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	<updated>2026-06-06T01:43:59Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19575</id>
		<title>40d:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19575"/>
		<updated>2008-11-10T17:46:24Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire Imp|biome=Subterranean [[lava]]|symbol=i|color={{COLOR:6:0:1}}|butcher=yes|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Fire imps''' are nasty little [[creatures]] that live in [[magma]] vents. They usually don't roam far from the vent, but they will surface and attack the odd [[dwarf]] who dares use their vent to fuel his [[magma smelter]].  They are rather [[size|small]] and easy to kill, but are able to breathe [[fire]] that deals high damage and ignites objects and [[creatures]].  If you insist on using imp-infested magma for your metalworks, consider setting [[trap]]s or stationing [[marksdwarf|marksdwarves]] around the [[furnace]]s.  If you don't want to do that, you can follow the same procedure you use to prevent [[fire man|fire men]] from getting your dwarves. Another danger of fire imps (and fire men) is that they will attack wild [[creatures]] (not other imps or fire men), [[trading]] merchants and [[goblins]]. This can start a wild fire that will jump from ignitable tile to tile and can burn your entire map. It will not burn down trees but all vegetation gets covered in a layer of ash (non-usable). Creatures and dwarves alike are oblivious to the wall of fiery death and will stand there as it consumes them. For this reason, it is recommended that you keep an eye on the situation outside and give the [[orders]] for your dwarves to stay inside ({{K|o}}-{{K|i}}) when you see that flickering wall spreading from the magma vent area. &lt;br /&gt;
&lt;br /&gt;
When a fire imp [[corpse]] is [[butcher]]ed, clouds of &amp;quot;boiling fire imp fat&amp;quot; will briefly bubble out from the [[Butcher's shop]], which can ignite nearby items or [[cloth]]es (at least one butcher has perished to this fate {{version|0.28.181.40d}}.)  Additionally, [[crafts]] made from their [[bone]]s are quite valuable. Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking.&lt;br /&gt;
&lt;br /&gt;
'''WARNING:''' Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.&lt;br /&gt;
&lt;br /&gt;
==Catching Imps==&lt;br /&gt;
&lt;br /&gt;
Imps can be easily caught by building a [[channel]] or [[wall]] around the magma with only one little opening then placing [[cage]] traps in that one entrance; many traps in a row are recommended. The imps will run out of the magma with the intent of killing your dwarfs, only to get caught by your traps. This is a good semi-safe way to control the fire imps in your area. Just make sure your dwarfs are not going in areas that you have boxed off, or there will be nothing to stop them from killing your dwarfs.&lt;br /&gt;
&lt;br /&gt;
== Interesting Note  ==&lt;br /&gt;
When Fire Imps are injured, they bleed Goo.&lt;br /&gt;
[[Image:Pool of Goo.png|thumb|A Pool of Goo from an injured Fire Imp]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:IMP_FIRE]&lt;br /&gt;
	[NAME:fire imp:fire imps:fire imp]&lt;br /&gt;
	[TILE:'i'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:20]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:5]&lt;br /&gt;
	[BIOME_SUBTERRANEAN_LAVA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10095]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HEATDAM_POINT:13000]&lt;br /&gt;
	[IGNITE_POINT:13500]&lt;br /&gt;
	[LEATHER_HEATDAM_POINT:13000]&lt;br /&gt;
	[LEATHER_IGNITE_POINT:13500]&lt;br /&gt;
	[BONE_HEATDAM_POINT:14000]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambusher&amp;diff=30635</id>
		<title>40d Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambusher&amp;diff=30635"/>
		<updated>2008-10-26T17:41:14Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unconscious spotters? ==&lt;br /&gt;
&lt;br /&gt;
The article states that you can be seen by an unconscious creature when standing next to it, yet I always get back into sneak mode as soon as I get an enemy unconscious, and it always has worked, as did passing right next to an unconscious creature. Never got a chance to gouge out eyes in the new version, but in the old DF, I could start sneaking very close to a cyclops, about three tiles, maybe two, which is more than close enough for him to normally see you and prevent you from sneaking. I'd like someone to confirm this, but I'm fairly certain the part about unconscious creatures is false. --[[User:Ryke Masters|Ryke Masters]] 20:45, 2 December 2007 (EST)&lt;br /&gt;
:Yeah, I'm pretty sure that statement is false.  I'll remove it in a day unless anyone thinks it true. --[[User:Karlito|Karlito]] 00:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;hunting&amp;quot; skill link redirects to this page, which is kind of useless.  [[User:Mindsnap|Mindsnap]] 15:49, 6 December 2007 (EST)&lt;br /&gt;
: Well, there is no hunting skill, and hunters all use Ambushing. I figure there ought to be some sort of &amp;quot;activity&amp;quot; page that describes how to hunt, equipment, products, risks, etc - where should that be, though? Not here, although there should probably be a link from here to it. [[User:Kidinnu|Kidinnu]] 14:23, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== ` ==&lt;br /&gt;
&lt;br /&gt;
Well, my hunters keep catching things then my butcher won't do anything with it.&lt;br /&gt;
&lt;br /&gt;
if I am chasing a &amp;quot;foo&amp;quot; what is the sequence to follow to get from:&lt;br /&gt;
1 hunter&lt;br /&gt;
1 foo&lt;br /&gt;
1 Butcher's shop&lt;br /&gt;
1 butcher&lt;br /&gt;
1 kitchen&lt;br /&gt;
&lt;br /&gt;
to &amp;quot;food&amp;quot;?&lt;br /&gt;
TIA&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 10:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Provided the hunter is bringing the corpses back to camp (does one need a refuse pile for this? I forget), then the butcher should automatically butcher it, turning it into meat, bones, a skin, a skull, fat, and &amp;quot;chunks&amp;quot;, which are inedible.  Fat can be rendered into [[tallow]] in the kitchen, which can then be cooked into a meal.  (Mmm, horse tallow roast.)  Meat can be eaten raw, so you don't need to cook it.--[[User:Maximus|Maximus]] 12:46, 4 January 2008 (EST)&lt;br /&gt;
::From what I have noticed they will bring the kill straight to the butchers shop but if they drop it to drink or whatnot you can {{k|p}} lace a {{k|r}}efuse pile under the corpse and the butcher will go out and get it. Or you could chain pile it to a refuse pile right next to your butcher shop if you have extra hands about. [[User:Jikor|Jikor]] 06:54, 24 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lack of prey ==&lt;br /&gt;
&lt;br /&gt;
is there something I can do to get more work for my hunters? I have started drafting them all to the millitary becuase they already have armour and a bow when they turn up! [[User:GarrieIrons|GarrieIrons]] 07:30, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, if you have few/no spawning animals on your map, then making them marksdwarves is by far the best option, as the only alternative really, is training them in a new profession. --[[User:N9103|Edward]] 22:05, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== go get him ==&lt;br /&gt;
Nothing more fun than watching your unarmed hunter chase and wrestle a groundhog to death *laugh*. *note to self: when making a hunter always check for weapon preference* --[[User:Koltom|Koltom]] 09:00, 19 February 2008 (EST)&lt;br /&gt;
:I'm seeing the same thing. Although, in my case, all three of my hunters were set up with crossbows and quivers. Initially, they ran out of bolts. No worries except that now, although their weapon choice is set to crossbow, they won't pick one up. I've tried changing their jobs, changing their military status, and none of it makes a difference as best I can tell. Now, they don't even pick up the crossbow or quiver, let alone ammo.&lt;br /&gt;
:And, in my case, it's beating up Elks and Muskoxes... tough dwarves.   -[[User:Fuzzy|Fuzzy]] 01:09, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Exhausted animal supply ==&lt;br /&gt;
Through my use of several hunters on round-the-clock 'killing everything in sight' duty It appears that no more animals spawn on my map. I really wish I could hunt some gorilla for a more balanced dwarf diet aside from dogmeat. --[[User:Jemulov|Jemulov]] 13:41, 26 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7141</id>
		<title>40d:Mason</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7141"/>
		<updated>2008-10-11T02:20:20Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #fff&lt;br /&gt;
| skill      = Mason&lt;br /&gt;
| speciality = Mason&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = Masonry&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Construction]] (stone)&lt;br /&gt;
* Work in [[Mason's workshop]]&lt;br /&gt;
| workshop = [[Mason's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
'''Masons''' are responsible for creating [[furniture]] and other constructions out of [[stone]], using the [[masonry]] labor preference. They do most of their work in the [[Mason's workshop]]. &lt;br /&gt;
&lt;br /&gt;
Masonry is also required for building [[Wall]]s, [[Floor]]s, [[Bridge]]s and [[Support]]s made of [[Stone]] or stone [[Block]]s; however, such activities do not give experience in masonry.  Oddly, though it does not require a mason, building a stone road does increase a dwarf's masonry expertise{{Verify}} as well as working at Mason's workshops producing blocks and/or furniture.&lt;br /&gt;
&lt;br /&gt;
As stone is plentiful in even the newest fort, and the [[table]]s, [[chair]]s and [[door]]s a mason can build are immediately desirable, any expedition should bring a mason along.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21670</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21670"/>
		<updated>2008-10-11T02:16:44Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of the pets somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling humie.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and customs enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort ==&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma, constructing your fortress under water, or using [[clear glass]] exclusively. No stone may be used. Metal may only be used for creating stuff that cannot be made out of glass.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA! ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears, promptly enter aggressive negotiations and throw them down the well screaming; &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot;. You should forbid the use of gold and silver (and platinum, etc), the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. Note that this is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress &amp;amp;ndash; and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== No rocks! ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only wood.&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[wood]], will be made only from wood. Doors, tables, chairs, floodgates, bridges, stairs, workshops, you name it. For even greater challenge, build it entirely above ground with wooden walls and floors.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&amp;lt;br&amp;gt;&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&amp;lt;br&amp;gt;&lt;br /&gt;
Alternative: Build it in the [[Ocean]]&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
== Doomsday Clock ==&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
&lt;br /&gt;
== Live up to your name ==&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
== Equaland ==&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
== World Domination ==&lt;br /&gt;
&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list&lt;br /&gt;
If you can come up with an idea of a way to actually do this, this is a great goal. However, I don't believe such a device or machine is possible. --Savok --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inuit Dwarfs ==&lt;br /&gt;
&lt;br /&gt;
Live out on a glacier with no surrounding trees and just rely on the ice and your woolly underpants. Actually, you might want to get the full attire, it's going to be cold!&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make a giant tower completely out of ice with your dwarfs living in it.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make everything out of ice.&lt;br /&gt;
&lt;br /&gt;
== Government in Exile ==&lt;br /&gt;
All dwarves are either nobles, or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
== Stay Awhile, and Listen ==&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider an extremely elaborate scaffold of lava and water pools and screw pumps to create obsidian in a large rectangular block in the exact same dimensional criteria as above. Smooth and you're finished. You get kudos for doing this as both reservoirs of magma and water pose serious threats to a fortress if scrupulous engineering methods are not used. Your dwarves are truly insane to attempt this.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7140</id>
		<title>40d:Mason</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7140"/>
		<updated>2008-10-08T05:13:00Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #fff&lt;br /&gt;
| skill      = Mason&lt;br /&gt;
| speciality = Mason&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = Masonry&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Construction]] (stone)&lt;br /&gt;
* Work in [[Mason's workshop]]&lt;br /&gt;
| workshop = [[Mason's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
'''Masons''' are responsible for creating [[furniture]] and other constructions out of [[stone]], using the [[masonry]] labor preference. They do most of their work in the [[mason's workshop]]. &lt;br /&gt;
&lt;br /&gt;
Masonry is also required for building [[Wall]]s, [[Floor]]s, [[Bridge]]s and [[Support]]s made of [[Stone]] or stone [[Block]]s; however, such activities do not give experience in masonry.  Oddly, though it does not require a mason, building a stone road does increase a dwarf's masonry expertise{{Verify}} as well as working at masons workshops producing blocks and/or furniture.&lt;br /&gt;
&lt;br /&gt;
As stone is plentiful in even the newest fort, and the [[table]]s, [[chair]]s and [[door]]s a mason can build are immediately desirable, any expedition should bring a mason along.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7139</id>
		<title>40d:Mason</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7139"/>
		<updated>2008-10-08T05:12:23Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #fff&lt;br /&gt;
| skill      = Mason&lt;br /&gt;
| speciality = Mason&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = Masonry&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Construction]] (stone)&lt;br /&gt;
* Work in [[Mason's workshop]]&lt;br /&gt;
| workshop = [[Mason's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
'''Masons''' are responsible for creating [[furniture]] and other constructions out of [[stone]], using the [[masonry]] labor preference. They do most of their work in the [[mason's workshop]]. &lt;br /&gt;
&lt;br /&gt;
Masonry is also required for building [[Wall]]s, [[Floor]]s, [[Bridge]]s and [[Support]]s made of [[Stone]] or stone [[Block]]s; however, such activities do not give experience in masonry.  Oddly, though it does not require a mason, building a stone road does increase a dwarf's masonry expertise,{{Verify}} as well as working at masons workshops producing blocks and/or furniture.&lt;br /&gt;
&lt;br /&gt;
As stone is plentiful in even the newest fort, and the [[table]]s, [[chair]]s and [[door]]s a mason can build are immediately desirable, any expedition should bring a mason along.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason&amp;diff=29464</id>
		<title>40d Talk:Mason</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mason&amp;diff=29464"/>
		<updated>2008-10-08T05:10:51Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are we sure it doesn't give points toward masonry?  I've had 8 people with masonry building my castle, and 4 of them are dabbling.  I don't think any of them have built any blocks, I have a special mason's workshop for each of my mason's.  They must be getting the experience somewhere, but it's certainly not a lot.&lt;br /&gt;
&lt;br /&gt;
Dwarves can get experience for masonry when building roads.  It's strange.  The first part of building a road requires architecture.  After the architect finishes, the next job needed is &amp;quot;no special profession&amp;quot; yet seems to give experience for masonry.  Have you built roads?  [[User:Bouchart|Bouchart]] 15:33, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I felt the other sources of experience should be shown since bridges were cited as a source of it. [[User:Jemulov|Jemulov]] 01:10, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes, I've built a LOT of roads.  That might explain the 'dabbling' on some of them.  Didn't realize road building gave masonry, probably should get that in somewhere.&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7138</id>
		<title>40d:Mason</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7138"/>
		<updated>2008-10-08T05:07:10Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #fff&lt;br /&gt;
| skill      = Mason&lt;br /&gt;
| speciality = Mason&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = Masonry&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Construction]] (stone)&lt;br /&gt;
* Work in [[Mason's workshop]]&lt;br /&gt;
| workshop = [[Mason's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
'''Masons''' are responsible for creating [[furniture]] and other constructions out of [[stone]], using the [[masonry]] labor preference. They do most of their work in the [[mason's workshop]]. &lt;br /&gt;
&lt;br /&gt;
Masonry is also required for building [[Wall]]s, [[Floor]]s, [[Bridge]]s and [[Support]]s made of [[Stone]] or stone [[Block]]s; however, such activities do not give experience in masonry.  Oddly, though it does not require a mason, building a stone road does increase a dwarf's masonry expertise.{{Verify}} They do build experience working at masons workshops, producing blocks and/or furniture.&lt;br /&gt;
&lt;br /&gt;
As stone is plentiful in even the newest fort, and the [[table]]s, [[chair]]s and [[door]]s a mason can build are immediately desirable, any expedition should bring a mason along.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Intimidator&amp;diff=44882</id>
		<title>40d Talk:Intimidator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Intimidator&amp;diff=44882"/>
		<updated>2008-09-09T04:10:08Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: New page: I think this may have to be labeled with the D for dwarf humor. I honestly find it funny even though it does break with the formalities and regulations entailed with the wiki. ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think this may have to be labeled with the D for dwarf humor.&lt;br /&gt;
I honestly find it funny even though it does break with the formalities and regulations entailed with the wiki.&lt;br /&gt;
[[User:Jemulov|Jemulov]] 00:10, 9 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=9102</id>
		<title>40d:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Channel&amp;diff=9102"/>
		<updated>2008-06-28T04:12:33Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Channel''' is a method of digging mostly to aid the moving of liquids, such as [[water]] and [[magma]], from one point to another. While it is a convenient way to move liquids, it can be used for other creative purposes.&lt;br /&gt;
&lt;br /&gt;
You can direct [[water]] or [[magma]] simply by creating a channel with the designation button then entering the channel button {{K|d}} -&amp;gt; {{K|h}}. Building Channels will remove the [[floor]] of the current [[z-axis|Z-level]] AND mine the walls in the Z-level below.  See the [[digging]] article for a more detailed explanation.&lt;br /&gt;
&lt;br /&gt;
It is ideal to first create the channel from the area you wish to carry the liquid to, installing a  [[floodgate]] if you want to regulate its flow, then channel out the last square holding the liquid back. If there are any z levels of water above the channel's source you will flood the area you are working in. This can effectively set your fortress back a few seasons, or worse, make it uninhabitable. Magma will not do this because it is a [[chunky liquid]] and behaves differently than water in the z axis.&lt;br /&gt;
&lt;br /&gt;
Dwarves can not walk across a channel (as there is nothing to support them).  However, you can re[[floor]] over a dug channel using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|f}} to allow dwarves to walk over it, while still maintaining the tunnel beneath. If you want to allow fluids to flow into a channel from above and dwarves to walk over it, you can put a [[grate]] on top of a channel, which only fluids will pass through.  &lt;br /&gt;
&lt;br /&gt;
In layman's terms:  {{k|d}}igging an area will carve out a tunnel in the rock to crawl through, whereas c{{k|h}}annelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench Trench] of sorts.&lt;br /&gt;
&lt;br /&gt;
Designating channels over existing downward [[stairs]] will make the dwarves remove the staircase, working from the level below.&lt;br /&gt;
&lt;br /&gt;
Designating a channel on the level underneath an existing channel is the way to dig deep pits or [[well]] shafts.  Designating an adjacent up/down staircase is the easiest way to give access to the [[miner]] who will dig the shaft.&lt;br /&gt;
&lt;br /&gt;
== Hint ==&lt;br /&gt;
When building channels diagonally, a single line is enough - water, like creatures, moves in all 8 directions (+ z-axis).&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=How_do_I_channel_water/magma&amp;diff=42907</id>
		<title>How do I channel water/magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=How_do_I_channel_water/magma&amp;diff=42907"/>
		<updated>2008-06-28T03:46:11Z</updated>

		<summary type="html">&lt;p&gt;Jemulov: Redirecting to Http://www.dwarffortresswiki.net/index.php/Channel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[http://www.dwarffortresswiki.net/index.php/Channel]]&lt;/div&gt;</summary>
		<author><name>Jemulov</name></author>
	</entry>
</feed>