random name or a given name can result in a completely different world even when the same seed is used.  Seed publishers should specify whether a random name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
And I have found it.  Behold the beauty:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Seed 34: One Reject Seed===&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand, '''unless''' you grow your starting area eastward by 2 more spaces, in which case you'll get some spaces of red sand. Note that it was generated on windows XP, and may be different on another OS.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ===&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
&lt;br /&gt;
'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
&lt;br /&gt;
'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
&lt;br /&gt;
'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
&lt;br /&gt;
'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
&lt;br /&gt;
'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
&lt;br /&gt;
'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
&lt;br /&gt;
'''9.''' a small selection of trees and shrubs&lt;br /&gt;
&lt;br /&gt;
'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
&lt;br /&gt;
'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
&lt;br /&gt;
'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
&lt;br /&gt;
[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 7185120: Snow-Encrusted ===&lt;br /&gt;
&lt;br /&gt;
126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
&lt;br /&gt;
This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
&lt;br /&gt;
Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
&lt;br /&gt;
=== Seed 71551: Another quickie ===&lt;br /&gt;
&lt;br /&gt;
5 Rejects.&lt;br /&gt;
&lt;br /&gt;
29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
&lt;br /&gt;
-Ilmuri&lt;br /&gt;
&lt;br /&gt;
=== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ===&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has about 131 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2967067655: An interesting site with a lot to offer ===&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ===&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Volcano + Vent surveys ===&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 92003: Respectable site, probably comparable to Paul's ===&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27136</id>
		<title>40d Talk:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_mist&amp;diff=27136"/>
		<updated>2007-11-18T09:20:12Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it seriously called magma mist or did the author just assume that that was the name? Honestly, if nothing is known about it there shouldn't be an article.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 02:06, 18 November 2007 (EST)&lt;br /&gt;
:It is, in fact, called magma mist, though I doubt there's much more information about it than listed on this page. I've only seen it when a &amp;quot;cave in&amp;quot; was reported within a magma vent; it's probably generated by turbulence in the same way that normal, water mist is created. This gives me an interesting idea, however.. Perhaps pumping magma up to fall back down through a grate may create a defensive 'wall' of scalding magma mist. This requires testing. ..Then again, having a magmafall in front of your doorway would probably be more than enough to deter any attackers to begin with, but it's an idea. --[[User:Hesitris|Hesitris]] 04:20, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=22293</id>
		<title>40d:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambusher&amp;diff=22293"/>
		<updated>2007-11-18T02:18:15Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: Capitalized the 'S' key; 's' causes you to sit down.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves assigned to hunt automatically use the '''ambusher''' skill while hunting outside of the fortress, allowing them to sneak silently upon their prey.  Dwarves using the ambush skill move [[Speed|slower]], but cannot be seen by enemies.&lt;br /&gt;
&lt;br /&gt;
As an ambusher gets closer to his prey, there is a greater and greater chance he will be spotted and stop ambushing.  The ambusher's chances improve as her skill improves.&lt;br /&gt;
&lt;br /&gt;
[[Immigration|Immigrating]] hunter dwarves start with this skill. They come equipped with a set of [[armor|mixed chain and leather armor]], a full stack of [[Bolts|iron bolts]], and an [[Crossbow|iron crossbow]]. Starting dwarves with this skill get free leather armor.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure Mode|adventure mode]], ambusher is skilled up by {{key|S}}neaking and walking about.  This will greatly reduce your [[speed]] just as it does in dwarf mode, but will cause hostile creatures not to attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of experience in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22432</id>
		<title>40d:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22432"/>
		<updated>2007-11-17T05:28:44Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: /* Heroes and Champions */  Added proper key icons instead of the square brackets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
Dwarves in your [[military]] will be one of the following types of '''soldiers'''. What type of soldier they are will be determined by whichever [[weapon]] they are most [[skill]]ed at using. All soldiers can carry [[shield]]s, regardless of what weapon they use. Weapon, armor, and squad choices are controlled from the Military screen (key:{{key|m}}). The dwarven military is organized via use of the [[squad]] system.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
Soldiers will train when not at war. Marksdwarves will shoot at [[archery target]]s if they are correctly set up and you have wood or bone [[bolts]] available. Melee dwarves (including wrestlers) will spar with their weapons in a [[barracks]] if you have built one. &lt;br /&gt;
&lt;br /&gt;
[[Sparring]] can sometimes cause horrible accidents involving loss of limb or life for your soldiers. To reduce these risks, you can take several precautions:&lt;br /&gt;
&lt;br /&gt;
*Outfit every dwarf (including wrestlers) with a [[shield]]. This will train their &amp;quot;shield user&amp;quot; skill as well.&lt;br /&gt;
*Outfit every soldier with the best [[armor]] possible. Iron chain is good, steel plate better, [[quality|high-quality]] steel plate best of all. High-quality steel shields are also recommended. See [[Armor#Using armor|Using Armor]] for more details.&lt;br /&gt;
*Set inexperienced soldiers to &amp;quot;Unarmed&amp;quot; (wrestling) until their skills improve a few levels.&lt;br /&gt;
*Arm dwarves with less-lethal weapons. [[Silver]] weapons are good for training, doing only 50% the damage of [[iron]]. However, dwarves armed with these weapons will do less damage when facing foes as well.&lt;br /&gt;
&lt;br /&gt;
== Soldier Classes ==&lt;br /&gt;
Every weapon has an associated skill, soldiers will name themselves according to what [[Weapon damage|weapon]] they are most skilled at using, as long as they are at least a novice rank in one.&lt;br /&gt;
&lt;br /&gt;
=== Marksdwarves ===&lt;br /&gt;
&lt;br /&gt;
Armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[magma men]]. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== Speardwarves ===&lt;br /&gt;
&lt;br /&gt;
Specialize in pierce damage, and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons.&lt;br /&gt;
&lt;br /&gt;
=== Axedwarves ===&lt;br /&gt;
&lt;br /&gt;
Specialize in slash damage, aka the fine art of mangling and severing limbs (red and dark grey wounds) on opponents. This damage type is useful for taking away opponents' mobility and means of attack while eventually bleeding them to death. Battle axes move slower than swords but do more damage per stroke.&lt;br /&gt;
&lt;br /&gt;
=== Sworddwarves ===&lt;br /&gt;
&lt;br /&gt;
Deal both slash and pierce damage. Short swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. A good all-around weapon.&lt;br /&gt;
&lt;br /&gt;
=== Macedwarves ===&lt;br /&gt;
&lt;br /&gt;
Specialize in blunt damage. Blunt damage breaks the bones of the enemy (yellow wounds) and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
&lt;br /&gt;
=== Hammerdwarves ===&lt;br /&gt;
&lt;br /&gt;
Specialize in blunt damage. A war hammer is, in game terms, exactly the same as a mace or morningstar, but human Hammermen use a two-handed maul instead of a war hammer.&lt;br /&gt;
&lt;br /&gt;
Mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. This weapon has a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== Wrestlers ===&lt;br /&gt;
&lt;br /&gt;
Focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill determines how much a dwarf will evade/dodge attacks.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[Skills|Novice]] level or better will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
== Heroes and Champions ==&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach [[skills|Great]] skill level in any weapon (or wrestling), they will become '''heroes''', and can no longer be removed from the military. Their &amp;quot;Pref&amp;quot; menu will be replaced by the text &amp;quot;This hero need not work&amp;quot;, and you will not be able to deactivate them (make them civilians again), transfer them into or out of the [[Fortress Guard|Guard]], or assign [[dog|work dogs]] to them.&lt;br /&gt;
&lt;br /&gt;
You can still change their weapon and armor settings via the {{key|m}}ilitary screen ({{key|w}}eapons), and to change their soldiering orders ({{key|v}}iew squad). Heroes in either the Fortress or Royal Guard cannot be given military orders (via the Squads screen, {{key|x}}), and will become permanently useless. If you have any Expert, Professional, or Accomplished soldiers in the Guard, be sure to transfer them out while you still can.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: &amp;lt;tt&amp;gt;&amp;quot;''&amp;lt;dwarfname&amp;gt;'' has become a legendary champion! Hail ''&amp;lt;dwarfname&amp;gt;''!&amp;quot;&amp;lt;/tt&amp;gt;. Champions behave the same as heroes, although they are additionally exempt from the [[dwarven economy]], like all legendary dwarves. Champions cannot serve under heroes or normal soldiers, but willingly serve under other Champions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19697</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19697"/>
		<updated>2007-11-16T13:23:33Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: /* Equipping your adventurer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What is adventure mode? =&lt;br /&gt;
Basically, you pick a race, [[elf]], [[dwarf]] or [[human]], start out in either a town of your race or in a previous fortress you played on. You get [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
= Your First Adventure =&lt;br /&gt;
&lt;br /&gt;
== Picking a Race ==&lt;br /&gt;
When it comes to picking a race, there is difference in skills. Dwarves cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. Elves have a slightly different set of skills. Humans are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
== Choosing Skills ==&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.&lt;br /&gt;
&lt;br /&gt;
== Setting Out ==&lt;br /&gt;
If you chose human, you will start out inside the mayors house. You will see the mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.&lt;br /&gt;
&lt;br /&gt;
== Equipping your adventurer == &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|p}}ut it on, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
= Travelling the world =&lt;br /&gt;
&lt;br /&gt;
== How-to ==&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press '&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
== Finding quest locations ==&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
== Visiting your abandoned Fortress(-es) ==&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortress(-es), you can take your adventurer to see the sites of your previous endeavours. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortress(-es) might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal alot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
== Ranged ==&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose wich item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
== Close combat ==&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19696</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19696"/>
		<updated>2007-11-16T12:31:07Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What is adventure mode? =&lt;br /&gt;
Basically, you pick a race, [[elf]], [[dwarf]] or [[human]], start out in either a town of your race or in a previous fortress you played on. You get [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
= Your First Adventure =&lt;br /&gt;
&lt;br /&gt;
== Picking a Race ==&lt;br /&gt;
When it comes to picking a race, there is difference in skills. Dwarves cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. Elves have a slightly different set of skills. Humans are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
== Choosing Skills ==&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.&lt;br /&gt;
&lt;br /&gt;
== Setting Out ==&lt;br /&gt;
If you chose human, you will start out inside the mayors house. You will see the mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.&lt;br /&gt;
&lt;br /&gt;
== Equipping your adventurer == &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your hands--not on the ground, and not in your backpack. Simply {{key|g}}et it if necessary, and/or {{key|r}}emove it from your backpack, and it should end up in one of your hands. You can then {{key|p}}ut it on, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
= Travelling the world =&lt;br /&gt;
&lt;br /&gt;
== How-to ==&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press '&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
== Finding quest locations ==&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
== Visiting your abandoned Fortress(-es) ==&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortress(-es), you can take your adventurer to see the sites of your previous endeavours. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortress(-es) might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal alot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
== Ranged ==&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose wich item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
== Close combat ==&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Drunks&amp;diff=26751</id>
		<title>Drunks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Drunks&amp;diff=26751"/>
		<updated>2007-11-16T12:21:57Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: Redirecting to Drunk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Drunk]]&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21304</id>
		<title>40d Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21304"/>
		<updated>2007-11-16T11:54:47Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How -do- you capture flies, anyway? --[[User:Alfador|Alfador]] 19:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How do I jump off cliffs in adventure mode? --[[User:Keizo|Keizo]]&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12games.com/cgi-local/ultimatebb.cgi forums] would probably be a better place to ask questions like these, though the movement thing would probably go well in this article. To 'catch' flies, simply be on the same tile as a swarm of them, and {{key|g}}et one as if it were an item on the ground. To jump off cliffs or other such features, hold Alt while moving, and it'll give you a choice of where you want to go in that direction. --[[User:Hesitris|Hesitris]] 06:54, 16 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12157</id>
		<title>40d Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12157"/>
		<updated>2007-11-16T02:53:26Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THEY ARE EVIL. One killed 2 of my proficient miners on its own! It has a breath attack that shoots webs and it rips off people limbs! Dont attack them if you know whats good for you! --[[User:Diabl0658]]&lt;br /&gt;
:What is this? I did not write this in the comments! [[User:Diabl0658|Diabl0658]] 22:23, 31 October 2007 (EDT)&lt;br /&gt;
::The article page was cleaned up - less personal (the 'my' aspect of it - that only applies to ''your'' (Diabl0658's) experience and not necessarily that of any future editor).  JT copied the anecdote in the article to the talk page and attributed it to you.  (Side consideration sub pages of /anecdote for this type of thing?) --[[User:Shagie|Shagie]] 22:44, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What Shagie said.  I figure the articles themselves should be left for &amp;quot;fact&amp;quot; (you can inject subtle humour or hearsay if it's between the lines), while any personal experiences or questions can be mentioned on the Talk pages.  (I dunno if an anecdotal page is necessary.  Do we really need so many more stub pages?)  That's the general idea on Wikipedia, anyway... --[[User:JT|JT]] 23:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: The sub page idea could be a way of clearly making a place for anecdotes that would otherwise show up in article pages or talk pages (where talk pages would (in theory) be more about the factual/design content of the articles themselves. One of the wikis I am involved with is particularly prone to vandalism - the funny vandalism they move off to a sub page. This way, its still there as a record but isn't hampering discussion or reading the article itself.  Realize I'm not calling anecdotes vandalism, but rather suggesting a similar way that they can be put somewhere so they don't hamper discussion or the article.  --[[User:Shagie|Shagie]] 23:25, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this article not be under the &amp;quot;creatures&amp;quot; section? --[[User:Talith|Talith]]&lt;br /&gt;
&lt;br /&gt;
I've noticed a few references to &amp;quot;phantom spiders&amp;quot; in material lists and such.  Is it possible that a phantom spider is in fact what created that hellishly large web in the picture, or is it known that that was a regular giant cave spider? --[[User:AlBorland|AlBorland]]&lt;br /&gt;
&lt;br /&gt;
:Nope, that's a bona fide giant cave spider.  You can see it towards the centre of the web.  Phantom spiders are vermin-sized critters which appear only on evil maps. --[[User:JT|JT]] 01:06, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You should probably upload that web picture to the wiki rather than an external host.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:18, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Spidernator ==&lt;br /&gt;
&lt;br /&gt;
Added a line half intended to bring a chuckle to readers, though well with intent of warning of one of their greatest threats that wasn't previously mentioned; they can't be stunned or incapacitated in any way, due to having such tokens as [NOPAIN] and [NOSTUN], along with several other immunities. I modified the &amp;quot;quote&amp;quot; a bit so that it more accurately fits the description for more practical purposes. --[[Hesitris|Hesitris]] 21:53 EST, 15 November 2007&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12156</id>
		<title>40d Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12156"/>
		<updated>2007-11-16T02:37:45Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: The Spidernator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THEY ARE EVIL. One killed 2 of my proficient miners on its own! It has a breath attack that shoots webs and it rips off people limbs! Dont attack them if you know whats good for you! --[[User:Diabl0658]]&lt;br /&gt;
:What is this? I did not write this in the comments! [[User:Diabl0658|Diabl0658]] 22:23, 31 October 2007 (EDT)&lt;br /&gt;
::The article page was cleaned up - less personal (the 'my' aspect of it - that only applies to ''your'' (Diabl0658's) experience and not necessarily that of any future editor).  JT copied the anecdote in the article to the talk page and attributed it to you.  (Side consideration sub pages of /anecdote for this type of thing?) --[[User:Shagie|Shagie]] 22:44, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What Shagie said.  I figure the articles themselves should be left for &amp;quot;fact&amp;quot; (you can inject subtle humour or hearsay if it's between the lines), while any personal experiences or questions can be mentioned on the Talk pages.  (I dunno if an anecdotal page is necessary.  Do we really need so many more stub pages?)  That's the general idea on Wikipedia, anyway... --[[User:JT|JT]] 23:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: The sub page idea could be a way of clearly making a place for anecdotes that would otherwise show up in article pages or talk pages (where talk pages would (in theory) be more about the factual/design content of the articles themselves. One of the wikis I am involved with is particularly prone to vandalism - the funny vandalism they move off to a sub page. This way, its still there as a record but isn't hampering discussion or reading the article itself.  Realize I'm not calling anecdotes vandalism, but rather suggesting a similar way that they can be put somewhere so they don't hamper discussion or the article.  --[[User:Shagie|Shagie]] 23:25, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this article not be under the &amp;quot;creatures&amp;quot; section? --[[User:Talith|Talith]]&lt;br /&gt;
&lt;br /&gt;
I've noticed a few references to &amp;quot;phantom spiders&amp;quot; in material lists and such.  Is it possible that a phantom spider is in fact what created that hellishly large web in the picture, or is it known that that was a regular giant cave spider? --[[User:AlBorland|AlBorland]]&lt;br /&gt;
&lt;br /&gt;
:Nope, that's a bona fide giant cave spider.  You can see it towards the centre of the web.  Phantom spiders are vermin-sized critters which appear only on evil maps. --[[User:JT|JT]] 01:06, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You should probably upload that web picture to the wiki rather than an external host.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:18, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Spidernator ==&lt;br /&gt;
&lt;br /&gt;
Added a line half intended to bring a chuckle to readers, though well with intent of warning of one of their greatest threats that wasn't previously mentioned; they can't be stunned or incapacitated in any way, due to having such tokens as [NOPAIN] and [NOSTUN], along with several other immunities. -[[Hesitris|Hesitris]] 21:25 EST, 15 November 2007&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_cave_spider&amp;diff=3270</id>
		<title>40d:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_cave_spider&amp;diff=3270"/>
		<updated>2007-11-16T02:31:03Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These eight-legged beasts are not your ordinary harmless cave spider.  (Those were just treats for your cat).  Giant cave spiders are bigger than horses and will make treats of cats, their dwarf pets and the average careless adventurer.  Unlike most monsters in the world, these rely on more than just brute force.  Using sticky web projectiles, paralyzing venom and powerful jaws, the giant cave spider has multiple methods of incapacitating its prey before going in for the kill. They do not feel pain or remorse or fear and cannot be stopped unless killed. For this reason, it's suggested that you engage them at a distance, or at least bring plenty of [[Drunk|drunks]] to distract it.&lt;br /&gt;
&lt;br /&gt;
Picture of SECRET FUN STUFF: http://www.deskbreaker.com/drjonez/images/df/giantweb.png&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Technical_tricks&amp;diff=22792</id>
		<title>40d Talk:Technical tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Technical_tricks&amp;diff=22792"/>
		<updated>2007-11-15T13:55:40Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: /* Economy toggle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Economy toggle ==&lt;br /&gt;
Can the dwarven economy be started in the present version?  There are strings in the binary that make me think so, but I haven't been able to activate it. [[User:Geekwad|Geekwad]] 20:19, 6 November 2007 (EST)&lt;br /&gt;
:No, I don't believe so. I've read that Toady made a few errors with the economy system, and has it disabled in the current version until he gets it fixed. [[User:Hesitris|Hesitris]] 8:55, 15 November 2007&lt;br /&gt;
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== Staying Inside? ==&lt;br /&gt;
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When I was hiding my fledgling fortress from a small ogre warband on the surface, I hunkered down behind my fortifications, set my orders to &amp;quot;dwarves stay inside&amp;quot;, and carried on with my development. My FPS was almost entirely at my cap, 100fps. When I turned it off, it almost immediately dropped to 60-70 fps. Has anybody else had this happen to them, and should it be posted on this page?&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11759</id>
		<title>40d Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Utilities&amp;diff=11759"/>
		<updated>2007-11-12T23:55:10Z</updated>

		<summary type="html">&lt;p&gt;Hesitris: /* AutoHotKey */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== AutoHotKey ==&lt;br /&gt;
&lt;br /&gt;
Should autohotkey be added as a utility tool for dwarf fortress? I know a few forum users have used it to do repetitive tasks like room designations, maybe it could have its own page and a few dwarf fortress specific script?--[[User:Thehunterunseen|Thehunterunseen]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
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:Ive been looking for a macro program that works within dwarf fortress and thats free. Havent found a good program thats the combination of both. What do you use? --[[User:Mizipzor|Mizipzor]] 20:51, 31 October 2007 (EDT)&lt;br /&gt;
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::autohotkey &amp;lt;sup&amp;gt;[http://www.autohotkey.com/]&amp;lt;/sup&amp;gt; is a program like that --[[User:Thehunterunseen|Thehunterunseen]] 21:13, 31 October 2007 (EDT)&lt;br /&gt;
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:::That was the program I used. Wierd. For me, when I inputed &amp;quot;6&amp;quot; for moving one step right... it moved like 8 steps right or something. Couldnt figure out why. Any ideas? --[[User:Mizipzor|Mizipzor]] 22:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I know that {{k|shift}} + {{k|→}} = 10&amp;amp;times;{{k|→}}. Could that have something to do with it? --[[User:Savok|Savok]] 23:17, 31 October 2007 (EDT)&lt;br /&gt;
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:::::I use &amp;quot;Send {LeftArrow}{Enter}{Enter}&amp;quot;, as a test to simply have the wall/floor im building to be placed one step to the right instead of where the cursor actually is. As previously said, however, it didnt work. --[[User:Mizipzor|Mizipzor]] 07:05, 1 November 2007 (EDT)&lt;br /&gt;
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::::::That might be because the {LeftArrow} part isn't right. It's supposed to be just {Left}. I've downloaded the program myself and am not having any issues with it in DF.. I'm running XP, and use it in fullscreen mode, if that helps any. --[[User:Hesitris|Hesitris]] 18:53, 12 November 2007 (EST)&lt;br /&gt;
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: So could some people who actually know some autohotkey scripts make an article and  submit some? --[[User:Thehunterunseen|Thehunterunseen]] 13:37, 6 November 2007 (EST)&lt;br /&gt;
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::I use it and more or less know how it works but as soon as I use it inside DF it bugs out completely and I have no idea why. --[[User:Mizipzor|Mizipzor]] 17:56, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== foreman.exe ==&lt;br /&gt;
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Crap, can't finish this, or even format it properly because my connection is flaking out when I try to submit to the wiki.--[[User:Trukkle|Trukkle]] 20:28, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Foreman is looking at the wrong address for the units... which is not a good sign, since I've seen it in the address it seems to be looking at.  I've also seen it bounce around.  Definitely not a good sign if the list location isn't static.  Or we're just looking at the wrong one completely. --[[User:AzureLightning|AzureLightning]]&lt;br /&gt;
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== Yourfilehost ==&lt;br /&gt;
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Yourfilehost.com has kind of a lousy reputation, and I can confirm it's blocked on certain college networks.  Could someone upload these utilities to a more reputable host? -- Mzbundifund 15:55, 04 November 2007 (EDT)&lt;br /&gt;
: Such as? --[[User:Rick|Rick]] 18:03, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==heal.exe==&lt;br /&gt;
&lt;br /&gt;
heal.exe does not regrow missing limbs.  However, &amp;quot;heal -hurt&amp;quot; on the command line brings missing limbs to red status, and &amp;quot;heal&amp;quot; thereafter restores the being to full health.&lt;br /&gt;
&lt;br /&gt;
I propose a -regrow parameter so we don't have to do this workaround, since if it's possible to bring missing limbs from dark grey to red status it's also possible to grow them back.&lt;br /&gt;
&lt;br /&gt;
Also, when using the -hurt parameter, it still says &amp;quot;059E7210 had 31 body parts '''healed'''&amp;quot;, when it should probably say &amp;quot;wounded&amp;quot;. --[[User:JT|JT]] 17:58, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Hmm, if it does heal missing limbs then I just need to change my logic slightly for healing. --[[User:Rick|Rick]] 19:01, 10 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Hesitris</name></author>
	</entry>
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