<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JubalHarshaw</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JubalHarshaw"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/JubalHarshaw"/>
	<updated>2026-04-09T06:24:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Outpost_liaison&amp;diff=128560</id>
		<title>v0.31:Outpost liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Outpost_liaison&amp;diff=128560"/>
		<updated>2010-10-01T20:33:41Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: reordered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Outpost Liaison&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| stands=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of DF 2010, the '''outpost liaison''' continues his duties of negotiation of goods delivered and goods requested.&lt;br /&gt;
&lt;br /&gt;
He also asks a mysterious question, establishing an official land of the realm!&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50775</id>
		<title>Cacame Awemedinade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50775"/>
		<updated>2009-09-22T18:26:18Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cacame Fault elfking.jpg|200px|thumb|right|&amp;quot;The Glorious Elf King&amp;quot; by Fault]]&lt;br /&gt;
'''Cacame Awemedinade the Immortal Onslaught''' is rumored to be the world's most bada$$ [[elf]].&lt;br /&gt;
&lt;br /&gt;
In one particular slice of the Dwarf Fortress multiverse (generated by Holy Mittens), Cacame ascended to the rank of Elf King of the Dwarves. The story of his rise to glory has been chronicled in an [http://www.bay12games.com/forum/index.php?topic=39897.0 epic 40+ page thread] on the Bay 12 Games forum that includes original artwork, economic discussions, raw edits, world gen randomness, Chuck Norris jokes, Battletech references, a Cacame-themed [[Mega construction|megaproject]], and great amounts of win.&lt;br /&gt;
&lt;br /&gt;
==Brief history==&lt;br /&gt;
[[File:Cacame history.jpg|400px|thumb|center|Cacame's early history (by Fault)]]&lt;br /&gt;
[[File:Vester Cacame.png|200px|thumb|right|RIIIIDE CACAME RIIIIIDE! by Vester]] &lt;br /&gt;
The dwarven civilization and Cacame's former Elven civilization were at war for many years, with the dwarves basically kicking the crap out of the elves for decades. In 90, the dwarves conquered his home city and placed a new dwarven governor in charge. Cacame was 7 at the time, and 5 years later, at the ripe old age of 12, he became a [[Guard]]. &lt;br /&gt;
&lt;br /&gt;
Two years later, an elven attack injured his lower body and killed his wife Nemo (who was then eaten by the other elf). Two years after that, in 99, the dwarven king was killed in battle and somehow, Cacame became the leader of the civilization at the age of 16. It can only be assumed that his hatred of his other elves at eating his wife was so great that it impressed even the dwarves.&lt;br /&gt;
&lt;br /&gt;
Later, Cacame would go on to defeat a [[dragon]] with nothing more than Competent Hammer skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colossus of Cacame==&lt;br /&gt;
[[File:Cacame colossus.jpg|200px|thumb|right|Colossus of Cacame]] &lt;br /&gt;
Holy Mittens created a [[Mega construction|megaproject]] in Cacame's honor:&lt;br /&gt;
&lt;br /&gt;
''His cape is made of solid [[gold]]. It took 949 bars of gold to forge. The vast majority of that gold was home-smelted. The head of his hammer is made of mithril with an [[iron]] band around it, spike at the top, and handle. That's 132 bars of mithril and 37 bars of iron.''&lt;br /&gt;
&lt;br /&gt;
''His armor and helmet are made of [[obsidian]]. I'm not even going to attempt to calculate or count how many stones it took. It was a lot of them. The horns on his helmet are [[cinnabar]]. His flesh is forged of [[platinum]]. 33 bars in total. His eyes are [[clear glass]] [[blocks]]. Behind his eyes are pools of [[magma]] that were pumped from the pipe a fair distance away. Sadly, Visual Fortress doesn't display this as two huge glowing orbs of elf-hating malice.''&lt;br /&gt;
&lt;br /&gt;
==Goblin reaction (by Neruz)==&lt;br /&gt;
[[File:Fault Cacame watercolor.png|200px|thumb|left|Watercolor by Fault]] [[File:Badasselfkingofdwarves.jpg|200px|thumb|right|Pencil by Lord Dakoth]]&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Man, I heard about these Dwarves. They have an ''Elf'', for their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''You sh*tting me?''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''I am totally serious, this Elf is so bada$$ the Dwarves accept him as their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''Fsck that, lets go raid the Orcs.''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Probably be safer.''&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Add him to your game!==&lt;br /&gt;
&lt;br /&gt;
===Engraving and decorations===&lt;br /&gt;
&lt;br /&gt;
'''Shima''': ''Add this to descriptor_shape_standard.txt in the raws, and he will show up in other worlds.  He might also appear in the likes of Dwarves, possibly ... will appear in engravings and decorations for all races, that much I can tell you for sure.  There may be some odd syntax &amp;quot;Engraving of a ale-chugging Elf King etcetc&amp;quot; and such, but that's the nature.  Rarely, in a Dwarf's likes, it might show &amp;quot;Elf King Cacame Lastnamey&amp;quot; as a like as well.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SHAPE:ELFKING]&lt;br /&gt;
   [NAME:Elf King Cacame Awemedinade:Elf King Cacame Awemedinade]&lt;br /&gt;
   [ADJ:awe-inspiring]&lt;br /&gt;
   [ADJ:grand]&lt;br /&gt;
   [ADJ:marvelous]&lt;br /&gt;
   [ADJ:kickass]&lt;br /&gt;
   [ADJ:Elf-hating]&lt;br /&gt;
   [ADJ:ale-chugging]&lt;br /&gt;
   [ADJ:great]&lt;br /&gt;
   [ADJ:excellent]&lt;br /&gt;
   [ADJ:fantastic]&lt;br /&gt;
   [ADJ:majestic]&lt;br /&gt;
   [ADJ:extraordinary]&lt;br /&gt;
   [ADJ:tall]&lt;br /&gt;
   [ADJ:magma-loving]&lt;br /&gt;
   [ADJ:hammering]&lt;br /&gt;
   [ADJ:fighting]&lt;br /&gt;
   [ADJ:warring]&lt;br /&gt;
   [TILE:69]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Awemedinite===&lt;br /&gt;
'''Shima:''' ''I bring you... Awemedinite!''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
This goes into Matgloss_Metal&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:AWEMEDINITE]&lt;br /&gt;
[NAME:Awemedinite]&lt;br /&gt;
[ADJ:Awesome]&lt;br /&gt;
[COLOR:5:5:0]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:50000]&lt;br /&gt;
[BOILING_POINT:90000]&lt;br /&gt;
[WEAPON]&lt;br /&gt;
[WEAPON_RANGED]&lt;br /&gt;
[ARMOR]&lt;br /&gt;
[DAMAGE_PERC:800]&lt;br /&gt;
[BLOCK_PERC:800]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
And this into Reaction_Standard&lt;br /&gt;
&lt;br /&gt;
[REACTION:AWEMEDINITE]&lt;br /&gt;
[NAME:make Awemedinite bars]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:15:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
[REAGENT:10:BAR:NO_SUBTYPE:METAL:STEEL]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:GOLD]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:SILVER]&lt;br /&gt;
[REAGENT:50:STONE:NO_SUBTYPE:STONE:MICROCLINE]&lt;br /&gt;
[REAGENT:3:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:AWEMEDINITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=39897.0 Epic DF forum topic]&lt;br /&gt;
===Cacame vs. The Dragon===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-1611-cacamevsthedragon Cacame vs. The Dragon movie]&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=40632.0 Cacame vs. the Dragon short story]&lt;br /&gt;
===King Cacame and the Colossus===&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=41101.0 King Cacame and the Colossus short story]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:D_for_dwarf&amp;diff=43173</id>
		<title>Template:D for dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:D_for_dwarf&amp;diff=43173"/>
		<updated>2009-09-22T18:25:34Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: made the category includeonly, now the template itself will not show up in the category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 10%; border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; width:80%; margin-bottom: 10px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0.5em 0.5em; text-align: center;&amp;quot; | [[Image:D4Dwarf.png|50px]]&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0.5em; width: 100%;&amp;quot; | This article has been rated '''D for Dwarf'''.  It may include witty humour, not-so-witty humour, bad humour, in-jokes related to the game, and references to the [http://www.bay12games.com/forum/index.php  Bay12 forums].  Don't believe everything you read, and if you miss some of the references, don't worry.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: D for Dwarf]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_physics&amp;diff=50608</id>
		<title>40d:Dwarven physics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_physics&amp;diff=50608"/>
		<updated>2009-09-22T18:23:38Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Dwarven physics''' is the study of how matter interacts with other matter within the world of Dwarf Fortress. Scholars of traditional Newtonian physics should note that Dwarven physics may or may not correspond with traditional Physics.&lt;br /&gt;
&lt;br /&gt;
It is also worthy of mention that Dwarven physics is a highly complex subject, and thus only be approached by extremely intelligent, extremely curious, or extremely insane individuals.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Those familiar with traditional physics will recognize the following equation:&lt;br /&gt;
&lt;br /&gt;
'''''E = mc&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
This equation, read from left to right, says: &amp;quot;Energy is equal to mass times the speed of light squared.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The following equation is known as the ''Dwarven Equation of Everything'', and is the Dwarven adaption of the above:&lt;br /&gt;
&lt;br /&gt;
'''''E''''' {{Dwarf|#fff|10px}} '''''mc&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''''&lt;br /&gt;
&lt;br /&gt;
From left to right, it says: &amp;quot;Energy may or may not equal mass times the speed of light squared.&amp;quot; Needless to say, there is a small amount of ambiguity when dealing with Dwarven physics.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Dwarven method ==&lt;br /&gt;
The Dwarven method is a rubric by which experiments in Dwarf Fortress are conducted, but should not be confused with the Scientific method. Although the rigidity of the Dwarven method is disputed, the majority of important Dwarven experiments follow the Method. The Dwarven method consists of the following general guidelines:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sample size ===&lt;br /&gt;
Again, those familiar with traditional science may recognize the phrase, where it normally means, &amp;quot;The more the better.&amp;quot; However, in Dwarven experiments, it means, &amp;quot;The '''''bigger''''' the better. For instance, a 500-meter magma fall is preferable to a 50-meter one. Now, if you had ''two'' 500-meter magma falls...&lt;br /&gt;
&lt;br /&gt;
=== Repeatability ===&lt;br /&gt;
This is whether or not the experiment can be repeated, and if so, under what conditions. If there are few or no restrictions on repeatability, and your experiment receives the same results every time, it will likely be accepted as Dwarven fact. On the other hand, if said experiment can only be reproduced at infrequent or unpredictable intervals, and you were the only one to witness it, and you forgot to take a screenshot, and the experiment can only take place on your computer, and you mysteriously misplaced the savegame, your experiment will likely be dismissed as pointless drivel.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven factor ===&lt;br /&gt;
This factor is the approximate relative value of the prodigiousness of an experiment. Values must be real numbers, more specifically subsets of the Integer family. In layman's terms, the Dwarven factor is how awesome an experiment is. Keep in mind that the D-factor is relative, and thus intended to be compared with other values.&lt;br /&gt;
&lt;br /&gt;
For instance, a cannon that shoots water may have a D-factor value of 100. However, if this cannon was constructed completely out of Adamantine, or if it was modified to shoot Magma instead, the D-factor may increase to several thousand, depending on the amount of magma used.&lt;br /&gt;
&lt;br /&gt;
Note that a graph of the Dwarven factor may, and often will, asymptote. Vertical asymptotes are often seen when the D-factor of one experiment is just greater than that of another experiment.&lt;br /&gt;
&lt;br /&gt;
Let us say that a hypothetical Player A constructed a catapult that hurls legendary Hammerdwarves at invaders, but Player B constructed a nearly identical catapult, except that it throws Zombie carp at invaders. Let us also say that the Zombie carp catapult has an assigned D-factor of 1,500. Both catapults ultimately accomplish the same task, (in this case, the complete annihilation of the invaders) but due to the inherent superiority of Zombie carp to hammerdwarves, (and everything else except Ironblood himself, booze, and magma) the Zombie carp catapult must have a higher D-factor than the other one. In this case, the D-factor graph of Catapult A will likely have an asymptote at 1,500. For those of you who aren't so calculus-savvy, this means that the D-factor of the &amp;quot;A&amp;quot; catapult will be approxamitely equal to 1,499.999999999, but will never reach 1,500.&lt;br /&gt;
&lt;br /&gt;
Lastly, there is a direct correlation between the Dwarven factor and Sample size. Simply put, the bigger, the more Dwarvenly.&lt;br /&gt;
&lt;br /&gt;
== The Dwarven status quo ==&lt;br /&gt;
The Dwarven index is strikingly similar to the concept of entropy. Although it involves chaos, the Index is more related with the innate stupidity of dwarves. A rough example of entropy is if a dwarf is given two decisions, and it is completely uncertain which one he will choose. (The concept of entropy relates loosely to the ''Dwarven Equation of Everything''.)&lt;br /&gt;
&lt;br /&gt;
Even though it is similar to the concept of Entropy, the Dwarven index may produce different results, hence the differentiation between the two. The Dwarven index states, in a nutshell, that when a dwarf is faced with a decision he or she will make the ''wrong'' decision approximately 99.7% of the time. This could range from something minor like taking the long route to the kitchen, or to something like building a wall from the wrong side, getting stuck alone with a siege, ''dying a gory death'', and sending the entirety of your fort into a massive tantrum spiral as the invaders split their sides laughing. While entropy will produce the wrong decision roughly 50% of the time, the Dwarven index will produce the wrong decision 99.7% of the time.&lt;br /&gt;
&lt;br /&gt;
=== Summary of the Dwarven status quo ===&lt;br /&gt;
Dwarves are stupid.&lt;br /&gt;
&lt;br /&gt;
== Discrepancies between Dwarven and traditional physics ==&lt;br /&gt;
The following entries are items that are possible in Dwarf Fortress, but impossible otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven perpetual motion device ===&lt;br /&gt;
As the name implies, this is a device that continuously generates power. Specifically, it generates power by building a water wheel in a waterfall, then using said waterfall to power a screw pump. The screw pump is used to pump water back to its original Z-level and recycle it through the waterfall. Somehow, the device consistiently generates a surplus of rotational energy.&lt;br /&gt;
&lt;br /&gt;
=== Quantum garbage dumps ===&lt;br /&gt;
Perhaps the most common Dwarven anomaly, this is simply a 1x1 garbage dump zone, with massive amounts of items (usually stone) all contained in a single tile. The practicality is obvious, where else are you going to put all that stone?&lt;br /&gt;
&lt;br /&gt;
=== Matter annihilation ===&lt;br /&gt;
Another common method of garbage disposal. Items and creatures in DF can be &amp;quot;annihilated&amp;quot; by placing them under a drawbridge, and lowering the bridge. This is an example where the ''Dwarven Equation of Everything'' states that energy is ''not'' equal to mass times the speed of light squared. If the opposite was true, players would witness a massive explosion and a corresponding drop in FPS rate whenever an item was annihilated.&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Morul&amp;diff=50782</id>
		<title>Morul</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Morul&amp;diff=50782"/>
		<updated>2009-09-09T13:52:54Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
'''Morul Cattenmat, the Most Interesting Dwarf in the World''', is the result of forum-user Martin's quest to create the most interesting [[dwarf]] in history. Morul was created with the singular intent to get him to [[Legendary]] in every [[skill]] possible in [[Fortress Mode]]. Doing almost all of the work himself, Morul progressed from a simple dwarf with the near-useless [[Fish dissector|Fish Dissector]] and [[Animal Dissector]] skills into a demigod of epic proportions, capable of singlehandedly wiping out entire [[sieges]] of size 25/damblock 50 orcs all by himself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skill History ==&lt;br /&gt;
&lt;br /&gt;
As of August 25, 2009, Morul has reached Legendary status in 68 skills. &lt;br /&gt;
&lt;br /&gt;
===Labor (52)===&lt;br /&gt;
* 18th Moonstone, 202, Early Winter - Miner&lt;br /&gt;
* 19th Limestone, 206, Early Autumn - Woodcutter&lt;br /&gt;
* 27th Granite, 207, Early Spring - Appraiser&lt;br /&gt;
* 9th Sandstone, 207, Mid-Autumn - Bone Carver&lt;br /&gt;
* 11th Granite, 208, Early Spring - Furnace Operator&lt;br /&gt;
* 27th Opal, 208, Mid Winter - Engraver&lt;br /&gt;
* 5th Granite, 209, Early Spring - Carpenter&lt;br /&gt;
* 24th Timber, 209, Late Autumn - Mason&lt;br /&gt;
* 13th Opal, 209, Mid-Winter - Weaver&lt;br /&gt;
* 14th Obsidian, 209, Late Winter - Dyer&lt;br /&gt;
* 12th Granite, 210, Early Spring - Clothier&lt;br /&gt;
* 2nd Hematite, 211, Early Summer - Miller&lt;br /&gt;
* 10th Sandstone, 211, Mid-Autumn - Bowyer&lt;br /&gt;
* 26th Sandstone, 211, Mid-Autumn - Cook&lt;br /&gt;
* 20th Felsite, 212, Late Spring - Brewer&lt;br /&gt;
* 12th Limestone, 214, Early Autumn - Milker&lt;br /&gt;
* 12th Limestone, 214, Early Autumn - Cheese Maker&lt;br /&gt;
* 13th Timber, 214, Late Autumn - Thresher&lt;br /&gt;
* 13th Obsidian, 214, Late Winter - Trapper&lt;br /&gt;
* 23rd Felsite, 215, Late Spring - Metalsmith&lt;br /&gt;
* 6th Opal, 215, Mid-Winter - Glassmaker&lt;br /&gt;
* 5th Sandstone, 216, Mid-Autumn - Wood Burning&lt;br /&gt;
* 12th Timber, 216, Late Autumn - Animal Dissector&lt;br /&gt;
* 13th Granite, 217, Early Spring - Lye Maker&lt;br /&gt;
* 25th Malachite, 217, Mid-Summer - Potash Maker&lt;br /&gt;
* 8th Sandstone, 217, Mid-Autumn - Siege Operator&lt;br /&gt;
* 27th Timber, 217, Late Autumn - Leatherworker&lt;br /&gt;
* 25th Hematite, 218, Early Summer - Animal Training&lt;br /&gt;
* 21st Sandstone, 218, Mid-Autumn - Tanning&lt;br /&gt;
* 27th Sandstone, 218, Mid-Autumn - Butcher&lt;br /&gt;
* 18th Granite, 219, Early Spring - Gem Cutter&lt;br /&gt;
* 23rd Felsite, 219, Late Spring - Mechanic&lt;br /&gt;
* 4th Limestone, 219, Early Autumn - Stonecrafter&lt;br /&gt;
* 26th Hematite, 221, Early Summer - Siege Engineer&lt;br /&gt;
* 24th Slate, 222, Mid-Spring - Ambusher&lt;br /&gt;
* 19th Limestone, 222, Early Autumn - Herbalist&lt;br /&gt;
* 26th Sandstone, 222, Mid-Autumn - Gem Setter&lt;br /&gt;
* 14th Galena, 225, Late Summer - Fishing&lt;br /&gt;
* 14th Sandstone, 225, Mid-Autumn - Fish Cleaning&lt;br /&gt;
* 12th Malachite, 226, Mid-Summer - Grower&lt;br /&gt;
* 21st Hematite, 227, Early Summer - Architect&lt;br /&gt;
* 3rd Malachite, 227, Mid-Summer - Soap Making&lt;br /&gt;
* 15th Limestone, 227, Early Autumn - Organizer&lt;br /&gt;
* 14th Felsite, 228, Late Spring - Fish Dissector&lt;br /&gt;
* 5th Hematite, 228, Early Summer - Animal Care&lt;br /&gt;
* 26th Hematite, 228, Early Summer - Pump Operating&lt;br /&gt;
* 6th Galena, 228, Late Summer - Armorsmith&lt;br /&gt;
* 1st Moonstone, 228, Early Winter - Weaponsmith&lt;br /&gt;
* 1st Hematite, 229, Early Summer - Woodcrafter&lt;br /&gt;
* 27th Galena, 229, Late Summer - Metalcrafter&lt;br /&gt;
* 2nd Galena, 230, Late Summer - Strand Extracting&lt;br /&gt;
* 9th Malachite, 231, Mid-Summer - Record Keeper&lt;br /&gt;
&lt;br /&gt;
===Social (9)===&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Consoler&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Negotiator&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Intimidator&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Persuader&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Judge of Intent&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Pacifier&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Comedian&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Conversationalist&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Flatterer&lt;br /&gt;
&lt;br /&gt;
===Military (7)===&lt;br /&gt;
* 11th Hematite, 234, Early Summer - Swimmer&lt;br /&gt;
* 26th Moonstone, 235, Early Winter - Marksdwarf&lt;br /&gt;
* 15th Limestone, 235, Early Autumn - Wrestler&lt;br /&gt;
* 1st Limestone, 236, Early Autumn - Shield User&lt;br /&gt;
* 28th Sandstone, 238, Late Autumn - Armor User&lt;br /&gt;
* 7th Felsite, 241, Late Spring - Macedwarf&lt;br /&gt;
* 21st Opal, 246, Mid-Winter - Hammerdwarf&lt;br /&gt;
* 27th Limestone, 252, Early Autumn - Axedwarf&lt;br /&gt;
&lt;br /&gt;
==Current stats==&lt;br /&gt;
* 1,839,071 xp&lt;br /&gt;
* Wrestler 56 3048/6100&lt;br /&gt;
* Shield User 54 3456/5900&lt;br /&gt;
* Armor User 43 136/4800&lt;br /&gt;
* Axeman 15 383/2000&lt;br /&gt;
&lt;br /&gt;
Str: 27, Agi 27, Tough 28&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=34933.0 Forum topic]&lt;br /&gt;
* [http://ablindorphan.deviantart.com/art/And-the-Morul-of-the-story-is-127571600 Morul: The tribute animation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:D for Dwarf]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Morul&amp;diff=50781</id>
		<title>Morul</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Morul&amp;diff=50781"/>
		<updated>2009-09-09T13:52:28Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
'''Morul Cattenmat, the Most Interesting Dwarf in the World''', is the result of forum-user Martin's quest to create the most interesting [[dwarf]] in history. Morul was created with the singular intent to get him to [[Legendary]] in every [[skill]] possible in [[Fortress Mode]]. Doing almost all of the work himself, Morul progressed from a simple dwarf with the near-useless [[Fish dissector|Fish Dissector]] and [[Animal Dissector]] skills into a demigod of epic proportions, capable of singlehandedly wiping out entire [[sieges]] of size 25/damblock 50 orcs all by himself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skill History ==&lt;br /&gt;
&lt;br /&gt;
As of August 25, 2009, Morul has reached Legendary status in 68 skills. &lt;br /&gt;
&lt;br /&gt;
===Labor (52)===&lt;br /&gt;
* 18th Moonstone, 202, Early Winter - Miner&lt;br /&gt;
* 19th Limestone, 206, Early Autumn - Woodcutter&lt;br /&gt;
* 27th Granite, 207, Early Spring - Appraiser&lt;br /&gt;
* 9th Sandstone, 207, Mid-Autumn - Bone Carver&lt;br /&gt;
* 11th Granite, 208, Early Spring - Furnace Operator&lt;br /&gt;
* 27th Opal, 208, Mid Winter - Engraver&lt;br /&gt;
* 5th Granite, 209, Early Spring - Carpenter&lt;br /&gt;
* 24th Timber, 209, Late Autumn - Mason&lt;br /&gt;
* 13th Opal, 209, Mid-Winter - Weaver&lt;br /&gt;
* 14th Obsidian, 209, Late Winter - Dyer&lt;br /&gt;
* 12th Granite, 210, Early Spring - Clothier&lt;br /&gt;
* 2nd Hematite, 211, Early Summer - Miller&lt;br /&gt;
* 10th Sandstone, 211, Mid-Autumn - Bowyer&lt;br /&gt;
* 26th Sandstone, 211, Mid-Autumn - Cook&lt;br /&gt;
* 20th Felsite, 212, Late Spring - Brewer&lt;br /&gt;
* 12th Limestone, 214, Early Autumn - Milker&lt;br /&gt;
* 12th Limestone, 214, Early Autumn - Cheese Maker&lt;br /&gt;
* 13th Timber, 214, Late Autumn - Thresher&lt;br /&gt;
* 13th Obsidian, 214, Late Winter - Trapper&lt;br /&gt;
* 23rd Felsite, 215, Late Spring - Metalsmith&lt;br /&gt;
* 6th Opal, 215, Mid-Winter - Glassmaker&lt;br /&gt;
* 5th Sandstone, 216, Mid-Autumn - Wood Burning&lt;br /&gt;
* 12th Timber, 216, Late Autumn - Animal Dissector&lt;br /&gt;
* 13th Granite, 217, Early Spring - Lye Maker&lt;br /&gt;
* 25th Malachite, 217, Mid-Summer - Potash Maker&lt;br /&gt;
* 8th Sandstone, 217, Mid-Autumn - Siege Operator&lt;br /&gt;
* 27th Timber, 217, Late Autumn - Leatherworker&lt;br /&gt;
* 25th Hematite, 218, Early Summer - Animal Training&lt;br /&gt;
* 21st Sandstone, 218, Mid-Autumn - Tanning&lt;br /&gt;
* 27th Sandstone, 218, Mid-Autumn - Butcher&lt;br /&gt;
* 18th Granite, 219, Early Spring - Gem Cutter&lt;br /&gt;
* 23rd Felsite, 219, Late Spring - Mechanic&lt;br /&gt;
* 4th Limestone, 219, Early Autumn - Stonecrafter&lt;br /&gt;
* 26th Hematite, 221, Early Summer - Siege Engineer&lt;br /&gt;
* 24th Slate, 222, Mid-Spring - Ambusher&lt;br /&gt;
* 19th Limestone, 222, Early Autumn - Herbalist&lt;br /&gt;
* 26th Sandstone, 222, Mid-Autumn - Gem Setter&lt;br /&gt;
* 14th Galena, 225, Late Summer - Fishing&lt;br /&gt;
* 14th Sandstone, 225, Mid-Autumn - Fish Cleaning&lt;br /&gt;
* 12th Malachite, 226, Mid-Summer - Grower&lt;br /&gt;
* 21st Hematite, 227, Early Summer - Architect&lt;br /&gt;
* 3rd Malachite, 227, Mid-Summer - Soap Making&lt;br /&gt;
* 15th Limestone, 227, Early Autumn - Organizer&lt;br /&gt;
* 14th Felsite, 228, Late Spring - Fish Dissector&lt;br /&gt;
* 5th Hematite, 228, Early Summer - Animal Care&lt;br /&gt;
* 26th Hematite, 228, Early Summer - Pump Operating&lt;br /&gt;
* 6th Galena, 228, Late Summer - Armorsmith&lt;br /&gt;
* 1st Moonstone, 228, Early Winter - Weaponsmith&lt;br /&gt;
* 1st Hematite, 229, Early Summer - Woodcrafter&lt;br /&gt;
* 27th Galena, 229, Late Summer - Metalcrafter&lt;br /&gt;
* 2nd Galena, 230, Late Summer - Strand Extracting&lt;br /&gt;
* 9th Malachite, 231, Mid-Summer - Record Keeper&lt;br /&gt;
&lt;br /&gt;
===Social (9)===&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Consoler&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Negotiator&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Intimidator&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Persuader&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Judge of Intent&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Pacifier&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Comedian&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Conversationalist&lt;br /&gt;
* 15th Limestone, 241, Early Autumn - Flatterer&lt;br /&gt;
&lt;br /&gt;
===Military (7)===&lt;br /&gt;
* 11th Hematite, 234, Early Summer - Swimmer&lt;br /&gt;
* 26th Moonstone, 235, Early Winter - Marksdwarf&lt;br /&gt;
* 15th Limestone, 235, Early Autumn - Wrestler&lt;br /&gt;
* 1st Limestone, 236, Early Autumn - Shield User&lt;br /&gt;
* 28th Sandstone, 238, Late Autumn - Armor User&lt;br /&gt;
* 7th Felsite, 241, Late Spring - Macedwarf&lt;br /&gt;
* 21st Opal, 246, Mid-Winter - Hammerdwarf&lt;br /&gt;
* 27th Limestone, 252, Early Autumn - Axedwarf&lt;br /&gt;
&lt;br /&gt;
===Current stats===&lt;br /&gt;
* 1,839,071 xp&lt;br /&gt;
* Wrestler 56 3048/6100&lt;br /&gt;
* Shield User 54 3456/5900&lt;br /&gt;
* Armor User 43 136/4800&lt;br /&gt;
* Axeman 15 383/2000&lt;br /&gt;
&lt;br /&gt;
Str: 27, Agi 27, Tough 28&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=34933.0 Forum topic]&lt;br /&gt;
* [http://ablindorphan.deviantart.com/art/And-the-Morul-of-the-story-is-127571600 Morul: The tribute animation]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:D for Dwarf]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Name&amp;diff=50784</id>
		<title>v0.34:Name</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Name&amp;diff=50784"/>
		<updated>2009-09-09T13:51:01Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Names''' are what individual creatures are known as. Creatures with [[civilizations]] who can speak are given names upon birth; most other creatures must be given names by a civilization.&lt;br /&gt;
&lt;br /&gt;
== Name Basics ==&lt;br /&gt;
&lt;br /&gt;
Every member of a civilization has at least two names: a first name and a last name. Creatures are given these names at birth and they are quite random. Unlike most real names, neither name is currently inherited from the parents.&lt;br /&gt;
&lt;br /&gt;
The first name typically is a single word of the civilization's language. It appears first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The second name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The second name is translated to English in several places, such as looking at the creature's profile screen.&lt;br /&gt;
&lt;br /&gt;
Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named. The working animals of traders are never named. &lt;br /&gt;
&lt;br /&gt;
Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak Utterances will likewise have untranslatable names that appear to be gibberish.&lt;br /&gt;
&lt;br /&gt;
== Epithets ==&lt;br /&gt;
&lt;br /&gt;
When a creature collects five notable kills (typically creatures belonging to a civilization, but also any creature that has scored a notable kill itself), it is given an epithet by its civilization. The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish such as &amp;quot;the Hardy Ring-Cobra of Dashing&amp;quot;. On occasion, the epithet can be [[Cacame Awemedinade|surprisingly apt]]. The epithet is translated in the same places the creature's second name is translated.&lt;br /&gt;
&lt;br /&gt;
== Animal and [[Megabeast]] Names ==&lt;br /&gt;
&lt;br /&gt;
Animals who are not pets can gain a name by acquiring notable kills or through becoming an enemy of a civilization in [[World Generation]]. The animal is given a name in the language of the creature it killed. Most animals who acquire a name in World Gen do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in [[Fortress Mode]] by killing your dwarves or invaders, or in [[Adventure Mode]] by killing your adventurer or members of his party.&lt;br /&gt;
&lt;br /&gt;
Megabeasts acquire names in an unusual fashion. Unlike other creatures, they do not have a parent civilization. However, all Megabeasts have at least one name and typically have more, up to four. Megabeasts appear to gain their original names from the first civilization they have contact with, and in most cases gain epithets from conflict with others. Megabeasts with only one or two names have likely led uneventful lives.&lt;br /&gt;
&lt;br /&gt;
== Other names ==&lt;br /&gt;
&lt;br /&gt;
On occasion, your dwarves will decide to give names to the creatures inhabiting the area around a fortress. It appears that only creatures who can talk will get names. Additionally, the creature must remain on the map for an extended period of time, usually limiting the namings to creatures that inhabit [[chasm|chasms]], bottomless pits, [[underground river|underground rivers]], and [[lake|underground pools]]. However, any creature that can speak, such as a [[Snailman]] who has become stuck in a ditch, can be given a name. Other than that, the impetus for naming creatures is murky. Some creatures are named after only a few seasons, while others may go unnamed for decades. It may be that a creature must be in the preferences of a dwarf to receive a name, or the naming may occur randomly. &lt;br /&gt;
&lt;br /&gt;
[[Trees]] near [[elf|elven]] settlements may also be named, though this currently has no known effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50773</id>
		<title>Cacame Awemedinade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50773"/>
		<updated>2009-09-07T05:43:18Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cacame Fault elfking.jpg|200px|thumb|right|&amp;quot;The Glorious Elf King&amp;quot; by Fault]]&lt;br /&gt;
'''Cacame Awemedinade the Immortal Onslaught''' is rumored to be the world's most bada$$ [[elf]].&lt;br /&gt;
&lt;br /&gt;
In one particular slice of the Dwarf Fortress multiverse (generated by Holy Mittens), Cacame ascended to the rank of Elf King of the Dwarves. The story of his rise to glory has been chronicled in an [http://www.bay12games.com/forum/index.php?topic=39897.0 epic 40+ page thread] on the Bay 12 Games forum that includes original artwork, economic discussions, raw edits, world gen randomness, Chuck Norris jokes, Battletech references, a Cacame-themed [[Mega construction|megaproject]], and great amounts of win.&lt;br /&gt;
&lt;br /&gt;
==Brief history==&lt;br /&gt;
[[File:Cacame history.jpg|400px|thumb|center|Cacame's early history (by Fault)]]&lt;br /&gt;
[[File:Vester Cacame.png|200px|thumb|right|RIIIIDE CACAME RIIIIIDE! by Vester]] &lt;br /&gt;
The dwarven civilization and Cacame's former Elven civilization were at war for many years, with the dwarves basically kicking the crap out of the elves for decades. In 90, the dwarves conquered his home city and placed a new dwarven governor in charge. Cacame was 7 at the time, and 5 years later, at the ripe old age of 12, he became a [[Guard]]. &lt;br /&gt;
&lt;br /&gt;
Two years later, an elven attack injured his lower body and killed his wife Nemo (who was then eaten by the other elf). Two years after that, in 99, the dwarven king was killed in battle and somehow, Cacame became the leader of the civilization at the age of 16. It can only be assumed that his hatred of his other elves at eating his wife was so great that it impressed even the dwarves.&lt;br /&gt;
&lt;br /&gt;
Later, Cacame would go on to defeat a [[dragon]] with nothing more than Competent Hammer skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colossus of Cacame==&lt;br /&gt;
[[File:Cacame colossus.jpg|200px|thumb|right|Colossus of Cacame]] &lt;br /&gt;
Holy Mittens created a [[Mega construction|megaproject]] in Cacame's honor:&lt;br /&gt;
&lt;br /&gt;
''His cape is made of solid [[gold]]. It took 949 bars of gold to forge. The vast majority of that gold was home-smelted. The head of his hammer is made of mithril with an [[iron]] band around it, spike at the top, and handle. That's 132 bars of mithril and 37 bars of iron.''&lt;br /&gt;
&lt;br /&gt;
''His armor and helmet are made of [[obsidian]]. I'm not even going to attempt to calculate or count how many stones it took. It was a lot of them. The horns on his helmet are [[cinnabar]]. His flesh is forged of [[platinum]]. 33 bars in total. His eyes are [[clear glass]] [[blocks]]. Behind his eyes are pools of [[magma]] that were pumped from the pipe a fair distance away. Sadly, Visual Fortress doesn't display this as two huge glowing orbs of elf-hating malice.''&lt;br /&gt;
&lt;br /&gt;
==Goblin reaction (by Neruz)==&lt;br /&gt;
[[File:Fault Cacame watercolor.png|200px|thumb|left|Watercolor by Fault]] &lt;br /&gt;
'''Goblin1:''' ''Man, I heard about these Dwarves. They have an ''Elf'', for their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''You sh*tting me?''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''I am totally serious, this Elf is so bada$$ the Dwarves accept him as their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''Fsck that, lets go raid the Orcs.''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Probably be safer.''&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Add him to your game!==&lt;br /&gt;
&lt;br /&gt;
===Engraving and decorations===&lt;br /&gt;
&lt;br /&gt;
'''Shima''': ''Add this to descriptor_shape_standard.txt in the raws, and he will show up in other worlds.  He might also appear in the likes of Dwarves, possibly ... will appear in engravings and decorations for all races, that much I can tell you for sure.  There may be some odd syntax &amp;quot;Engraving of a ale-chugging Elf King etcetc&amp;quot; and such, but that's the nature.  Rarely, in a Dwarf's likes, it might show &amp;quot;Elf King Cacame Lastnamey&amp;quot; as a like as well.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SHAPE:ELFKING]&lt;br /&gt;
   [NAME:Elf King Cacame Awemedinade:Elf King Cacame Awemedinade]&lt;br /&gt;
   [ADJ:awe-inspiring]&lt;br /&gt;
   [ADJ:grand]&lt;br /&gt;
   [ADJ:marvelous]&lt;br /&gt;
   [ADJ:kickass]&lt;br /&gt;
   [ADJ:Elf-hating]&lt;br /&gt;
   [ADJ:ale-chugging]&lt;br /&gt;
   [ADJ:great]&lt;br /&gt;
   [ADJ:excellent]&lt;br /&gt;
   [ADJ:fantastic]&lt;br /&gt;
   [ADJ:majestic]&lt;br /&gt;
   [ADJ:extraordinary]&lt;br /&gt;
   [ADJ:tall]&lt;br /&gt;
   [ADJ:magma-loving]&lt;br /&gt;
   [ADJ:hammering]&lt;br /&gt;
   [ADJ:fighting]&lt;br /&gt;
   [ADJ:warring]&lt;br /&gt;
   [TILE:69]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Awemedinite===&lt;br /&gt;
'''Shima:''' ''I bring you... Awemedinite!''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
This goes into Matgloss_Metal&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:AWEMEDINITE]&lt;br /&gt;
[NAME:Awemedinite]&lt;br /&gt;
[ADJ:Awesome]&lt;br /&gt;
[COLOR:5:5:0]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:50000]&lt;br /&gt;
[BOILING_POINT:90000]&lt;br /&gt;
[WEAPON]&lt;br /&gt;
[WEAPON_RANGED]&lt;br /&gt;
[ARMOR]&lt;br /&gt;
[DAMAGE_PERC:800]&lt;br /&gt;
[BLOCK_PERC:800]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
And this into Reaction_Standard&lt;br /&gt;
&lt;br /&gt;
[REACTION:AWEMEDINITE]&lt;br /&gt;
[NAME:make Awemedinite bars]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:15:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
[REAGENT:10:BAR:NO_SUBTYPE:METAL:STEEL]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:GOLD]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:SILVER]&lt;br /&gt;
[REAGENT:50:STONE:NO_SUBTYPE:STONE:MICROCLINE]&lt;br /&gt;
[REAGENT:3:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:AWEMEDINITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=39897.0 Epic DF forum topic]&lt;br /&gt;
===Cacame vs. The Dragon===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-1611-cacamevsthedragon Cacame vs. The Dragon movie]&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=40632.0 Cacame vs. the Dragon short story]&lt;br /&gt;
===King Cacame and the Colossus===&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=41101.0 King Cacame and the Colossus short story]&lt;br /&gt;
&lt;br /&gt;
[[Category:D for Dwarf]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50772</id>
		<title>Cacame Awemedinade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50772"/>
		<updated>2009-09-07T05:32:54Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cacame Fault elfking.jpg|200px|thumb|right|&amp;quot;The Glorious Elf King&amp;quot; by Fault]]&lt;br /&gt;
'''Cacame Awemedinade the Immortal Onslaught''' is rumored to be the world's most bada$$ [[elf]].&lt;br /&gt;
&lt;br /&gt;
In one particular slice of the Dwarf Fortress multiverse (generated by Holy Mittens), Cacame ascended to the rank of Elf King of the Dwarves. The story of his rise to glory has been chronicled in an [http://www.bay12games.com/forum/index.php?topic=39897.0 epic 40+ page thread] on the Bay 12 Games forum that includes original artwork, economic discussions, raw edits, Chuck Norris jokes, Battletech references, a Cacame-themed [[Mega construction|megaproject]], and great amounts of win.&lt;br /&gt;
&lt;br /&gt;
==Brief history==&lt;br /&gt;
[[File:Cacame history.jpg|400px|thumb|center|Cacame's early history (by Fault)]]&lt;br /&gt;
[[File:Vester Cacame.png|200px|thumb|right|RIIIIDE CACAME RIIIIIDE! by Vester]] &lt;br /&gt;
The dwarven civilization and Cacame's former Elven civilization were at war for many years, with the dwarves basically kicking the crap out of the elves for decades. In 90, the dwarves conquered his home city and placed a new dwarven governor in charge. Cacame was 7 at the time, and 5 years later, at the ripe old age of 12, he became a [[Guard]]. &lt;br /&gt;
&lt;br /&gt;
Two years later, an elven attack injured his lower body and killed his wife Nemo (who was then eaten by the other elf). Two years after that, in 99, the dwarven king was killed in battle and somehow, Cacame became the leader of the civilization at the age of 16. It can only be assumed that his hatred of his other elves at eating his wife was so great that it impressed even the dwarves.&lt;br /&gt;
&lt;br /&gt;
Later, Cacame would go on to defeat a [[dragon]] with nothing more than Competent Hammer skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colossus of Cacame==&lt;br /&gt;
[[File:Cacame colossus.jpg|200px|thumb|right|Colossus of Cacame]] &lt;br /&gt;
Holy Mittens created a [[Mega construction|megaproject]] in Cacame's honor:&lt;br /&gt;
&lt;br /&gt;
''His cape is made of solid [[gold]]. It took 949 bars of gold to forge. The vast majority of that gold was home-smelted. The head of his hammer is made of mithril with an [[iron]] band around it, spike at the top, and handle. That's 132 bars of mithril and 37 bars of iron.''&lt;br /&gt;
&lt;br /&gt;
''His armor and helmet are made of [[obsidian]]. I'm not even going to attempt to calculate or count how many stones it took. It was a lot of them. The horns on his helmet are [[cinnabar]]. His flesh is forged of [[platinum]]. 33 bars in total. His eyes are [[clear glass]] [[blocks]]. Behind his eyes are pools of [[magma]] that were pumped from the pipe a fair distance away. Sadly, Visual Fortress doesn't display this as two huge glowing orbs of elf-hating malice.''&lt;br /&gt;
&lt;br /&gt;
==Goblin reaction (by Neruz)==&lt;br /&gt;
[[File:Fault Cacame watercolor.png|200px|thumb|left|Watercolor by Fault]] &lt;br /&gt;
'''Goblin1:''' ''Man, I heard about these Dwarves. They have an ''Elf'', for their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''You sh*tting me?''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''I am totally serious, this Elf is so bada$$ the Dwarves accept him as their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''Fsck that, lets go raid the Orcs.''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Probably be safer.''&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Add him to your game!==&lt;br /&gt;
&lt;br /&gt;
===Engraving and decorations===&lt;br /&gt;
&lt;br /&gt;
'''Shima''': ''Add this to descriptor_shape_standard.txt in the raws, and he will show up in other worlds.  He might also appear in the likes of Dwarves, possibly ... will appear in engravings and decorations for all races, that much I can tell you for sure.  There may be some odd syntax &amp;quot;Engraving of a ale-chugging Elf King etcetc&amp;quot; and such, but that's the nature.  Rarely, in a Dwarf's likes, it might show &amp;quot;Elf King Cacame Lastnamey&amp;quot; as a like as well.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SHAPE:ELFKING]&lt;br /&gt;
   [NAME:Elf King Cacame Awemedinade:Elf King Cacame Awemedinade]&lt;br /&gt;
   [ADJ:awe-inspiring]&lt;br /&gt;
   [ADJ:grand]&lt;br /&gt;
   [ADJ:marvelous]&lt;br /&gt;
   [ADJ:kickass]&lt;br /&gt;
   [ADJ:Elf-hating]&lt;br /&gt;
   [ADJ:ale-chugging]&lt;br /&gt;
   [ADJ:great]&lt;br /&gt;
   [ADJ:excellent]&lt;br /&gt;
   [ADJ:fantastic]&lt;br /&gt;
   [ADJ:majestic]&lt;br /&gt;
   [ADJ:extraordinary]&lt;br /&gt;
   [ADJ:tall]&lt;br /&gt;
   [ADJ:magma-loving]&lt;br /&gt;
   [ADJ:hammering]&lt;br /&gt;
   [ADJ:fighting]&lt;br /&gt;
   [ADJ:warring]&lt;br /&gt;
   [TILE:69]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Awemedinite===&lt;br /&gt;
'''Shima:''' ''I bring you... Awemedinite!''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
This goes into Matgloss_Metal&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:AWEMEDINITE]&lt;br /&gt;
[NAME:Awemedinite]&lt;br /&gt;
[ADJ:Awesome]&lt;br /&gt;
[COLOR:5:5:0]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:50000]&lt;br /&gt;
[BOILING_POINT:90000]&lt;br /&gt;
[WEAPON]&lt;br /&gt;
[WEAPON_RANGED]&lt;br /&gt;
[ARMOR]&lt;br /&gt;
[DAMAGE_PERC:800]&lt;br /&gt;
[BLOCK_PERC:800]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
And this into Reaction_Standard&lt;br /&gt;
&lt;br /&gt;
[REACTION:AWEMEDINITE]&lt;br /&gt;
[NAME:make Awemedinite bars]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:15:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
[REAGENT:10:BAR:NO_SUBTYPE:METAL:STEEL]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:GOLD]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:SILVER]&lt;br /&gt;
[REAGENT:50:STONE:NO_SUBTYPE:STONE:MICROCLINE]&lt;br /&gt;
[REAGENT:3:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:AWEMEDINITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=39897.0 Epic DF forum topic]&lt;br /&gt;
* [http://mkv25.net/dfma/movie-1611-cacamevsthedragon Cacame vs. The Dragon]&lt;br /&gt;
&lt;br /&gt;
[[Category:D for Dwarf]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50771</id>
		<title>Cacame Awemedinade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50771"/>
		<updated>2009-09-07T05:18:28Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cacame Fault elfking.jpg|200px|thumb|right|&amp;quot;The Glorious Elf King&amp;quot; by Fault]]&lt;br /&gt;
'''Cacame Awemedinade the Immortal Onslaught''' is rumored to be the world's most bada$$ [[elf]].&lt;br /&gt;
&lt;br /&gt;
In one particular slice of the Dwarf Fortress multiverse (generated by Holy Mittens), Cacame ascended to the rank of Elf King of the Dwarves. The story of his rise to glory has been chronicled in an [http://www.bay12games.com/forum/index.php?topic=39897.0 epic 40+ page thread] on the Bay 12 Games forum that includes original artwork, economic discussions, raw edits, Chuck Norris jokes, Battletech references, a Cacame-themed [[Mega construction|megaproject]], and great amounts of win.&lt;br /&gt;
&lt;br /&gt;
==Brief history==&lt;br /&gt;
[[File:Cacame history.jpg|200px|thumb|left|Cacame's early history (by Fault)]] &lt;br /&gt;
The dwarven civilization and Cacame's former Elven civilization were at war for many years, with the dwarves basically kicking the crap out of the elves for decades. In 90, the dwarves conquered his home city and placed a new dwarven governor in charge. Cacame was 7 at the time, and 5 years later, at the ripe old age of 12, he became a [[Guard]]. &lt;br /&gt;
[[File:Vester Cacame.png|200px|thumb|right|RIIIIDE CACAME RIIIIIDE! by Vester]] &lt;br /&gt;
Two years later, an elven attack injured his lower body and killed his wife Nemo (who was then eaten by the other elf). Two years after that, in 99, the dwarven king was killed in battle and somehow, Cacame became the leader of the civilization at the age of 16. It can only be assumed that his hatred of his other elves at eating his wife was so great that it impressed even the dwarves.&lt;br /&gt;
&lt;br /&gt;
Later, Cacame would go on to defeat a [[dragon]] with nothing more than Competent Hammer skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colossus of Cacame==&lt;br /&gt;
[[File:Cacame colossus.jpg|200px|thumb|right|Colossus of Cacame]] &lt;br /&gt;
Holy Mittens created a [[Mega construction|megaproject]] in Cacame's honor:&lt;br /&gt;
&lt;br /&gt;
''His cape is made of solid [[gold]]. It took 949 bars of gold to forge. The vast majority of that gold was home-smelted. The head of his hammer is made of mithril with an [[iron]] band around it, spike at the top, and handle. That's 132 bars of mithril and 37 bars of iron.''&lt;br /&gt;
&lt;br /&gt;
''His armor and helmet are made of [[obsidian]]. I'm not even going to attempt to calculate or count how many stones it took. It was a lot of them. The horns on his helmet are [[cinnabar]]. His flesh is forged of [[platinum]]. 33 bars in total. His eyes are [[clear glass]] [[blocks]]. Behind his eyes are pools of [[magma]] that were pumped from the pipe a fair distance away. Sadly, Visual Fortress doesn't display this as two huge glowing orbs of elf-hating malice.''&lt;br /&gt;
&lt;br /&gt;
==Goblin reaction (by Neruz)==&lt;br /&gt;
[[File:Fault Cacame watercolor.png|200px|thumb|left|Watercolor by Fault]] &lt;br /&gt;
'''Goblin1:''' ''Man, I heard about these Dwarves. They have an ''Elf'', for their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''You sh*tting me?''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''I am totally serious, this Elf is so bada$$ the Dwarves accept him as their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''Fsck that, lets go raid the Orcs.''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Probably be safer.''&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Add him to your game!==&lt;br /&gt;
&lt;br /&gt;
===Engraving and decorations===&lt;br /&gt;
&lt;br /&gt;
'''Shima''': ''Add this to descriptor_shape_standard.txt in the raws, and he will show up in other worlds.  He might also appear in the likes of Dwarves, possibly ... will appear in engravings and decorations for all races, that much I can tell you for sure.  There may be some odd syntax &amp;quot;Engraving of a ale-chugging Elf King etcetc&amp;quot; and such, but that's the nature.  Rarely, in a Dwarf's likes, it might show &amp;quot;Elf King Cacame Lastnamey&amp;quot; as a like as well.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SHAPE:ELFKING]&lt;br /&gt;
   [NAME:Elf King Cacame Awemedinade:Elf King Cacame Awemedinade]&lt;br /&gt;
   [ADJ:awe-inspiring]&lt;br /&gt;
   [ADJ:grand]&lt;br /&gt;
   [ADJ:marvelous]&lt;br /&gt;
   [ADJ:kickass]&lt;br /&gt;
   [ADJ:Elf-hating]&lt;br /&gt;
   [ADJ:ale-chugging]&lt;br /&gt;
   [ADJ:great]&lt;br /&gt;
   [ADJ:excellent]&lt;br /&gt;
   [ADJ:fantastic]&lt;br /&gt;
   [ADJ:majestic]&lt;br /&gt;
   [ADJ:extraordinary]&lt;br /&gt;
   [ADJ:tall]&lt;br /&gt;
   [ADJ:magma-loving]&lt;br /&gt;
   [ADJ:hammering]&lt;br /&gt;
   [ADJ:fighting]&lt;br /&gt;
   [ADJ:warring]&lt;br /&gt;
   [TILE:69]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Awemedinite===&lt;br /&gt;
'''Shima:''' ''I bring you... Awemedinite!''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
This goes into Matgloss_Metal&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:AWEMEDINITE]&lt;br /&gt;
[NAME:Awemedinite]&lt;br /&gt;
[ADJ:Awesome]&lt;br /&gt;
[COLOR:5:5:0]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:50000]&lt;br /&gt;
[BOILING_POINT:90000]&lt;br /&gt;
[WEAPON]&lt;br /&gt;
[WEAPON_RANGED]&lt;br /&gt;
[ARMOR]&lt;br /&gt;
[DAMAGE_PERC:800]&lt;br /&gt;
[BLOCK_PERC:800]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
And this into Reaction_Standard&lt;br /&gt;
&lt;br /&gt;
[REACTION:AWEMEDINITE]&lt;br /&gt;
[NAME:make Awemedinite bars]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:15:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
[REAGENT:10:BAR:NO_SUBTYPE:METAL:STEEL]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:GOLD]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:SILVER]&lt;br /&gt;
[REAGENT:50:STONE:NO_SUBTYPE:STONE:MICROCLINE]&lt;br /&gt;
[REAGENT:3:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:AWEMEDINITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=39897.0 Epic DF forum topic]&lt;br /&gt;
* [http://mkv25.net/dfma/movie-1611-cacamevsthedragon Cacame vs. The Dragon]&lt;br /&gt;
&lt;br /&gt;
[[Category:D for Dwarf]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50770</id>
		<title>Cacame Awemedinade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cacame_Awemedinade&amp;diff=50770"/>
		<updated>2009-09-07T05:17:07Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: new D for Dwarf article ... 40+ page forum thread warrants it IMO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Cacame Fault elfking.jpg|200px|thumb|right|&amp;quot;The Glorious Elf King&amp;quot; by Fault]]&lt;br /&gt;
'''Cacame Awemedinade the Immortal Onslaught''' is rumored to be the world's most bada$$ [[elf]].&lt;br /&gt;
&lt;br /&gt;
In one particular slice of the Dwarf Fortress multiverse (generated by Holy Mittens), Cacame ascended to the rank of Elf King of the Dwarves. The story of his rise to glory has been chronicled in an [http://www.bay12games.com/forum/index.php?topic=39897.0 epic 40+ page thread] on the Bay 12 Games forum that includes original artwork, economic discussions, raw edits, Chuck Norris jokes, Battletech references, a Cacame-themed [[Mega construction|megaproject]], and great amounts of win.&lt;br /&gt;
&lt;br /&gt;
==Brief history==&lt;br /&gt;
[[File:Cacame history.jpg|200px|thumb|left|Cacame's early history (by Fault)]] &lt;br /&gt;
The dwarven civilization and Cacame's former Elven civilization were at war for many years, with the dwarves basically kicking the crap out of the elves for decades. In 90, the dwarves conquered his home city and placed a new dwarven governor in charge. Cacame was 7 at the time, and 5 years later, at the ripe old age of 12, he became a [[Guard]]. &lt;br /&gt;
[[File:Vester Cacame.png|200px|thumb|right|RIIIIDE CACAME RIIIIIDE! by Vester]] &lt;br /&gt;
Two years later, an elven attack injured his lower body and killed his wife Nemo (who was then eaten by the other elf). Two years after that, in 99, the dwarven king was killed in battle and somehow, Cacame became the leader of the civilization at the age of 16. It can only be assumed that his hatred of his other elves at eating his wife was so great that it impressed even the dwarves.&lt;br /&gt;
&lt;br /&gt;
Later, Cacame would go on to defeat a [[dragon]] with nothing more than Competent Hammer skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Colossus of Cacame==&lt;br /&gt;
[[File:Cacame colossus.jpg|200px|thumb|right|Colossus of Cacame]] &lt;br /&gt;
Holy Mittens created a [[Mega construction|megaproject]] in Cacame's honor:&lt;br /&gt;
&lt;br /&gt;
''His cape is made of solid [[gold]]. It took 949 bars of gold to forge. The vast majority of that gold was home-smelted. The head of his hammer is made of mithril with an [[iron]] band around it, spike at the top, and handle. That's 132 bars of mithril and 37 bars of iron.''&lt;br /&gt;
&lt;br /&gt;
''His armor and helmet are made of [[obsidian]]. I'm not even going to attempt to calculate or count how many stones it took. It was a lot of them. The horns on his helmet are [[cinnabar]]. His flesh is forged of [[platinum]]. 33 bars in total. His eyes are [[clear glass]] [[blocks]]. Behind his eyes are pools of [[magma]] that were pumped from the pipe a fair distance away. Sadly, Visual Fortress doesn't display this as two huge glowing orbs of elf-hating malice.''&lt;br /&gt;
&lt;br /&gt;
==Goblin reaction (by Neruz)==&lt;br /&gt;
[[File:Fault Cacame watercolor.png|200px|thumb|left|Watercolor by Fault]] &lt;br /&gt;
'''Goblin1:''' ''Man, I heard about these Dwarves. They have an ''Elf'', for their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''You sh*tting me?''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''I am totally serious, this Elf is so bada$$ the Dwarves accept him as their King!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin2:''' ''Fsck that, lets go raid the Orcs.''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Goblin1:''' ''Probably be safer.''&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Add him to your game!==&lt;br /&gt;
&lt;br /&gt;
===Engraving and decorations===&lt;br /&gt;
&lt;br /&gt;
'''Shima''': ''Add this to descriptor_shape_standard.txt in the raws, and he will show up in other worlds.  He might also appear in the likes of Dwarves, possibly ... will appear in engravings and decorations for all races, that much I can tell you for sure.  There may be some odd syntax &amp;quot;Engraving of a ale-chugging Elf King etcetc&amp;quot; and such, but that's the nature.  Rarely, in a Dwarf's likes, it might show &amp;quot;Elf King Cacame Lastnamey&amp;quot; as a like as well.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[SHAPE:ELFKING]&lt;br /&gt;
   [NAME:Elf King Cacame Awemedinade:Elf King Cacame Awemedinade]&lt;br /&gt;
   [ADJ:awe-inspiring]&lt;br /&gt;
   [ADJ:grand]&lt;br /&gt;
   [ADJ:marvelous]&lt;br /&gt;
   [ADJ:kickass]&lt;br /&gt;
   [ADJ:Elf-hating]&lt;br /&gt;
   [ADJ:ale-chugging]&lt;br /&gt;
   [ADJ:great]&lt;br /&gt;
   [ADJ:excellent]&lt;br /&gt;
   [ADJ:fantastic]&lt;br /&gt;
   [ADJ:majestic]&lt;br /&gt;
   [ADJ:extraordinary]&lt;br /&gt;
   [ADJ:tall]&lt;br /&gt;
   [ADJ:magma-loving]&lt;br /&gt;
   [ADJ:hammering]&lt;br /&gt;
   [ADJ:fighting]&lt;br /&gt;
   [ADJ:warring]&lt;br /&gt;
   [TILE:69]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Awemedinite===&lt;br /&gt;
'''Shima:''' ''I bring you... Awemedinite!''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
This goes into Matgloss_Metal&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:AWEMEDINITE]&lt;br /&gt;
[NAME:Awemedinite]&lt;br /&gt;
[ADJ:Awesome]&lt;br /&gt;
[COLOR:5:5:0]&lt;br /&gt;
[VALUE:1000]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:50000]&lt;br /&gt;
[BOILING_POINT:90000]&lt;br /&gt;
[WEAPON]&lt;br /&gt;
[WEAPON_RANGED]&lt;br /&gt;
[ARMOR]&lt;br /&gt;
[DAMAGE_PERC:800]&lt;br /&gt;
[BLOCK_PERC:800]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
And this into Reaction_Standard&lt;br /&gt;
&lt;br /&gt;
[REACTION:AWEMEDINITE]&lt;br /&gt;
[NAME:make Awemedinite bars]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:15:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
[REAGENT:10:BAR:NO_SUBTYPE:METAL:STEEL]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:GOLD]&lt;br /&gt;
[REAGENT:5:BAR:NO_SUBTYPE:METAL:SILVER]&lt;br /&gt;
[REAGENT:50:STONE:NO_SUBTYPE:STONE:MICROCLINE]&lt;br /&gt;
[REAGENT:3:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&lt;br /&gt;
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:AWEMEDINITE]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=39897.0 Epic DF forum topic]&lt;br /&gt;
* [http://mkv25.net/dfma/movie-1611-cacamevsthedragon Cacame vs. The Dragon]&lt;br /&gt;
&lt;br /&gt;
[[Category:D for Dwarf]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Fault_Cacame_watercolor.png&amp;diff=50769</id>
		<title>File:Fault Cacame watercolor.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Fault_Cacame_watercolor.png&amp;diff=50769"/>
		<updated>2009-09-07T05:14:16Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: Awesome watercolor of Cacame Awemedinade by Fault&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Awesome watercolor of Cacame Awemedinade by Fault&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Vester_Cacame.png&amp;diff=50768</id>
		<title>File:Vester Cacame.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Vester_Cacame.png&amp;diff=50768"/>
		<updated>2009-09-07T05:11:44Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: Vester and Mr Ham 97 colored artwork of Cacame Awemedinade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vester and Mr Ham 97 colored artwork of Cacame Awemedinade&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cacame_colossus.jpg&amp;diff=50767</id>
		<title>File:Cacame colossus.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cacame_colossus.jpg&amp;diff=50767"/>
		<updated>2009-09-07T05:09:46Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: Visual Fortress screenshot of The Colossus of Cacame megaproject by Holy Mittens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Fortress screenshot of The Colossus of Cacame megaproject by Holy Mittens&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cacame_history.jpg&amp;diff=50766</id>
		<title>File:Cacame history.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cacame_history.jpg&amp;diff=50766"/>
		<updated>2009-09-07T05:07:03Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: A drawing of Cacame Awemedinade's early history by Fault&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A drawing of Cacame Awemedinade's early history by Fault&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cacame_Fault_elfking.jpg&amp;diff=50765</id>
		<title>File:Cacame Fault elfking.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cacame_Fault_elfking.jpg&amp;diff=50765"/>
		<updated>2009-09-07T05:05:24Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: A drawing of Cacame Awemedinade by Fault&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A drawing of Cacame Awemedinade by Fault&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5829</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5829"/>
		<updated>2009-08-28T16:13:44Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: /* Playing as Humans in Fortress Mode */  - additional step to enable trap component creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Human|symbol=U|color={{COLOR:3:0:0}}|butcher=no|bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|biome=* Any}}&lt;br /&gt;
&lt;br /&gt;
'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.40d}} humans will invade if enough humans were killed while visiting your area.  They have also been known to show up if you've killed or offended too many [[elves]], though it's anyone's guess as to whether or not this is intended.&lt;br /&gt;
&lt;br /&gt;
This is especially dangerous if a human noble has been to your fortress. All [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapons]], trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;br /&gt;
&lt;br /&gt;
Because human towns are so open plan, kobold thieves can easily steal goods and return with better equipped forces. The benefits of human guards may also be less than great because their human children have a fondness for punching hippos, elephants and other large beasts capable of going on a rampage. (They can't tell man from dwarf).&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.&lt;br /&gt;
&lt;br /&gt;
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.&lt;br /&gt;
&lt;br /&gt;
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.&lt;br /&gt;
&lt;br /&gt;
== Playing as Humans in Fortress Mode ==&lt;br /&gt;
To start a &amp;quot;Human fort&amp;quot; (or, alternately, an Elven retreat or [[Goblin]] tower) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.&lt;br /&gt;
&lt;br /&gt;
In order to build trap components, you will also need to add the following to the Human entry in entity_default:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plants]] (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).&lt;br /&gt;
&lt;br /&gt;
== Future development ==&lt;br /&gt;
&lt;br /&gt;
Humans will be in the future more Xenophobic then right now. Thanks to this Xenophobia Demons are less likely to take over a human Civ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; Toady One (04.May.2009) [http://www.bay12games.com/forum/index.php?topic=30026.msg540602#msg540602]: &lt;br /&gt;
&lt;br /&gt;
[] Humans are far too xenophobic and afraid of strange things to allow a demon to go through some mechanic like a duel for warlord status -- the same tag that'll make humans consider pointy ears and glowing red eyes less attractive or scary in general might control this. []&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This doesn't mean that Demons cant overtake a group of Humans.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; Toady One (04.May.2009) : &lt;br /&gt;
&lt;br /&gt;
[] It would be cool if eventually the demon can exploit the religious process to turn a group of human bandits into a demon cult or something, but for now, it's just straightforward violence and domination.  A demon might pass into the rulership of humans in this way as well, but it would have to not get killed by them first. []&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HUMAN]&lt;br /&gt;
	[NAME:human:humans:human]&lt;br /&gt;
	[TILE:'U'][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:stature]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:60:120]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39908</id>
		<title>40d Talk:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39908"/>
		<updated>2009-08-27T04:12:40Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: /* Alcoholic Hammerers */  - teetotaler dwarves?!?!?!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I saw it mentioned somewhere - on either the bay12 forums or elsewhere on this wiki - that if you strip a Hammerer of his hammer (mark it for dumping), he'll not pick up another one, and will 'hammer' people unarmed instead. Certainly this seems to be working for me so far; out of two prescribed 'hammerings' I've had one Carpenter come out with a bruised lower spine, and a Swordsdwarf come out unscathed (likely thanks to his chainmail). Not yet any skill in wrestling for the Hammerer either (not even dabbling). -- [[User:Raumkraut|Raumkraut]] 13:56, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nice find, why not add that to the article?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: You can prevent hammerer-related deaths entirely by trapping the hammerer in a cage trap. You will need to arrange some way, such as sleep or giant cave spider, for the hammerer to become unconscious and fall down on a cage trap tile. -- [[User:Rkyeun|Rkyeun]] 17:18, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I also remember seeing horror stories from the 2D version where, if the Hammerer lost both his arms, he would BITE people as punishment.  And tear their heads off with his jaws, walking around with dwarf chunks in his mouth.  A hammerer with no arms is way more dangerous than you might think; if he loses his arms, make sure he loses his head too! --[[User:Sowelu|Sowelu]] 02:19, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It seems unlikely.  A hammerer who lost both his arms would also be losing consciousness constantly.--[[User:Maximus|Maximus]] 03:46, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::is this still true? i have the hammerer's hammer designated as A) forbidden, and B) for melting (even though it's a work of art). it's been almost a year, and he's still not dropped it, and it's the only thing available for melting, but an alert pops up saying &amp;quot;smelter cancels melt a metal object: needs melt-designated item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::::Dwarves won't melt something that somebody is carrying, and they won't do squat with something that's forbidden.  They will, however, ''dump'' an object that's being carried/worn.  So try unforbidding the hammer and marking it for dumping.  When it gets dumped, go to the dump zone, reclaim it, and mark it for melting. --[[User:LegacyCWAL|LegacyCWAL]] 12:01, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::yep, done that. taken it off both 'melt' and 'forbid', set it to be 'dumped', and he's still carrying it around. looks like it's not possible anymore :/   thank goodness i built that prison block! xD&lt;br /&gt;
&lt;br /&gt;
::::::Have you remembered to set a garbage dump zone? I'm on 40d and had no problem dumping my hammerer's hammer. It might just take a while for someone to come and take it off him. --[[User:Paradigmlost|Paradigmlost]] 13:45, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::yeah, that must have been it. i assumed he'd just drop it, if not dump it himself. he didnt have it equiped when i locked him in his room, so it must have been dumped at some point x]  bit too late, but.. better late than never :]  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::::i found the reason it wasnt dumped (or, may have a possible reason). i think i designated it from the 'stocks' menu, and on the [[Stone management]] wiki, it stated that it requires 'some bookkeeper labour' to designate stones for dumping from the stocks menu. since i was moving my bookkeeper to a more appropriate housing block with the other nobles, he didnt have a desk to work off. hence, it was never confirmed, and didnt happen.  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
==Arrives with Baron==&lt;br /&gt;
Can anyone verify this?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
:I've had this happen recently; that is, the hammerer and baron arriving together.  I've only had a baron arrive once, however, so this is hardly conclusive.  Also this baron promptly ruined the fort with his 'economy' and 'coin' and other seditious ideas, but that's beside the point.--[[User:Dadamh|Dadamh]] 14:59, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This isn't true. I've just received the hammerer along with the count and the tax collector. No baron ! --[[User:Rep|Rep]] 22:04, 13 April 2009 (UCT)&lt;br /&gt;
&lt;br /&gt;
: ''The Baron may be promoted (or displaced by order of noble rank) into/by the Count'' (From the [[baron]] article) (And don't forget to sign your message :P) --[[User:Karl|Karl]] 22:28, 13 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finished off a goblin invader ==&lt;br /&gt;
&lt;br /&gt;
Just fended off my second invasion of goblins first with trolls.(I love cage traps)&lt;br /&gt;
He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer. I'd like to give him a hammer (a weak one) for effort :) My point is that he'll help fighting.--[[User:Seaneat|Seaneat]] 18:18, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Avoiding a Hammering==&lt;br /&gt;
This page would seem like a good place to put advice on how to avoid getting your dwarves hammered (and not in the good way.) Does putting the full amount of guards and cages prevent dwarves violating work orders being sentenced to hammerings?--[[User:Pyrite|Pyrite]] 07:45, 18 December 2008 (EST)&lt;br /&gt;
:Mostly. The default sentence for any offense is jail time. To be able to sentence your dwarf to jail time, you need to have a free guard to escort the offender to jail and you need a chain or cage to put them in. It's only if they try to put your dwarf into jail and fail that they get hammered. It's still possible to get more people arrested than you have restraints, unless you have a restraint for every dwarf. There was a case in one of my forts where my Mayor decided ''post facto'' that crowns could not be exported... right after I'd just put out a big shipment of them. I had 34 dwarves sentenced and only 15 (the recommended amount) restraints. The hammerer had a very bloody time of it... Kind of a shame that the mayor wasn't one of the offending haulers.&lt;br /&gt;
:Also, as I think is noted somewhere above, if you have no guards and no restraints designated as a jail, the noble gets an unhappy thought for not being able to punish anyone (on top of unhappines over not having the mandate filled if that's the offense) but there's no jail time and no hammering because there was no failure to get the offender to jail. One side effect of this is that tantruming dwarves are not stopped as effectively. -[[User:Fuzzy|Fuzzy]] 09:04, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Trap/kill the Hammerer==&lt;br /&gt;
is it possible? both to trap him, and/or kill him? and if you do either, is he replaced?&amp;lt;br&amp;gt;he's already killed one of my champion wrestlers for failing a mandate (no idea why it was him; i assume it's linked to his former job, although i'm really not sure), and now he's whacked (literally) a peasant, with no skills (he was just hauling wood!) - instantly killing him. i want him dead! :|  --[[User:DJ Devil|DJ Devil]] 13:17, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;standard&amp;quot; method for dealing with misbehaving nobles is to turn their room into a drowning chamber, or to throw them into a 20z pit.  If you're in a hurry, you can always just lock him in his room until he dies of starvation or thirst. There's plenty of other, more imaginative ways though.  --[[User:LegacyCWAL|LegacyCWAL]] 15:29, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::will he be replaced, though? i dont want another one showing up with the next wave x]  nor do i want my mayor to take up the position :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I think he will.  Of course, you don't have to let ''him'' live either.  And your mayor won't do any noble's job except his own. --[[User:LegacyCWAL|LegacyCWAL]] 12:13, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::he's been safely disposed of, and his weapon is being used by one of the n00bs sparring in the barracks :]  he's not been replaced so far, but if one comes during the next wave of immigrants, he'll get the same treatment. let's hope he brings with him another steel axe; it's in short supply on my map :x  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::One thing you could try to stop a replacement coming is locking him in his rooms (and building a wall over the door just to make sure) and channelling a hole above. Make it a dumping zone and throw some food and drink in every now and again - make sure there's a food stockpile in there so it won't rot, and remember to unforbid it all after it's been dumped. You could even carve the room and put plenty of furniture in there and you could very well end up with an ecstatic hammerer, living out his days walled into his rooms, never to be heard from again. [[User:FangXianfu|FangXianfu]] 02:35, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Just so you know, [[Unfortunate accident|there's a page on noble disposal.]]  No need to thank me.  --[[User:Smartmo|Smartmo]] 03:42, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== mandates ==&lt;br /&gt;
Will she ever make mandates? Might be added --[[User:Confused|Confused]] 19:57, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alcoholic Hammerers ==&lt;br /&gt;
I've stumbled across a rather bizarre bit of trivia. I've recently modded the game so that dwarves no longer need booze to get through the working day. (My justification for this heinous act is that this is a &amp;quot;transdwarven&amp;quot; fortress, meaning that they've been modified somehow to be no longer true dwarves, but dwarven cyborgs. Please don't judge me.) So, no booze in the fortress, and the whole place is running like a well-oiled machine. Except for the Hammerer. The Hammerer still needs alcohol, and is starting to work more slowly. Apparently, there's something special about the Hammerer that makes them consistently want to drink booze? Or do I just have a defective hammerer (she's apparently &amp;quot;slow to anger&amp;quot; and &amp;quot;sincere&amp;quot; and &amp;quot;often nervous,&amp;quot; and doesn't delight in slaughter. Now tell me that that's not non-hammerly)?  [[User:Mythsage|Mythsage]]&lt;br /&gt;
:A non-hammerly dwarf to go with your ABOMINATION of a fortress. Teetotaler dwarves?!?!?! Seriously though, I don't judge; mod the game any way you like, that's part of its beauty. ;)  [[User:JubalHarshaw|JubalHarshaw]] 04:12, 27 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vein&amp;diff=48560</id>
		<title>40d:Vein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vein&amp;diff=48560"/>
		<updated>2009-06-19T20:10:55Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Veins and Clusters==&lt;br /&gt;
&lt;br /&gt;
[[Image:Veins revealed.PNG|thumb|right|300px|(click to enlarge)&amp;lt;br /&amp;gt;'''Veins and clusters, fully revealed.'''  Note this unusual copper (brown) '''vein''' has been folded over and reconnects with itself, and also overlaps one of the two hematite (red) veins. Also note the brown gems in the very top of the center hematite vein, and the various '''small clusters''' of gems across the level.  The bottom quarter of a '''large cluster''' (of non-valuable stone) is at top right, with a small cluster of native aluminum (white chevrons) below it.  This area is well above average - some areas this size have nothing to offer but callouses and disappointment.&amp;lt;br /&amp;gt;(''This view uses a 3rd party [[utility]], and is not easily achieved in an unmodified game. See smaller image, below, of this same map with a more typical view.'']]&lt;br /&gt;
&lt;br /&gt;
[[Image:Copper_strike.PNG|thumb|right|200px|The '''same map''' as above, with tiles visible from the same [[exploratory mining]] shafts and tunnels only.  This is what is more typically seen in gameplay.  A lot of work and surprises ahead!]]&lt;br /&gt;
&lt;br /&gt;
If a stone is not a [[layer]] stone, then it is found within a layer or another stone as a '''vein''' or a '''cluster'''.  Veins and clusters do not jump z-levels, except by coincidence - a vein or cluster is limited to one z-level, but that doesn't mean the same stone can't be found above or below as well if the conditions (the surrounding stone) are right.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in these patterns:&lt;br /&gt;
&amp;lt;!--EDITORS - IF YOU UPDATE THIS INFO, PLEASE BE SURE TO ALSO UPDATE [[Exporatory mining]]!&lt;br /&gt;
SOME REDUNDANT INFORMATION IS CRITICAL TO THAT ARTICLE (but not all)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* '''Large cluster''' - An oval that occupies nearly half of a 48x48 block, area-wise, and centered in that block. These huge ovals consistently measure near 20 x 40 tiles, and average perhaps 750 stones each.  Only one appears per block, and while veins and small clusters can be found in them, large clusters are usually not a valuable stone ([[magnetite]] being the one notable exception).&lt;br /&gt;
&lt;br /&gt;
:* '''Vein''' - A sinuous line of the material crosses part of the block.  These vary from 1-4 tiles wide within a single vein and average about 100 stones each, but veins with over 200 stones have been reported*.  When a vein ends, it does not start again unless it was broken by another vein, cluster or erosion (see below).&lt;br /&gt;
::''(* It's ~possible~ that these are 2 identical veins lined up end-to-end, but it's unclear if there is an upper limit as to how big a single vein can be.)''&lt;br /&gt;
&lt;br /&gt;
:* '''Small cluster''' - A sprinkle of 1 to 9 adjacent tiles.  Multiple small clusters of different materials may be in the same block.  These average 4-5 adjacent stones each and do not span more than three tiles in each direction.  (That is, all tiles are enclosed in a 3x3 square area.)&lt;br /&gt;
&lt;br /&gt;
With a few exceptions, if a block has a large cluster it will ''not'' have other veins or small clusters. Exceptions include [[raw adamantine]] veins, which can occur in any layer or large cluster in their block; [[olivine]] and [[chromite]] veins, which can contain [[demantoid]]s; and [[magnetite]] and [[platinum]] veins.'' (...and possibly others?)''&lt;br /&gt;
&lt;br /&gt;
Rarely, two separate veins (of the same or different stone/ore) can be found &amp;quot;doubled&amp;quot;, two next to each other, or (also rarely) folded back on themselves.  Unrelated veins and clusters can intersect or overlap with each other - only one type of stone/ore/gem will be found in any one tile, however. &lt;br /&gt;
&lt;br /&gt;
Note that erosion (during world-gen, pre-[[embark]]), magma (pools and pipes), water (brooks, rivers and pools), pits and chasms may reduce exposed veins and clusters to a fraction of their original starting size, and/or cut through them, [[Revealed tile|exposing]] only the remnants, or two parts of a single vein in two nearby areas on the same [[z-level]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Eroded vein.PNG|thumb|center|400px|A '''single vein''' of hematite has been exposed on a hillside on the surface, cut and heavily reduced by erosion.  The final count was ''far'' below average, not much more than twice what is visible.]]&lt;br /&gt;
&lt;br /&gt;
It is common to find certain gemstones embedded only in certain veins or large clusters.  For instance, to find rubies and sapphires, explore [[bauxite]] clusters; for [[diamond]]s, one should follow any [[kimberlite]] veins they find, which in turn are found only in [[gabbro]] [[layer]]s.  Knowing what stone (or ore) contains what veins and clusters can be useful in [[exploratory mining]] or understanding the information given to you before you embark on a new game, and complete information for each can be found on the wiki page for that stone/ore/gem.&lt;br /&gt;
&lt;br /&gt;
[[Raw adamantine]] is neither a typical stone nor metal ore, and veins of raw adamantine do not follow any of the normal patterns.  They tend to be narrower, more spidery, and in fact are the only veins to (predictably) connect across z-levels, up and down within that 48x48 area block.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Stone]]&lt;br /&gt;
:* [[Ore]]&lt;br /&gt;
:* [[Gem]]&lt;br /&gt;
:* [[Soil]]&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
:* (also, any individual types of stone, ore, or gem, by specific name - for instance, [[granite]] or [[gold]].)&lt;br /&gt;
:* And, for newer players, [[The Non-Dwarf's Guide to Rock]]&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Mining]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jpwrunyan&amp;diff=47218</id>
		<title>User talk:Jpwrunyan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jpwrunyan&amp;diff=47218"/>
		<updated>2009-04-27T16:06:53Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: /* Apologies */  - thanks, my message sounds more stern than I intended&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Apologies==&lt;br /&gt;
I'm sorry you were offended by my edit, but I'd like to direct you to the note at the bottom of the edit page: ''&amp;quot;Please note that all contributions to Dwarf Fortress Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.&amp;quot;'' ... it's pretty much counter-productive to consider any article on a wiki as &amp;quot;your article&amp;quot;. I simply read the talk page for the article, agreed with it, and made the change. &amp;quot;Be bold&amp;quot; is a common wiki rule, here and on other wikis. I will try in the future to communicate such changes to those who may be interested in/involved with an article, and to provide more detail in the edit summary. [[User:JubalHarshaw|JubalHarshaw]] 19:53, 25 April 2009 (UTC)&lt;br /&gt;
:Thanks. I recently re-read my response above and realized it was a little more ... stern? than I meant it to be. I think we're on the same page, thanks for the civility and quick response. [[User:JubalHarshaw|JubalHarshaw]] 16:06, 27 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jpwrunyan&amp;diff=47217</id>
		<title>User talk:Jpwrunyan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jpwrunyan&amp;diff=47217"/>
		<updated>2009-04-25T19:54:43Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: ok, this is where it should go&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Apologies==&lt;br /&gt;
I'm sorry you were offended by my edit, but I'd like to direct you to the note at the bottom of the edit page: ''&amp;quot;Please note that all contributions to Dwarf Fortress Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.&amp;quot;'' ... it's pretty much counter-productive to consider any article on a wiki as &amp;quot;your article&amp;quot;. I simply read the talk page for the article, agreed with it, and made the change. &amp;quot;Be bold&amp;quot; is a common wiki rule, here and on other wikis. I will try in the future to communicate such changes to those who may be interested in/involved with an article, and to provide more detail in the edit summary. [[User:JubalHarshaw|JubalHarshaw]] 19:53, 25 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jpwrunyan&amp;diff=47408</id>
		<title>User:Jpwrunyan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jpwrunyan&amp;diff=47408"/>
		<updated>2009-04-25T19:54:32Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: oops, wrong spot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like waterfalls.&lt;br /&gt;
&lt;br /&gt;
=Fortresses Past and Present=&lt;br /&gt;
&lt;br /&gt;
==Dreadwood Fortress and the Combined Luck of Fools==&lt;br /&gt;
&amp;quot;Because suffering builds character.&amp;quot;&lt;br /&gt;
===Biome===&lt;br /&gt;
Dreadwood is located in a temperate broadleaf forest.  To the south is a small stream and hills gently roll to the north.  The entire forest and vegetation are utterly dead, hence the name.  Likewise, the animal life are also mostly undead:  foxes and deer, skeletal and zombie.  The fortress is located on top of a small bluff with nearby pools of water where toads and turtles are the only legitimately living things.  The fortress was founded directly adjacent to the ruins of a fortress that was abandoned the previous year.&lt;br /&gt;
===Group===&lt;br /&gt;
The Combined Luck of Fools are seven dwarves from the extreme south east (data incomplete):&lt;br /&gt;
*Weaponsmith (lvl 5); Appraiser, Judge of Intent; Novice Persuader&lt;br /&gt;
*Armorsmith (lvl 5); Novice Furnace Operator&lt;br /&gt;
*Blacksmith (lvl 5); Novice Cook, Brewer, Grower&lt;br /&gt;
*Metalsmith, Gem Encruster (lvl 5)&lt;br /&gt;
*Carpenter (lvl 5); Novice Axedwarf, Wrestler, Armor User, Shield User&lt;br /&gt;
*Mechanic, Glassworker (lvl 5)&lt;br /&gt;
*Mason (lvl 5); Novice Hammerdwarf, Wrestler, Armor User, Shield User, Woodburner&lt;br /&gt;
We departed with large quantities of bismuthinite, copper nuggets, cassiterite, and bituminous coal.  The plan is to smelt these into our initial wealth the first year until native resources are found.  Other resources include an anvil, two loads of bauxite, and 5 turtle.  A mere 1 or 2 seeds of each underground crop will have to be planted immediately when we arrive.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
====Year 302====&lt;br /&gt;
The first thing we did upon arrival was build two smelters to begin processing our bituminous coal and other ores.  It would have been simple enough to have brought picks or even metal bars so that this initial smelting would not be necessary but we decided to bring as much raw material as possible and wouldn't spare any expense for other essentials like food.&lt;br /&gt;
&lt;br /&gt;
This posed a problem since the surrounding vegetation is all dead.  There was not a single living herb or bush to be foraged as far as the eye could see.  This meant that in the spring, while still waiting for the first harvest of plump helmet, The Fools had to tighten their belts and reign in the howling of their hunger.  The less busy dwarves fished the nearby ponds and a fishery was temporarily installed to process the turtle that was caught.  Since none of us were fisherdwarves by trade, this was an unhappy solution.&lt;br /&gt;
&lt;br /&gt;
In the meantime, we forged a pick and two battle-axes and began chopping down the evil wood and digging out a home below.  The design of the first layers is not ergonomic.  We anticipate incursions from the undead and so have laid out pinch points at the stairwells for traps.  The design is four-cornered with a central area for temporary dining.  Later, we will use it for storage.&lt;br /&gt;
&lt;br /&gt;
The second layer consists of yellow sand which will be used for glass-making later.&lt;br /&gt;
&lt;br /&gt;
The only other springtime event to note is that while fishing, our weaponsmith was accosted by a skeletal dear.  Fortunately he smote it handily with his axe and suffered no trauma.  But the incident weighs heavily on our minds.  An outer wall must be established and fishing discontinued.&lt;br /&gt;
&lt;br /&gt;
In the summer we plant more rock nuts, sweet pod, and plump helmets as well as our cave wheat and pig tails.  Are stores are empty but we manage to cook and brew our crops in time for dinner.&lt;br /&gt;
&lt;br /&gt;
A well area and a passage to one of the surface pools is ready.  As soon as the stone gets cleared, we shall construct our well.  A wall now surrounds our above ground entrance except for one small entrance/exit.  Soon only our axe bearers will be allowed outside to haul wood.  Hopefully the narrow entrance will mean no thieves sneak in undetected.  And a door should keep the undead out.  Alas, we have no dogs...&lt;br /&gt;
&lt;br /&gt;
As our mason constructs blocks for our outer fortifications, our mechanic builds mechanisms.  He has already constructed one masterpiece!  Our carpenter also created a masterpiece.  It is a wooden bin.  Though appreciative, we would rather he dedicate this care to the quality of our beds.  Our armorer is also forging armor pieces, starting with guantlets and high boots.  Quality goods will be kept in the barracks.&lt;br /&gt;
&lt;br /&gt;
Finally, our miner has established living quarters so we may all have the privacy we could not obtain from sleeping in the barracks.&lt;br /&gt;
&lt;br /&gt;
By autumn moods are high but less than ecstatic.  A racoon stole a wooden shield.  We noticed the burgler just as he made off into the underbrush.  Some are taking this as a bad omen.  One of the few living creatures in this cursed place and it practices evil against us.  But the wooden shields we have were made in the spring against the possible contigency of early attack.  We have since prepared bismuth bronze shields to replace them.  Regardless, a cage trap has been ordered in case the racoon comes back.  But the mechanic is taking a month off first.&lt;br /&gt;
&lt;br /&gt;
Food stores have reached a comfortable threshold.&lt;br /&gt;
&lt;br /&gt;
The caravan arrived with only two mules worth of stuff.  It was very disappointing.  But we traded for some silver bars which were forged into a nice chain for the well.  The merchants became insulted, however, and stormed off after we purchased their donkey meat and tried to trade it back to them at a profit as donkey meat biscuits.  How did they know?&lt;br /&gt;
&lt;br /&gt;
After the merchants left and winter encroached, a swarm of new immigrants arrived!  And were immediately beset by a skeletal wolf.  Fortunately, there were enough immigrants that they formed a militia and bashed the wolf to pieces--all while our two military members were still donning armor.  Indeed, such brave souls are welcome members to our fortress.  This also means that our high ranking workers can stop with the mundane tasks of milling, processing plants, and planting seeds.&lt;br /&gt;
&lt;br /&gt;
More good news came as we started carving out quarters for our new members.  We struck magnetite!  Now our bismuth bronze can be used for decoration and crossbows while the iron from the magnetite will be used to make fine weapons and armor!  It will be a warm winter in the fortress, heated by the efforts of our labor.&lt;br /&gt;
&lt;br /&gt;
The winter was unforgiving.  First a skeletal racoon made off with a masterpiece wooden shield made by our carpenter.  We tried to comfort him the typical dwarven way by saying things like:  &amp;quot;It's just a wooden shield.  It's not really that good...&amp;quot; and &amp;quot;You know, if you had made a masterpiece bed this never wood have happened.&amp;quot;  But he would not be consoled.  Even worse, our new leather worker was caught outside when another skeletal racoon appeared.  Perhaps wishing to take vengeance upon racoonkind for their transgressions against us, he charged the thing completely unarmed.  Alas, he bled to death soon after before our soldiers arrived in time to smash the undead horror.&lt;br /&gt;
&lt;br /&gt;
====Year 303====&lt;br /&gt;
&lt;br /&gt;
The elven caravan arrived just in time to be assailed by a skeletal cougar.  The fairies did not bring any guards with them.  That's probably for the best as they would have likely been killed.  The elves fled and one of their camels fought bravely against the abomination.  It held out long enough for our troops to get there and put down the horrible thing.  They then came and we traded mechanisms for fresh food.  Now we can farm on the surface!&lt;br /&gt;
&lt;br /&gt;
More immigrants arrived.  Many more.  Work has begun on new quarters.&lt;br /&gt;
&lt;br /&gt;
Summer began with yet more immigrants arriving.  We are slowly preparing a military force.  The outer walls are also being expanded.  Altogether, we have far too many masons for the work that needs to be done.&lt;br /&gt;
&lt;br /&gt;
Our new leatherworker was seized with a fey mood and demanded tanned hides.  We obliged by slaughtering a horse.  He took the single leather hide and created a marvelous, though simple, artifact:  &amp;quot;Rotraced&amp;quot; the horse leather leggings.  We congratulated him on his good practical sense!  Now if only we had more leather...&lt;br /&gt;
&lt;br /&gt;
A skeletal deer was caught in one of our cage traps and brought back to the fortress.  This alerted us that we needed to clear the general vicinity of undead.  What an ordeal!  We were in the middle of it when the caravan arrived.  Our hunter decided at that time to go hunting (desperate to do so after going so long without a single living creature to kill).  Then some goblins showed up and were immediately beset by undead.  The traders got to our outpost and our local militia was mobilized.  What a pathetic lot!  They had plenty of time but still couldn't manage to get organized before the caravan guards slaughtered the goblin raiding party from atop our butte.  We promptly gathered the goblins' things and then traded them to the caravan... along with the horrid skeletal deer we had caught.  At least we have a ton of steel and leather now!  We also grabbed an excess of fine giant cave spider silk!&lt;br /&gt;
&lt;br /&gt;
After the caravan left, one of our new arrivals went into a strange mood and seized a craftdwarf's shop.  He emerged with an artifact drum made of wood, decorated with... wood!  We are a simple, practical lot.&lt;br /&gt;
&lt;br /&gt;
=Obnoxious Things That Have Happened to Me=&lt;br /&gt;
Here I will keep a list of some of the more attrocious things Dwarf Fortress does either to me directly or to my dwarves by proxy.  Unless noted explicitly otherwise, the following incidents have resulted in abandoning the fortress.&lt;br /&gt;
==Dwarf cancels drink: unconscious==&lt;br /&gt;
My mason, while fleeing from a skeletal fox took a kidney punch in the back, lightly wounding her lower spine.  Naturally, I retaliated by drafting her so she'd fight back.  Grabbing a nearby war-hammer (that was convenient!) she pulverized the fox into so many skeletal bits.  Unfortunately, some of the shards must have gotten into her eyes as one was bleeding and the other completely ruined.  At this point, my dwarf is falling over unconscious.  Why?  You have vanquished the skeletal fox!  Stand up!  Only one eye?  That just means you have to turn your head more!  Come on, are you a man or a dwarf!  She does, eventually, get up and then must have a drink for her efforts have parched her throat, I guess.  She makes her way to the barrels of wine below, falling over repeatedly--I assume by running headlong into walls she can't see.  By the time she is hunkering over the beer barrels she is now suffering from pain as well as thirst, and yes, the pain is so bad it knocks her unconscious.  This has the obnoxious effect of aborting her beer drinking and guaranteeing a slow death by dehydration (which conveniently exacerbates her already intense pain).  This process plays out repeatedly.  I despair.  &lt;br /&gt;
&lt;br /&gt;
None of the other dwarves can be bothered to help her, of course, because in Dwarf Fortress, you're not really injured unless you're dead.&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Jpwrunyan&amp;diff=47407</id>
		<title>User:Jpwrunyan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Jpwrunyan&amp;diff=47407"/>
		<updated>2009-04-25T19:53:30Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: apologies but a note about considering articles &amp;quot;yours&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like waterfalls.&lt;br /&gt;
&lt;br /&gt;
=Fortresses Past and Present=&lt;br /&gt;
&lt;br /&gt;
==Dreadwood Fortress and the Combined Luck of Fools==&lt;br /&gt;
&amp;quot;Because suffering builds character.&amp;quot;&lt;br /&gt;
===Biome===&lt;br /&gt;
Dreadwood is located in a temperate broadleaf forest.  To the south is a small stream and hills gently roll to the north.  The entire forest and vegetation are utterly dead, hence the name.  Likewise, the animal life are also mostly undead:  foxes and deer, skeletal and zombie.  The fortress is located on top of a small bluff with nearby pools of water where toads and turtles are the only legitimately living things.  The fortress was founded directly adjacent to the ruins of a fortress that was abandoned the previous year.&lt;br /&gt;
===Group===&lt;br /&gt;
The Combined Luck of Fools are seven dwarves from the extreme south east (data incomplete):&lt;br /&gt;
*Weaponsmith (lvl 5); Appraiser, Judge of Intent; Novice Persuader&lt;br /&gt;
*Armorsmith (lvl 5); Novice Furnace Operator&lt;br /&gt;
*Blacksmith (lvl 5); Novice Cook, Brewer, Grower&lt;br /&gt;
*Metalsmith, Gem Encruster (lvl 5)&lt;br /&gt;
*Carpenter (lvl 5); Novice Axedwarf, Wrestler, Armor User, Shield User&lt;br /&gt;
*Mechanic, Glassworker (lvl 5)&lt;br /&gt;
*Mason (lvl 5); Novice Hammerdwarf, Wrestler, Armor User, Shield User, Woodburner&lt;br /&gt;
We departed with large quantities of bismuthinite, copper nuggets, cassiterite, and bituminous coal.  The plan is to smelt these into our initial wealth the first year until native resources are found.  Other resources include an anvil, two loads of bauxite, and 5 turtle.  A mere 1 or 2 seeds of each underground crop will have to be planted immediately when we arrive.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
====Year 302====&lt;br /&gt;
The first thing we did upon arrival was build two smelters to begin processing our bituminous coal and other ores.  It would have been simple enough to have brought picks or even metal bars so that this initial smelting would not be necessary but we decided to bring as much raw material as possible and wouldn't spare any expense for other essentials like food.&lt;br /&gt;
&lt;br /&gt;
This posed a problem since the surrounding vegetation is all dead.  There was not a single living herb or bush to be foraged as far as the eye could see.  This meant that in the spring, while still waiting for the first harvest of plump helmet, The Fools had to tighten their belts and reign in the howling of their hunger.  The less busy dwarves fished the nearby ponds and a fishery was temporarily installed to process the turtle that was caught.  Since none of us were fisherdwarves by trade, this was an unhappy solution.&lt;br /&gt;
&lt;br /&gt;
In the meantime, we forged a pick and two battle-axes and began chopping down the evil wood and digging out a home below.  The design of the first layers is not ergonomic.  We anticipate incursions from the undead and so have laid out pinch points at the stairwells for traps.  The design is four-cornered with a central area for temporary dining.  Later, we will use it for storage.&lt;br /&gt;
&lt;br /&gt;
The second layer consists of yellow sand which will be used for glass-making later.&lt;br /&gt;
&lt;br /&gt;
The only other springtime event to note is that while fishing, our weaponsmith was accosted by a skeletal dear.  Fortunately he smote it handily with his axe and suffered no trauma.  But the incident weighs heavily on our minds.  An outer wall must be established and fishing discontinued.&lt;br /&gt;
&lt;br /&gt;
In the summer we plant more rock nuts, sweet pod, and plump helmets as well as our cave wheat and pig tails.  Are stores are empty but we manage to cook and brew our crops in time for dinner.&lt;br /&gt;
&lt;br /&gt;
A well area and a passage to one of the surface pools is ready.  As soon as the stone gets cleared, we shall construct our well.  A wall now surrounds our above ground entrance except for one small entrance/exit.  Soon only our axe bearers will be allowed outside to haul wood.  Hopefully the narrow entrance will mean no thieves sneak in undetected.  And a door should keep the undead out.  Alas, we have no dogs...&lt;br /&gt;
&lt;br /&gt;
As our mason constructs blocks for our outer fortifications, our mechanic builds mechanisms.  He has already constructed one masterpiece!  Our carpenter also created a masterpiece.  It is a wooden bin.  Though appreciative, we would rather he dedicate this care to the quality of our beds.  Our armorer is also forging armor pieces, starting with guantlets and high boots.  Quality goods will be kept in the barracks.&lt;br /&gt;
&lt;br /&gt;
Finally, our miner has established living quarters so we may all have the privacy we could not obtain from sleeping in the barracks.&lt;br /&gt;
&lt;br /&gt;
By autumn moods are high but less than ecstatic.  A racoon stole a wooden shield.  We noticed the burgler just as he made off into the underbrush.  Some are taking this as a bad omen.  One of the few living creatures in this cursed place and it practices evil against us.  But the wooden shields we have were made in the spring against the possible contigency of early attack.  We have since prepared bismuth bronze shields to replace them.  Regardless, a cage trap has been ordered in case the racoon comes back.  But the mechanic is taking a month off first.&lt;br /&gt;
&lt;br /&gt;
Food stores have reached a comfortable threshold.&lt;br /&gt;
&lt;br /&gt;
The caravan arrived with only two mules worth of stuff.  It was very disappointing.  But we traded for some silver bars which were forged into a nice chain for the well.  The merchants became insulted, however, and stormed off after we purchased their donkey meat and tried to trade it back to them at a profit as donkey meat biscuits.  How did they know?&lt;br /&gt;
&lt;br /&gt;
After the merchants left and winter encroached, a swarm of new immigrants arrived!  And were immediately beset by a skeletal wolf.  Fortunately, there were enough immigrants that they formed a militia and bashed the wolf to pieces--all while our two military members were still donning armor.  Indeed, such brave souls are welcome members to our fortress.  This also means that our high ranking workers can stop with the mundane tasks of milling, processing plants, and planting seeds.&lt;br /&gt;
&lt;br /&gt;
More good news came as we started carving out quarters for our new members.  We struck magnetite!  Now our bismuth bronze can be used for decoration and crossbows while the iron from the magnetite will be used to make fine weapons and armor!  It will be a warm winter in the fortress, heated by the efforts of our labor.&lt;br /&gt;
&lt;br /&gt;
The winter was unforgiving.  First a skeletal racoon made off with a masterpiece wooden shield made by our carpenter.  We tried to comfort him the typical dwarven way by saying things like:  &amp;quot;It's just a wooden shield.  It's not really that good...&amp;quot; and &amp;quot;You know, if you had made a masterpiece bed this never wood have happened.&amp;quot;  But he would not be consoled.  Even worse, our new leather worker was caught outside when another skeletal racoon appeared.  Perhaps wishing to take vengeance upon racoonkind for their transgressions against us, he charged the thing completely unarmed.  Alas, he bled to death soon after before our soldiers arrived in time to smash the undead horror.&lt;br /&gt;
&lt;br /&gt;
====Year 303====&lt;br /&gt;
&lt;br /&gt;
The elven caravan arrived just in time to be assailed by a skeletal cougar.  The fairies did not bring any guards with them.  That's probably for the best as they would have likely been killed.  The elves fled and one of their camels fought bravely against the abomination.  It held out long enough for our troops to get there and put down the horrible thing.  They then came and we traded mechanisms for fresh food.  Now we can farm on the surface!&lt;br /&gt;
&lt;br /&gt;
More immigrants arrived.  Many more.  Work has begun on new quarters.&lt;br /&gt;
&lt;br /&gt;
Summer began with yet more immigrants arriving.  We are slowly preparing a military force.  The outer walls are also being expanded.  Altogether, we have far too many masons for the work that needs to be done.&lt;br /&gt;
&lt;br /&gt;
Our new leatherworker was seized with a fey mood and demanded tanned hides.  We obliged by slaughtering a horse.  He took the single leather hide and created a marvelous, though simple, artifact:  &amp;quot;Rotraced&amp;quot; the horse leather leggings.  We congratulated him on his good practical sense!  Now if only we had more leather...&lt;br /&gt;
&lt;br /&gt;
A skeletal deer was caught in one of our cage traps and brought back to the fortress.  This alerted us that we needed to clear the general vicinity of undead.  What an ordeal!  We were in the middle of it when the caravan arrived.  Our hunter decided at that time to go hunting (desperate to do so after going so long without a single living creature to kill).  Then some goblins showed up and were immediately beset by undead.  The traders got to our outpost and our local militia was mobilized.  What a pathetic lot!  They had plenty of time but still couldn't manage to get organized before the caravan guards slaughtered the goblin raiding party from atop our butte.  We promptly gathered the goblins' things and then traded them to the caravan... along with the horrid skeletal deer we had caught.  At least we have a ton of steel and leather now!  We also grabbed an excess of fine giant cave spider silk!&lt;br /&gt;
&lt;br /&gt;
After the caravan left, one of our new arrivals went into a strange mood and seized a craftdwarf's shop.  He emerged with an artifact drum made of wood, decorated with... wood!  We are a simple, practical lot.&lt;br /&gt;
&lt;br /&gt;
=Obnoxious Things That Have Happened to Me=&lt;br /&gt;
Here I will keep a list of some of the more attrocious things Dwarf Fortress does either to me directly or to my dwarves by proxy.  Unless noted explicitly otherwise, the following incidents have resulted in abandoning the fortress.&lt;br /&gt;
==Dwarf cancels drink: unconscious==&lt;br /&gt;
My mason, while fleeing from a skeletal fox took a kidney punch in the back, lightly wounding her lower spine.  Naturally, I retaliated by drafting her so she'd fight back.  Grabbing a nearby war-hammer (that was convenient!) she pulverized the fox into so many skeletal bits.  Unfortunately, some of the shards must have gotten into her eyes as one was bleeding and the other completely ruined.  At this point, my dwarf is falling over unconscious.  Why?  You have vanquished the skeletal fox!  Stand up!  Only one eye?  That just means you have to turn your head more!  Come on, are you a man or a dwarf!  She does, eventually, get up and then must have a drink for her efforts have parched her throat, I guess.  She makes her way to the barrels of wine below, falling over repeatedly--I assume by running headlong into walls she can't see.  By the time she is hunkering over the beer barrels she is now suffering from pain as well as thirst, and yes, the pain is so bad it knocks her unconscious.  This has the obnoxious effect of aborting her beer drinking and guaranteeing a slow death by dehydration (which conveniently exacerbates her already intense pain).  This process plays out repeatedly.  I despair.  &lt;br /&gt;
&lt;br /&gt;
None of the other dwarves can be bothered to help her, of course, because in Dwarf Fortress, you're not really injured unless you're dead.&lt;br /&gt;
&lt;br /&gt;
==Apologies==&lt;br /&gt;
I'm sorry you were offended by my edit, but I'd like to direct you to the note at the bottom of the edit page: ''&amp;quot;Please note that all contributions to Dwarf Fortress Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.&amp;quot;'' ... it's pretty much counter-productive to consider any article on a wiki as &amp;quot;your article&amp;quot;. I simply read the talk page for the article, agreed with it, and made the change. &amp;quot;Be bold&amp;quot; is a common wiki rule, here and on other wikis. I will try in the future to communicate such changes to those who may be interested in/involved with an article, and to provide more detail in the edit summary. [[User:JubalHarshaw|JubalHarshaw]] 19:53, 25 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Braies&amp;diff=48407</id>
		<title>40d:Braies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Braies&amp;diff=48407"/>
		<updated>2009-04-22T04:48:32Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Clothing]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dry_season&amp;diff=4817</id>
		<title>40d:Dry season</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dry_season&amp;diff=4817"/>
		<updated>2009-04-08T14:54:54Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During [[Calendar|Autumn]], you sometimes get the message &amp;quot;The dry season has come.&amp;quot; During a dry season, your [[pond|ponds]] dry up, even when they are larger than 1. There is also reduced rainfall. The grass tiles on the screen also changes into dry grass tiles, but that is purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
You only get a dry season if you build a fort in a [[region]] with a warm or hotter [[climate]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Climate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dry&amp;diff=48351</id>
		<title>Dry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dry&amp;diff=48351"/>
		<updated>2009-04-08T14:50:29Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dry season]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wet&amp;diff=48350</id>
		<title>Wet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wet&amp;diff=48350"/>
		<updated>2009-04-08T14:49:31Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Climate#Wet]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Native_gold&amp;diff=8401</id>
		<title>40d:Native gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Native_gold&amp;diff=8401"/>
		<updated>2009-04-08T14:42:41Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Native gold|tile=£|color=#FF0&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[gold]]&lt;br /&gt;
* Smelting [[electrum]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Igneous intrusive layer]]s&lt;br /&gt;
* [[Igneous extrusive layer]]s&lt;br /&gt;
* [[Soil]]&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold nuggets''', mined from Native gold, can be smelted directly into [[gold]] or combined with an [[ore]] of [[silver]] to create [[electrum]]. Mining it still leaves a valuable gold floor.&lt;br /&gt;
&lt;br /&gt;
It is possible to make [[Furniture]], [[Crafts]] or [[Mechanism]]s with Gold nuggets if it's enabled in the z-status stone menu, resulting in quite valuable items, good for export early in the game. It's much easier if you lock in the  craftsdwarf with the nuggets. Forbidding the other stones doesn't seem to work well.&lt;br /&gt;
&lt;br /&gt;
It is found as veins in soil and in both [[igneous intrusive layer|igneous intrusive]] and [[igneous extrusive layer]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite the high value of gold, creating [[electrum]] with it will result in a net profit if the silver ore used is [[galena]] or [[tetrahedrite]].  Using [[silver nuggets]] or [[horn silver]] for the process, however, results in neither a gain nor a loss of overall value.&lt;br /&gt;
&lt;br /&gt;
== Smelting ==&lt;br /&gt;
Gold nuggets are used to create two types of metal bars at a [[smelter]]:&lt;br /&gt;
* [[Gold]] bars&lt;br /&gt;
* [[Electrum]] bars - with [[silver nuggets]], [[horn silver]], [[galena]], or [[tetrahedrite]]&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Igneous Intrusive Stone Layers]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1569</id>
		<title>40d:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1569"/>
		<updated>2009-04-08T14:41:56Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Stairs''' are a map feature that allows creatures to move vertically. Stairs provide access for [[dwarves]] and other single tile creatures, but are inaccessible to [[wagon]]s. Stairs come in three forms: an ''[[upward stairway]]'', a ''[[downward stairway]]'', and an ''[[up/down stairway]]''.&lt;br /&gt;
&lt;br /&gt;
An up stair allows a creature to travel up to the next level if there is also a downward stair or an up/down stair on the level above. A downward stair can be stood upon and provides walking access to the adjacent tiles, like the other two stair types. An up/down stair counts as both.&lt;br /&gt;
&lt;br /&gt;
A [[Hatch cover]] build over a stairway acts as a vertical door for the stairway.&lt;br /&gt;
&lt;br /&gt;
They are distinct from [[ramp]]s, which allow movement from one square to a horizontally adjacent square that is one level above, if moving off of the ramp, or below, if moving onto the ramp.&lt;br /&gt;
&lt;br /&gt;
== Creating stairs ==&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px]]&lt;br /&gt;
&lt;br /&gt;
Stairs can be created in two different ways: &lt;br /&gt;
* You can use the [[designations]] menu ({{k|d}}) to carve them out of a wall of unmined material (see [[digging]]).&lt;br /&gt;
* You can use the build menu ({{k|b}}{{k|C}}) to construct them in an open tile using material you have already gathered.&lt;br /&gt;
&lt;br /&gt;
In order for stairs to be usable, you must construct stairs on both of the levels that you wish to connect (an up stair connecting to a down stair). However, a down or up stair will give you sufficient access to the adjacent level to build connecting stairs. This means you can dig directly downwards or even directly upwards using stairs without needing any other forms of access to the area.&lt;br /&gt;
&lt;br /&gt;
Using an up/down stair (which goes both up and down on the same tile) you can dig a straight vertical shaft, which may be inadvisable.&lt;br /&gt;
&lt;br /&gt;
It is currently impossible to construct down stairs over open space. To build a down stair over open space, a construction, usually an up stair, must be built on the Z-level beneath it.&lt;br /&gt;
&lt;br /&gt;
You can't designate an up stair on a square that has already been dug out; you have to carve one out of an existing wall or {{k|b}}uild instead. You can then build the matching down stair on the level above. Furthermore, you can't designate a down or an up/down stair on the lowest level of the map. It is assumed that building an up or an up/down stair on the top level is equally difficult.&lt;br /&gt;
&lt;br /&gt;
== Destroying stairs ==&lt;br /&gt;
&lt;br /&gt;
Depending on the method used to create the stairs, they can be removed using one of two different ways:&lt;br /&gt;
&lt;br /&gt;
* If the stairs were created using the [[designations]] menu, the following information applies:&lt;br /&gt;
&lt;br /&gt;
To destroy up stairs, use the &amp;quot;Remove Up Stairs/Ramps&amp;quot; command in the [[designations]] menu: {{k|d}}{{k|z}}.&amp;lt;br&amp;gt;&lt;br /&gt;
To remove down stairs, dig a channel on them.&amp;lt;br&amp;gt;&lt;br /&gt;
To eliminate up/down stairs, remove the up stair first.&lt;br /&gt;
&lt;br /&gt;
* If the stairs were constructed using the build menu, the following information applies:&lt;br /&gt;
&lt;br /&gt;
Stairs, as well as any type of construction built using {{k|b}}{{k|C}} can be removed using the &amp;quot;remove construction&amp;quot; designation {{k|d}}{{k|n}}. If a downward stairway is getting in your way for some reason and you want to remove it, your dwarf will have to remove it from underneath. This is often pointless as your dwarf will need a downward stairway to get back up, and you may not want any downward stairways leading to the room at all. Since ramps don't have a floor component you can build a ramp for your dwarf to get back up, then seal it by constructing a floor over it. You can then happily build whatever you want on the tile, as governed [[Building#Building_Technicalities|here.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grassland&amp;diff=48341</id>
		<title>40d:Grassland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grassland&amp;diff=48341"/>
		<updated>2009-04-08T14:40:45Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Grassland''' is a [[biome]] that usually contains few trees.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mandrill&amp;diff=29760</id>
		<title>40d:Mandrill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mandrill&amp;diff=29760"/>
		<updated>2009-04-08T14:40:15Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Mandrill|symbol=m|color={{COLOR:1:0:1}}|&lt;br /&gt;
bones=5|chunks=5|meat=5|skulls=1|fat=1|skin=Yes|biome= [[Tropical]] [[broadleaf]] [[forests]]}}&lt;br /&gt;
&lt;br /&gt;
The '''mandrill''' is the largest of the monkeys. Like their cousins the [[rhesus macaque]], they will attempt to raid your fortress' exterior for food and [[craft]]s. Unfortunately, the mandrill is a much nastier beast, easily capable of overwhelming a solitary [[dwarf]]. They attack in packs of five to ten. They can be treated as a [[pet]] if caught.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MANDRILL]&lt;br /&gt;
	[NAME:mandrill:mandrills:mandrill]&lt;br /&gt;
	[TILE:'m'][COLOR:1:0:1]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10][LOOSE_CLUSTERS]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:colorful faces]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:15:25]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10069]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Frill_shark&amp;diff=43205</id>
		<title>40d:Frill shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Frill_shark&amp;diff=43205"/>
		<updated>2009-04-08T14:39:43Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Frill shark|symbol=s|color={{COLOR:3:0:0}}|bones=6|fat=2|skin=Yes|skulls=1|chunks=6|meat=6|biome=* Any [[ocean]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''frill shark''' resembles a dark brown or grey eel, but the six gill slits identify it as a shark. Its dorsal fin is small, anal fin large, and the caudal fin (tail fin) is highly asymmetric, the dorsal part almost unnoticeable. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data| [CREATURE:SHARK_FRILL]&lt;br /&gt;
	[NAME:frill shark:frill sharks:frill shark]&lt;br /&gt;
	[TILE:'s'][COLOR:3:0:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:1]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:needle teeth]&lt;br /&gt;
	[PREFSTRING:frilled gill slits]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR][NATURAL]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:frill shark pup:frill shark pups]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[BIOME:ANY_OCEAN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glacier&amp;diff=41946</id>
		<title>40d:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glacier&amp;diff=41946"/>
		<updated>2009-04-08T14:36:57Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''glacier''' [[biome]] is a biome with a freezing [[climate]] that is mostly composed of [[ice]]. They are normally only found on the larger world maps.&lt;br /&gt;
&lt;br /&gt;
There are few resources on an ice tile; no [[trees]], [[plants]], [[water]], [[animals]], [[stone]], or [[ores]] are typically included. In addition the [[Ice]] can be several z-layers thick, which can make getting to any stone underneath even more challenging. Also, the extra layers of ice make it difficult to find Magma Pipes if you embarked with one. Digging through the last layer of ice you can generally find the Magma Pipe's cap (actually, It will be a layer below this). But this will not reveal the Path through the Z-levels the Magma takes.&lt;br /&gt;
&lt;br /&gt;
These factors make a glacier a very difficult biome to build a successful [[fortress]] in, although many players try it as a challenge. &lt;br /&gt;
&lt;br /&gt;
Also, because of a glaciers isolation (generally) It is entirely possible that you won't see a Mountainhome Caravan for anywhere up to 3 years.&lt;br /&gt;
Migrants may be even more rare.&lt;br /&gt;
&lt;br /&gt;
But on the plus side, No hostile nations should bother you for a while.&lt;br /&gt;
&lt;br /&gt;
== Starting on a Glacier ==&lt;br /&gt;
&lt;br /&gt;
Take a lot of wood, food and drink. Cats and Dogs and other cheap butcherables will save your *ahem* Bacon.&lt;br /&gt;
&lt;br /&gt;
Dump your wood cutter and Axe in favour of another Miner and Pick.&lt;br /&gt;
&lt;br /&gt;
[[Ice]] is everywhere. So read up on it before you make any major plans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12670</id>
		<title>40d:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=12670"/>
		<updated>2009-04-08T14:33:57Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: /* Understanding Biomes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your surroundings. Individual biomes, which form at least one tile of your plot, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the [[Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide]] for more detail).''&lt;br /&gt;
&lt;br /&gt;
== Understanding Biomes ==&lt;br /&gt;
&lt;br /&gt;
Biomes allow you to set the difficulty of your game. To make it easy, and to provide a variety of resources to your fort, you can select a plot that covers a wide area. A wide variety of biomes will give you access to several unique resources provided by each. Generally it is advantageous to plot your embarkation at the convergence of 3 seperate biomes (4 or more if possible - which is made easier if you enlarge your starting plot).&lt;br /&gt;
* ''Note: Making the starting plot larger than necessary will slow your game down considerably; likewise, a smaller embark area can dramatically increase framerate.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes you can provide more resources for your fort. Making sure one of your plots cover a either a [[broadleaf]] or [[conifer]] [[forest]] will provide you with an ample supply of [[tree]]s, even if the rest of your plot extends into badlands and [[desert]]. &lt;br /&gt;
&lt;br /&gt;
[[Surroundings]] are not directly linked to biomes (i.e. a [[glacier]] could be [[haunted]], [[wilderness]] or [[mirthful]]).&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[ocean]], [[lake]] or [[mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[wagon]] on water, while mountains are too barren and remote to reach.&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== Arid ===&lt;br /&gt;
*Arctic [[Ocean]]&lt;br /&gt;
*[[Badlands]]&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
*[[Mountain]]&lt;br /&gt;
*[[Rocky wasteland]]&lt;br /&gt;
*[[Sand desert]]&lt;br /&gt;
*[[Tundra]]&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
*[[Temperate]] [[Broadleaf forest]]&lt;br /&gt;
*Temperate [[Conifer forest]]&lt;br /&gt;
*Temperate [[Grassland]]&lt;br /&gt;
*Temperate [[Lake|Freshwater lake]]&lt;br /&gt;
*Temperate [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Freshwater swamp]]&lt;br /&gt;
*Temperate [[Ocean]]&lt;br /&gt;
*Temperate [[Marsh|Saltwater marsh]]&lt;br /&gt;
*Temperate [[Swamp|Saltwater swamp]]&lt;br /&gt;
*Temperate [[Savanna]]&lt;br /&gt;
*Temperate [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
=== Tropical ===&lt;br /&gt;
*[[Tropical]] Dry [[Broadleaf forest]]&lt;br /&gt;
*Tropical Wet [[Broadleaf forest]]&lt;br /&gt;
*Tropical [[Conifer forest]]&lt;br /&gt;
*Tropical [[Marsh|Freshwater marsh]]&lt;br /&gt;
*Tropical [[Grassland]]&lt;br /&gt;
*Tropical [[Ocean]]&lt;br /&gt;
*Tropical [[Savanna]]&lt;br /&gt;
*Tropical [[Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==Biomes at World Generation==&lt;br /&gt;
&lt;br /&gt;
Biomes are created at [[world generation]] based on the elevation, rainfall, and drainage of the tile as follows:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|Water ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Sand Desert ||100-299 ||0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Rock Desert ||100-299 ||0-9 ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands A ||100-299 ||0-9 ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands B ||100-299 ||0-9 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|Grassland ||100-299 ||10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Savanna ||100-299 ||20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Marsh ||100-299 ||33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Shrubland ||100-299 ||33-65 ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|Swamp ||100-299 ||66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Forest ||100-299 ||66-100 ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|Low Mountain ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Mountain ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|High Mountain ||366-400 ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Regions]] for the possible values for Trees, Vegetation and Surroundings.&lt;br /&gt;
*[[Volcano]]es which are not a biome in Dwarf Fortress, but may provide important resources&lt;br /&gt;
*[[Climate]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grassland&amp;diff=48340</id>
		<title>40d:Grassland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grassland&amp;diff=48340"/>
		<updated>2009-04-08T14:28:28Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: needs expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Grassland''' is a biome that usually contains few trees.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=48338</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=48338"/>
		<updated>2009-04-08T14:27:24Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: needs expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44787</id>
		<title>40d:Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44787"/>
		<updated>2009-04-08T14:26:25Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Ice Wolf|symbol=w|color={{COLOR:7:0:1}}|bones=5|chunks=5|meat=5|fat=1|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ice wolves''' are basically evil [[wolf|wolves]] that live in [[tundra]] and [[glacier]]s. They are unnatural creatures who are indistinguishable from normal wolves except for their thicker, white fur and habitat.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WOLF_ICE]&lt;br /&gt;
[NAME:ice wolf:ice wolves:ice wolf]&lt;br /&gt;
	[TILE:'w'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:piercing howls]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:ice wolf pup:ice wolf pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:300]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44786</id>
		<title>40d:Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice_wolf&amp;diff=44786"/>
		<updated>2009-04-08T14:25:37Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Ice Wolf|symbol=w|color={{COLOR:7:0:1}}|bones=5|chunks=5|meat=5|fat=1|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ice wolves''' are basically evil [[wolf|wolves]] that live in tundra and [[glacier]]s. They are unnatural creatures who are indistinguishable from normal wolves except for their thicker, white fur and habitat.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WOLF_ICE]&lt;br /&gt;
[NAME:ice wolf:ice wolves:ice wolf]&lt;br /&gt;
	[TILE:'w'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:piercing howls]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:ice wolf pup:ice wolf pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:300]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bloated_tuber&amp;diff=15911</id>
		<title>40d:Bloated tuber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bloated_tuber&amp;diff=15911"/>
		<updated>2009-04-08T14:23:44Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bloated tubers''' can only be collected by [[Gathering plants]] or traded as they have no [[seed]]s. They can be eaten raw or brewed into [[tuber beer]].&lt;br /&gt;
&lt;br /&gt;
*Grow time: 500&lt;br /&gt;
*Plant value: 4&lt;br /&gt;
*Drink value: 2&lt;br /&gt;
*Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;br /&gt;
[[Category:Seedless plants]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_do_I_get_my_dwarves_to_do_stuff&amp;diff=30818</id>
		<title>40d:How do I get my dwarves to do stuff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_do_I_get_my_dwarves_to_do_stuff&amp;diff=30818"/>
		<updated>2009-04-08T14:23:30Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To get a [[dwarf]] to do something useful, you need 3 things to happen:&lt;br /&gt;
&lt;br /&gt;
# A task which needs doing&lt;br /&gt;
#*For instance, you could designate an area to be mined, or a wooden building to be destroyed.&lt;br /&gt;
# A dwarf with the appropriate labour enabled.&lt;br /&gt;
#*For the above examples you would have to enable '[[Mining]]' and '[[Carpentry]]', respectively.&lt;br /&gt;
#A dwarf with the appropriate tool(s), if any.&lt;br /&gt;
#*For the above examples you would need a '[[Pick]]' and 'Nothing', respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have those three things it is just a matter of time until a dwarf decides to complete the task (they might be busy doing other things first).&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Beak_dog&amp;diff=41230</id>
		<title>40d:Beak dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Beak_dog&amp;diff=41230"/>
		<updated>2009-04-08T14:19:35Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Beak dog|symbol=B|color={{color|4|0}}|bones=7|chunks=7|meat=7|fat=1|skulls=1|skin=Yes|wiki=no|biome= * [[Temperate]] fresswater [[marsh]]&lt;br /&gt;
* Temperate saltwater marsh&lt;br /&gt;
* [[Tropical]] freshwater marsh&lt;br /&gt;
* Tropical saltwater marsh}}&lt;br /&gt;
&lt;br /&gt;
A '''beak dog''' is a mount used by [[goblin]]s, a savage beast on its own. A little larger than a [[dwarf]] and armed with a huge beak and claws, it can take down many [[military|civilian]] dwarves easily. Beak dogs live in evil [[marsh]]es, so if you don't insist on settling in a marsh, you shouldn't meet these [[creatures]] until your defences are prepared.&lt;br /&gt;
[[Toady One|Toady]] has said that they are large Velociraptors. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BEAK_DOG]&lt;br /&gt;
	[NAME:beak dog:beak dogs:beak dog]&lt;br /&gt;
	[TILE:'B'][COLOR:4:0:0]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:25]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL][MOUNT][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:chatters and clicks]&lt;br /&gt;
	[PREFSTRING:hunched backs]&lt;br /&gt;
	[PREFSTRING:large beaks]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW:CLAW_HAND]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:beak dog pup:beak dog pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_SALTWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_SALTWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sea_serpent&amp;diff=46814</id>
		<title>40d:Sea serpent</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sea_serpent&amp;diff=46814"/>
		<updated>2009-04-08T14:18:52Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Sea serpent|symbol=S|color={{COLOR:3:0:1}}|bones=16|chunks=16|meat=16|fat=20|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Any [[ocean]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''sea serpent''' is a large aquatic reptile found in ocean biomes.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SEA_SERPENT]&lt;br /&gt;
	[NAME:sea serpent:sea serpents:sea serpent]&lt;br /&gt;
	[TILE:'S'][COLOR:3:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:majesty]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:FRONT_BODY_FLIPPERS:REAR_BODY_FLIPPERS:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:16]&lt;br /&gt;
	[MAXAGE:150:175]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:6][CHILDNAME:sea serpent hatchling:sea serpent hatchlings]&lt;br /&gt;
	[FAT:20]&lt;br /&gt;
	[BIOME:ANY_OCEAN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16257</id>
		<title>40d:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16257"/>
		<updated>2009-04-08T14:17:07Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: /* Strange Moods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sand''' is a naturally occurring granular material composed of small bits of [[rock]] and minerals. There are five different colors of sand &amp;amp;ndash; tan, yellow, white, black, and red &amp;amp;ndash; but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass Industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is occasionally found in other [[biome]]s as well. &lt;br /&gt;
&lt;br /&gt;
Sandy clay, sandy clay loam, sandy loam, and loamy sand are not considered sand by the game and thus cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, stone floors where a [[tower-cap]] or shrub grows will turn into a random soil type, which will sometimes be sand.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Sand in fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Sand is used in the production of [[glass]] items at a [[glass furnace]]. To collect sand, first locate some appropriate sand tiles. They will appear as &amp;quot;[Color] Sand [Tile]&amp;quot; when inspected with the loo{{k|k}} tool. Next, set an activity zone over the sand tiles by pressing {{k|i}} and then designating the sand tiles as an activity zone (note that sand cannot be collected from sand walls). Once you've done this, activate sand collection by pressing {{k|s}}; however, this will not yet result in any sand being collected. You must build a [[glass furnace]] and activate the collect sand task. Each Dwarf collecting sand will require a [[bag]], and only one dwarf will collect sand per furnace. Sand collection requires the &amp;quot;Item Hauling&amp;quot; [[labor]].&lt;br /&gt;
&lt;br /&gt;
Filled bags of sand are considered [[furniture]], and as such require the &amp;quot;Furniture Hauling&amp;quot; labor to move. Sand bags are stored in furniture [[stockpile]]s. Collected sand is listed under [[powder]] on the [[stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only &amp;quot;sand bags&amp;quot; enabled (this is selected via the {{k|u}} key in the furniture/siege ammo submenu of the stockpile settings menu). It may be useful to construct several glass furnaces so that you can have several&amp;quot;collect sand&amp;quot; jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
As all sand types are [[soil]]s, [[farm plot]]s can be built on them without need for irrigation.&lt;br /&gt;
&lt;br /&gt;
==Strange Moods==&lt;br /&gt;
A immigrant glass maker will occasionally request glass on a sand-less map. Normally you wont have anyone with the glass-making skill but immigrants do come with it sometimes. The best way to deal with this is to train them higher in an other [[Strange_mood#Skills_and_workshops|applicable skill]] to avoid moody glass makers or you´ll just let the dwarf die. Cheating would help either situation. Add [SOIL_SAND] to any soil you do have, in the object [[raws]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:White-handed_gibbon&amp;diff=46834</id>
		<title>40d:White-handed gibbon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:White-handed_gibbon&amp;diff=46834"/>
		<updated>2009-04-08T14:12:31Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=White-handed gibbon|symbol=g|color={{COLOR:6:0:0}}|bones=3|chunks=3|meat=3|fat=2|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[Tropical]] moist [[broadleaf]] [[forest]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''white-handed gibbon''' is a small primate.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GIBBON_WHITE_HANDED]&lt;br /&gt;
	[NAME:white-handed gibbon:white-handed gibbons:white-handed gibbon]&lt;br /&gt;
	[TILE:'g'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:2:2]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[PREFSTRING:ability to swing through the trees]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS:5TOES]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:8]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hydra&amp;diff=28250</id>
		<title>40d:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hydra&amp;diff=28250"/>
		<updated>2009-04-08T14:10:33Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Hydra|symbol=H|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|skulls=1|skin=Yes|biome=* Any land}}&lt;br /&gt;
&lt;br /&gt;
A '''Hydra''' is a [[megabeast]] with seven necks, seven heads, seven mouths, and one skull.&lt;br /&gt;
&lt;br /&gt;
Strangely, only one head is needed to be lopped off or destroyed to kill it.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HYDRA]&lt;br /&gt;
	[NAME:hydra:hydras:hydra]&lt;br /&gt;
	[TILE:'H'][COLOR:2:0:0]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN][PET_EXOTIC]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[PREFSTRING:seven heads]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
	[SIZE:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME_ANY_LAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=26009</id>
		<title>40d:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:River&amp;diff=26009"/>
		<updated>2009-04-08T14:08:30Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Surface Rivers ==&lt;br /&gt;
&lt;br /&gt;
'''Rivers''' are found on the surface of world maps. They vary in width and depth, some being more wide and some being more deep than others. They often flow through deep canyons or just across the flat surface of a level. On levels with [[cliff]]s, [[waterfall|waterfalls]] may be found.&lt;br /&gt;
&lt;br /&gt;
'''Major rivers, Minor rivers, Streams and Brooks'''''&lt;br /&gt;
&lt;br /&gt;
On the surface of the world you can find four different types of rivers. &lt;br /&gt;
&lt;br /&gt;
*Major Rivers are distinguished by a &amp;quot;=&amp;quot; as opposed to a &amp;quot;-&amp;quot;. Some worlds have no Major Rivers so they can be considered quite valuable. Usually they have minor river tributaries and can often feed large [[lake]]s. Major rivers are much wider than regular rivers. Besides this, the difference (if any) between major and minor rivers has yet to be discovered. However major rivers are believed to lower the fps.&lt;br /&gt;
&lt;br /&gt;
*Minor Rivers are dark blue and usually have tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*Streams are light blue and often converge with other streams, and have some tributaries of brooks.&lt;br /&gt;
&lt;br /&gt;
*[[Brook]]s are not visible on the region map. They are the smallest flowing body of [[water]] that can be found ingame. Brooks have a special water designation, [[dwarves]] and other units are capable of walking through a brook. Brooks are very common, almost every tile around a stream or larger river will have a brook running through it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Watersystems01.jpg|298px|thumb|Different sorts of rivers in action]]&lt;br /&gt;
&lt;br /&gt;
== Underground Rivers ==&lt;br /&gt;
&lt;br /&gt;
An underground river is, obviously, a river found [[underground]]. They can be located on the embarkation map through use of the [[site finder]].&lt;br /&gt;
&lt;br /&gt;
If your site has a cave river, [[tower-cap]]s will start sprouting in [[soil]] or [[mud]]dy caverns. You can use it as the basis of an [[underground forest]] operation.&lt;br /&gt;
&lt;br /&gt;
It is also possible to find cave rivers or pools which are actually visible from the surface - you may even see a few [[tower-cap]]s growing on the surface. This may be rather rare, however, and cannot be spotted from site-selection. (You can tell it's a cave river/pool because of the frogmen or what-have-you in it)&lt;br /&gt;
&lt;br /&gt;
== Other Important Facts ==&lt;br /&gt;
&lt;br /&gt;
*Rivers presumably contain an unlimited amount of water and cannot be drained. They can, however, be dammed if you can *temporarily* drain part of them to 1/7 or less for long enough to install [[floodgate]]s. For some reason, rivers will not overflow floodgates which are blocking them. The water just... stops. This demonstrates one way to drain and dam a river: [http://mkv25.net/dfma/movie-196-draininganddammingamajorriver-i]. Another way to dam a river is to direct a lava flow into it, producing obsidian in the squares where it encounters water.&lt;br /&gt;
*Rivers often contain an abundance of [[fishing|fish]], including highly dangerous dwarf-killing fish such as [[carp]], [[Pike (fish)|pike]], [[longnose gar]], etc.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Water]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[category:Water bodies]][[Category:World]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Longnose_gar&amp;diff=34023</id>
		<title>40d:Longnose gar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Longnose_gar&amp;diff=34023"/>
		<updated>2009-04-08T14:06:38Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Longnose gar|symbol=g|color={{COLOR:6:0:0}}|bones=5|fat=2|skin=Yes|skulls=1|chunks=5|meat=5|biome=* Temperate Freshwater River&lt;br /&gt;
* Temperate Brackishwater River&lt;br /&gt;
* Temperate Freshwater Lake&lt;br /&gt;
* Temperate Brackishwater Lake}}&lt;br /&gt;
&lt;br /&gt;
'''Longnose gar''' are predatory [[fish]] and can be found in [[lake]]s or [[river]]s. &lt;br /&gt;
&lt;br /&gt;
They are known to be generated on a map with a specific name. (ex: Nefektusung, longnose gar).{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_GAR_LONGNOSE]&lt;br /&gt;
 	[NAME:longnose gar:longnose gars:longnose gar]&lt;br /&gt;
 	[TILE:'g'][COLOR:6:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
 	[MODVALUE:3]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PREFSTRING:long noses]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[BENIGN][NATURAL]&lt;br /&gt;
 	[PETVALUE:200]&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[SIZE:5]&lt;br /&gt;
 	[MAXAGE:20:30]&lt;br /&gt;
 	[NO_DRINK]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:longnose gar fry:longnose gar fry]&lt;br /&gt;
 	[FAT:2]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gorilla&amp;diff=38672</id>
		<title>40d:Gorilla</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gorilla&amp;diff=38672"/>
		<updated>2009-04-08T14:04:59Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Gorilla|symbol=G|color={{COLOR:0:0:1}}|bones=8|chunks=8|meat=8|fat=4|skulls=1|skin=Yes|biome=* [[Tropical]] [[broadleaf]] [[forest]]&lt;br /&gt;
* Tropical freshwater [[swamp]]&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* Mangrove swamp}}&lt;br /&gt;
&lt;br /&gt;
A '''gorilla''' is a huge ape that lives in herds. They can easily tear apart even your [[military]] [[dwarves]] and your [[hunter]]s are only risking their lives when hunting them. In other words try to avoid them or use [[ballista]] and fortified position.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GORILLA]&lt;br /&gt;
 	[NAME:gorilla:gorillas:gorilla]&lt;br /&gt;
 	[TILE:'G'][COLOR:0:0:1]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
 	[POPULATION_NUMBER:20:50]&lt;br /&gt;
 	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
 	[PETVALUE:500]&lt;br /&gt;
 	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
 	[BENIGN][MEANDERER]&lt;br /&gt;
 	[PREFSTRING:strength]&lt;br /&gt;
 	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS:5TOES]&lt;br /&gt;
 	[SIZE:8]&lt;br /&gt;
 	[MAXAGE:30:50]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:10]&lt;br /&gt;
 	[FAT:4]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
 	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
 	[BIOME:SWAMP_MANGROVE]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:100]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Olm&amp;diff=41901</id>
		<title>40d:Olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Olm&amp;diff=41901"/>
		<updated>2009-04-08T14:03:50Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''olm''' is the little brother of the [[Giant olm]], a mundane subterranean [[vermin]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:OLM]&lt;br /&gt;
	[NAME:olm:olms:olm]&lt;br /&gt;
	[TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[AMPHIBIOUS][PET_EXOTIC][UNDERSWIM]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:gills]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Source: creature_subterranean&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Basking_shark&amp;diff=39040</id>
		<title>40d:Basking shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Basking_shark&amp;diff=39040"/>
		<updated>2009-04-08T14:03:23Z</updated>

		<summary type="html">&lt;p&gt;JubalHarshaw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Basking shark|symbol=S|color={{COLOR:7:0:0}}|bones=18|fat=10|skin=Yes|skulls=1|chunks=18|meat=18|biome= * Temperate ocean}}&lt;br /&gt;
&lt;br /&gt;
The '''basking shark''' is the second largest [[fish]], after the [[whale shark]]. It is a slow moving and generally harmless filter feeder.&lt;br /&gt;
&lt;br /&gt;
They weigh more than [[giant]]s and [[elephant]]s, but are lighter than [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SHARK_BASKING]&lt;br /&gt;
 	[NAME:basking shark:basking sharks:basking shark]&lt;br /&gt;
 	[TILE:'S'][COLOR:7:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
 	[MODVALUE:3]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PREFSTRING:giant open mouths]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
 	[PETVALUE:1000]&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[SIZE:18]&lt;br /&gt;
 	[MAXAGE:20:30]&lt;br /&gt;
 	[NO_DRINK]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:basking shark pup:basking shark pups]&lt;br /&gt;
 	[FAT:10]&lt;br /&gt;
 	[BIOME:OCEAN_TEMPERATE]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>JubalHarshaw</name></author>
	</entry>
</feed>