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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kjoery</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-08T20:36:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18768</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18768"/>
		<updated>2007-11-07T14:21:07Z</updated>

		<summary type="html">&lt;p&gt;Kjoery: Changed &amp;quot;Damage %&amp;quot; to &amp;quot;Modifier %&amp;quot;. Armour doesn't do damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor''' is the protection your dwarves wear, to keep them alive longer. They come in several types, from simple [[clothes]] to shell, bone, [[leather]], chainmail and plate.&lt;br /&gt;
&lt;br /&gt;
Depending on the type, a certain dwarf with certain skills are needed to make the armor, as well as the appropriate materials. While clothes aren't necessarily armor, they do offer a little protection. Shell and bone armors are made by a [[bonecrafter]] at a [[craftsdwarf's workshop]]. Chainmail and plate are made by a blacksmith at a [[metalsmith's forge]], and the type of [[metal]] used affects their performance. Leather armors are made at a [[leather works]] by a [[leatherworker]].&lt;br /&gt;
&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500 (''unconfirmed'')&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has also [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Item Name : Basic crafted armor - x1.0 damage reduction&lt;br /&gt;
*-Item Name- : Well-Crafted armor - x1.2 damage reduction&lt;br /&gt;
*+Item Name+ : Finely Crafted armor - x1.4 damage reduction&lt;br /&gt;
* *Item Name* : Superior Quality armor - x1.6 damage reduction&lt;br /&gt;
*≡Item Name≡ : Exceptional armor - x1.8 damage reduction&lt;br /&gt;
*☼Item Name☼ : Masterful armor - x2.0 damage reduction&lt;br /&gt;
&lt;br /&gt;
== Using armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a dwarf to wear armor, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering. There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  [[Shield]] level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Hunting]] [[labor]], who will wear leather (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt, which is often undesirable.&lt;br /&gt;
Hunters will carry a [[Crossbow]]. Similar behavior for weapons is observed in the [[Mining]] and [[Woodcutting]] labors, where civilians may carry either [[Pick|Picks]] or [[Axe|Axes]], to better defend themselves.&lt;/div&gt;</summary>
		<author><name>Kjoery</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Archery_target&amp;diff=18129</id>
		<title>40d:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Archery_target&amp;diff=18129"/>
		<updated>2007-11-07T14:17:51Z</updated>

		<summary type="html">&lt;p&gt;Kjoery: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An archery target is a building used to improve the [[marksdwarf]] skill. They can be built by pressing the {{k|A}} key ({{k|shift}} and {{k|a}}) under the {{k|b}}uild menu.&lt;br /&gt;
&lt;br /&gt;
Shooting at an archery target improves a dwarf's [[marksdwarf]] skill. Shooting requires a crossbow and some bolts. Bolts shot at a target are used up, and will form a small pile that needs to be cleaned up by a dwarf with the cleaning labor enabled. Dwarves will currently only practice with wooden and bone bolts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Kjoery</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Archery_target&amp;diff=22948</id>
		<title>40d Talk:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Archery_target&amp;diff=22948"/>
		<updated>2007-11-07T14:15:55Z</updated>

		<summary type="html">&lt;p&gt;Kjoery: /* Dwarves don't practice with metal bolts. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarves don't practice with metal bolts. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any sort of bolts can be used to practice with.&amp;quot; This can't be correct, unless it's been changed in this version. I have never seen a dwarf practice with metal bolts. --[[User:Kjoery|Kjoery]] 09:15, 7 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kjoery</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Archery_target&amp;diff=22947</id>
		<title>40d Talk:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Archery_target&amp;diff=22947"/>
		<updated>2007-11-07T14:15:23Z</updated>

		<summary type="html">&lt;p&gt;Kjoery: Dwarves don't practice with metal bolts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarves don't practice with metal bolts. ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any sort of bolts can be used to practice with.&amp;quot; This can't be correct, unless it's been changed in this version. I have never seen a dwarf practice with metal bolts.&lt;/div&gt;</summary>
		<author><name>Kjoery</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mechanic&amp;diff=18215</id>
		<title>40d Talk:Mechanic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mechanic&amp;diff=18215"/>
		<updated>2007-11-06T21:53:44Z</updated>

		<summary type="html">&lt;p&gt;Kjoery: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I forget-do quality mechanisms change the effectiveness of a trap? Either way, skilled mechanics are pretty useful, especially now that they do more than trapmaking.[[User:Kefkakrazy|Kefkakrazy]] 03:36, 4 November 2007 (EST)&lt;br /&gt;
:Toady mentioned something about high quality mechanisms working better in traps. I've not personally tested it (and how would you test something like that?) so I am hesitant to put it in as fact, especially because I can't find the post offhand.&lt;br /&gt;
::I think Toady said that the quality of the mechanism was used in weapon traps like the skill of a dwarf wielding that weapon. I can't recall what effect it might have had on other types of trap, and I also can't find the relevant post. --[[User:Morlark|Morlark]]&lt;br /&gt;
:The quality of a mechanism increases the damage dealt by a trap. So an exceptional mechanism is something like 2.0x more effective then a bog standard novice mechanism; that's why I use all my shoddy mechanisms for levers and linking and keep the high quality ones aside for traps. --[[User:Markavian|Markavian]]&lt;br /&gt;
::I've found that the quality of a trap affects the reaction time of pressure plates. --[[User:Kjoery|Kjoery]] 16:53, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kjoery</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12913</id>
		<title>40d Talk:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12913"/>
		<updated>2007-11-06T21:49:13Z</updated>

		<summary type="html">&lt;p&gt;Kjoery: /* Mountain tiles guarentee certain features. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trees do not only grow on the lowest Z-Level. I have trees growing on multiple Z-Levels. --[[User:Tracker|Tracker]] 02:46, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm.  Maybe only up to a certain height?  My first map--while initially pretty decent (sand, water, trees, rock, variety of minerals) had trees only in the most lower left hand corner (one screen's worth), which also happened to be the lowest surface level I had.  But you are right, my current fort (nice entrance, there was a pocket by a river tributary that I turned into my entrance gateway, but no sand) has trees on two levels, the lowest surface, and the second lowest.  Still, it's something to be aware of.&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Absolutely - that's why I changed it to say &amp;quot;lower&amp;quot; instead of lowest. --[[User:Tracker|Tracker]] 03:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So I noticed. :)&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Any benefit of building in towns? Other than mining under the elves and dropping them into pits? --[[User:Ikkonoishi|Ikkonoishi]] 19:35, 3 November 2007 (EDT)&lt;br /&gt;
:Yes there is. Humans are more than happy to share their stuff with you, and won't be at all upset if you rob them blind it seems. --[[User:Ikkonoishi|Ikkonoishi]] 22:11, 3 November 2007 (EDT)&lt;br /&gt;
::Think this'll ever get changed? Seems kind of unrealistic to me...--[[User:Tarsier|Tarsier]] 19:56, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain tiles guarentee certain features. ==&lt;br /&gt;
&lt;br /&gt;
As per my addition, for each mountain square in the 2nd zoom view, you're guaranteed pits, a chasm, and an underground river. I have confirmed this myself using the reveal tool, and Today has confirmed at least part of it: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176 - [[User:Kjoery|Kjoery]] 16:49, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kjoery</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12912</id>
		<title>40d Talk:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12912"/>
		<updated>2007-11-06T21:48:54Z</updated>

		<summary type="html">&lt;p&gt;Kjoery: Mountain tiles guarentee certain features.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trees do not only grow on the lowest Z-Level. I have trees growing on multiple Z-Levels. --[[User:Tracker|Tracker]] 02:46, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm.  Maybe only up to a certain height?  My first map--while initially pretty decent (sand, water, trees, rock, variety of minerals) had trees only in the most lower left hand corner (one screen's worth), which also happened to be the lowest surface level I had.  But you are right, my current fort (nice entrance, there was a pocket by a river tributary that I turned into my entrance gateway, but no sand) has trees on two levels, the lowest surface, and the second lowest.  Still, it's something to be aware of.&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Absolutely - that's why I changed it to say &amp;quot;lower&amp;quot; instead of lowest. --[[User:Tracker|Tracker]] 03:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So I noticed. :)&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Any benefit of building in towns? Other than mining under the elves and dropping them into pits? --[[User:Ikkonoishi|Ikkonoishi]] 19:35, 3 November 2007 (EDT)&lt;br /&gt;
:Yes there is. Humans are more than happy to share their stuff with you, and won't be at all upset if you rob them blind it seems. --[[User:Ikkonoishi|Ikkonoishi]] 22:11, 3 November 2007 (EDT)&lt;br /&gt;
::Think this'll ever get changed? Seems kind of unrealistic to me...--[[User:Tarsier|Tarsier]] 19:56, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain tiles guarentee certain features. ==&lt;br /&gt;
&lt;br /&gt;
As per my addition, for each mountain square in the 2nd zoom view, you're guaranteed pits, a chasm, and an underground river. I have confirmed this myself using the reveal tool, and Today has confirmed at least part of it: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176&lt;/div&gt;</summary>
		<author><name>Kjoery</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11571</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11571"/>
		<updated>2007-11-06T21:47:05Z</updated>

		<summary type="html">&lt;p&gt;Kjoery: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting out in the right location is crucial to not [[losing]] (but remember, losing is fun!). Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
Since you can dig down, you don't have to worry about finding a suitable cliff face to dig into. However, only mountain squares will contain certain features, and each world map mountain tile is guaranteed an underground river, a chasm, and pits somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding magma.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the layer types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] ores. If you plan to have steel production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out of them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable metals like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a desert.  Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
Not as important in the new version, since caravans now bring [[wood]]; but [[treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of seeds.&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. Also, their buildings provide plentiful wood and other useful items such as prebuilt furniture.{{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kjoery</name></author>
	</entry>
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