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	<updated>2026-06-29T01:53:45Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Training&amp;diff=285530</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Training&amp;diff=285530"/>
		<updated>2023-01-12T05:18:00Z</updated>

		<summary type="html">&lt;p&gt;Kyler Ace: v50 testing reveals you need &amp;gt;= 3 levels in both the used weapon's skill and the fighter skill for dwarves to spar (test this with a new embark, if 2 training dwarves meet this they will instantly spar, otherwise they will drill/do demonstrations)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.''&lt;br /&gt;
:* ''For information on training [[creature|animals]], see [[Animal trainer]]. '' &lt;br /&gt;
:* ''For information on training [[attribute]]s, see [[Cross-training]].''&lt;br /&gt;
:* ''For information on training [[skill]]s, see [[Experience]].''&lt;br /&gt;
&lt;br /&gt;
Outside of actual mortal combat, '''training''' is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from a solo practice to group sparring, from individual instruction to actual live combat in a controlled, (hopefully) non-dangerous environment.&lt;br /&gt;
&lt;br /&gt;
== Organized squad training ==&lt;br /&gt;
Military training takes place in [[barracks]] in the form of group demonstrations, individual training and sparring, and in [[archery range]]s for [[Advanced marksdwarf training guide|Archery training]]. &lt;br /&gt;
&lt;br /&gt;
* '''Demonstrations''' are group training sessions for a specific skill, led by a teacher with experience in that skill and observed by one or more squad members. Demonstrations need to be [[organizer|organized]] and require that all are students present for the demonstration to begin, those already present will wait or do individual training until that happens. In addition to the skill demonstrated, dwarves gain some [[teacher]] and [[student]] experience, causing future demonstrations to become more effective.&lt;br /&gt;
&lt;br /&gt;
: Dwarves will only attend a demonstration if it teaches a fighting skill or the weapon they're currently equipped with (that is to say, if you have a squad of two dwarves, one with a spear, and one with an axe, you'll never get axe or spear demonstrations). Ranged dwarves will attend demonstrations for their weapons base skill; so marksdwarves will attend hammer demonstrations. They will however start and attend wrestling demonstrations as all dwarves can wrestle; this is also why wrestling levels up as fast as it does via demonstrations; a dwarf can always wrestle.[http://www.bay12forums.com/smf/index.php?topic=150534.0] &lt;br /&gt;
&lt;br /&gt;
: When a squad leader completes a demonstration, it fulfils the &amp;quot;help somebody&amp;quot; [[need]].&lt;br /&gt;
&lt;br /&gt;
* '''Sparring''' is a form of practice melee [[combat]] performed by two or more members of a squad, and possibly others choosing to watch the match. Sparring is a mostly-safe way to get experienced soldiers. Sparring appears to train every usable combat skill (weapon, Fighting, Wrestling, Discipline, etc.) even when dwarves have weapons equipped. Sparring tends to confer skill increases faster than Demonstrations.&lt;br /&gt;
&lt;br /&gt;
: Dwarves will only begin sparring when there are at least 2 dwarves with at least 'competent' skill level in their weapons skill and [[fighter]] skill. It appears that Dwarves with unequal skill levels ''will'' spar, but not frequently. If two dwarves are very close in skill levels, they spar much more frequently, this may be maximized by using position assigning.[http://www.bay12forums.com/smf/index.php?topic=150534.0] It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2 (or 3)-dwarf squads for training. Both dwarves should have the same weapon, to minimize useless cross-weapon teaching. It appears that the more experienced the training military dwarves are, the more likely they are to spar. However, sparring management is still a poorly understood science. &lt;br /&gt;
&lt;br /&gt;
* '''Individual Training''' slowly improves one skill at time through self-training. Squad members may choose to conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;) when there is no one else to train with or on their spare time when there are no [[schedule]]d orders. The latter might be tied to [[Personality_trait|motivated]]{{verify}} and [[discipline]]d{{verify}} dwarves.&lt;br /&gt;
&lt;br /&gt;
Designating a barracks and assigning a squad to train in it will allow squad members to train there individually instead of going idle, but they will never spar/demonstrate. In order to make them spar/demonstrate you need to activate the squad, either via the {{Menu icon|q}} squad menu and then clicking the 'axe' training button, or by activating a routine with training orders in the &amp;quot;Schedule&amp;quot; submenu.&lt;br /&gt;
&lt;br /&gt;
=== Setup Walkthrough===&lt;br /&gt;
In order to train, your soldiers will need to be organized into squads. To create your first squad, a [[Militia commander|Militia Commander]] must be appointed from the {{Menu icon|n}} [[noble]]s screen. Once you have a commander, you can go to the {{Menu icon|q}} [[squad]] menu and click &amp;quot;Create new squad.&amp;quot; You will be asked to pick a uniform from the default set, and your militia commander will automatically be assigned to the first squad position. You can assign more dwarves to the squad by clicking the 'positions' bearded face icon, then &amp;quot;Assign position X,&amp;quot; and you can rename the squad with the 'customize name' quill icon. To create subsequent squads, click &amp;quot;Create new squad&amp;quot; again and select a uniform, then assign dwarves to the squad. The first position in these subsequent squads will have the title [[militia captain]].&lt;br /&gt;
 &lt;br /&gt;
You can directly assign a squad to train constantly with [[Squads#Orders|active orders]]. For a more complex passive training regimen, you need to [[schedule]] the squad to train. This is accomplished by opening the {{Menu icon|q}} squad menu, selecting an existing squad or squads with the checkbox next to their name(s), and clicking &amp;quot;Schedule.&amp;quot; From here you can assign the squad to &amp;quot;Staggered Training,&amp;quot; &amp;quot;Constant Training,&amp;quot; or establish a more complex routine.&lt;br /&gt;
&lt;br /&gt;
Now open the {{Menu icon|z}} [[zone]] menu and begin designating a &amp;quot;[[Barracks]]&amp;quot; by clicking the blue banner icon. Select an area on the map to define the barracks' boundaries and click &amp;quot;Accept.&amp;quot; [[Bed]]s, [[weapon rack]]s, [[container]]s, and/or [[armor stand]]s are all useful within a barracks, and you may consider designating your zone around some of those pieces of furniture, but they are not necessary to begin training. While still in the {{Menu icon|z}} zone menu, click the barracks zone you just made and look at the barracks configuration menu which appears. From here, you can click the 'choose squads' button, which is a blue banner with a plus, and begin assigning squads to use the barracks by clicking the 'training' axe button next to the squad name. Now your squad is set to begin training, and has a place to train in.&lt;br /&gt;
&lt;br /&gt;
A squad set to the default &amp;quot;Constant Training&amp;quot; routine (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not stop following another order to train.&lt;br /&gt;
&lt;br /&gt;
#[[Squad#Forming_Squads|Form a squad]] with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there.&lt;br /&gt;
#Using the {{Menu icon|q}} [[squad]] &amp;quot;[[Scheduling|Schedule]]&amp;quot; system, assign the squad to &amp;quot;Constant Training.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
See also: [[Military F.A.Q.|Military frequent asked questions]].&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{Menu icon|q}} squad menu, and then the &amp;quot;[[Squad#Equipping_Soldiers|Equip]]&amp;quot; button. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the equipment menu, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves do not hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain Wrestling move(s), namely throwing. A thrown dwarf may skid along the ground and sustain injury. It can be lethal to a dwarf if their head skids on the ground or they slam into a wall, so have your sparring dwarves wear helmets and spar in open rooms. '''Note:''' ''all'' sparring dwarves may decide to do a bit of Wrestling, even if they have weapons equipped.&lt;br /&gt;
&lt;br /&gt;
Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs, [[stairs]], open water, and [[well]]s because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, dwarves can teleport through at least two solid wall tiles when using charge attacks.{{bug|7444}} To avoid problems, barracks should not be located close to cisterns, pits, magma reservoirs, sealed-off areas, or any other potential danger. &lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Off Duty routine tells the squad to remain in civilian clothes and does not tell them to actively train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;). In either case, [[cross-training]] can raise attributes while providing a larger and more flexible military.&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises. Keep in mind though that all combat in Dwarf Fortress comes with risks, and even a [[Legendary]] [[Axedwarf]] can be killed by an unlikely wrestling move or infected scratch.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_opening_cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Training]]&lt;/div&gt;</summary>
		<author><name>Kyler Ace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Iron&amp;diff=284362</id>
		<title>Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Iron&amp;diff=284362"/>
		<updated>2023-01-07T05:15:49Z</updated>

		<summary type="html">&lt;p&gt;Kyler Ace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Metal|name=Iron&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:IronSample.png|256px|center|frameless]]&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[pig iron]] at [[smelter]]&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12768}}&lt;br /&gt;
* [[Boiling point]] {{ct|15150}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 450&lt;br /&gt;
}}{{av}}&lt;br /&gt;
'''Iron''' is an important resource for a fortress, as an often-plentiful [[metal]] that can be used to make just about anything necessary, from weapons to [[furniture]] to [[trade good|trade goods]].  Iron is also a necessary ingredient in the production of [[steel]], the best non-spoiler metal in the game for [[weapon]]s and [[armor]]. If you are unable to produce enough steel in your fort, then the next best metal for military purposes is iron.&lt;br /&gt;
&lt;br /&gt;
The three ores of iron, which are [[Hematite]], [[Magnetite]], and [[Limonite]], can be found in all stone layers, with the exception of [[Limonite]], which can only be found in [[sedimentary]] layers.  &lt;br /&gt;
&lt;br /&gt;
Note that iron does not rust (though it may in future versions), so there's no harm in leaving iron objects out in the rain or submerging them in [[water]].&lt;br /&gt;
&lt;br /&gt;
== Uses==&lt;br /&gt;
* Melee weapons. Mostly useful for edged weapons. Good for bolts as well. You can also make crossbows out of iron but there are better metals.&lt;br /&gt;
* Armor. It's pretty good, though not the best.&lt;br /&gt;
* Construction, if you are so inclined.&lt;br /&gt;
* Good quality [[furniture]]. It is quite heavy, however.&lt;br /&gt;
* Magma-safe mechanisms, though there are plenty of magma-safe [[stones]] that would work just as well, if you can get your hands on them.&lt;br /&gt;
* [[Anvil]]s, which can only be made from iron or [[steel]].&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Iron comes from three ores: [[hematite]] (most common), [[magnetite]] (appears in large clusters), and [[limonite]] (least dense).&lt;br /&gt;
&lt;br /&gt;
Any of these iron ores can be smelted at a [[smelter]] to produce four iron bars. If you have a standard smelter, a bar of [[fuel]] will be necessary; magma smelters require no fuel to operate.&lt;br /&gt;
&lt;br /&gt;
Iron will also be available through [[goblinite]], as well as the dwarven and human caravans.&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
Iron may be combined with other materials at a [[smelter]], mostly for the production of [[steel]]&lt;br /&gt;
&lt;br /&gt;
* Iron + [[Flux]] + [[Fuel]] = [[Pig iron]]&lt;br /&gt;
* Iron + [[Pig iron]] + [[Flux]] + [[Fuel]] = 2 × [[Steel]]&lt;br /&gt;
&lt;br /&gt;
Note that [[fuel]] is used as a reactant: even [[magma smelter]]s need fuel for these reactions. A standard smelter will require two bars of fuel, one as a reactant and one to operate the furnace. This conforms with the process of carbonization of iron and [[pig iron]] in ferrous metallurgy in real life. &lt;br /&gt;
[[File:iron.jpg|thumb|230px|center|Pieces of iron.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = datan&lt;br /&gt;
| elvish  = icori&lt;br /&gt;
| goblin  = dusna&lt;br /&gt;
| human   = uzin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Kyler Ace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hematite&amp;diff=284187</id>
		<title>Hematite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hematite&amp;diff=284187"/>
		<updated>2023-01-06T10:41:44Z</updated>

		<summary type="html">&lt;p&gt;Kyler Ace: hematite can now be found in igneous intrusive and metamorphic layers as of v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Hematite''' is an [[ore]] of [[iron]], a mid-value [[metal]] useful for [[weapon]]s, [[armor]], and [[steel]] production. Hematite is found as [[vein]]s in [[sedimentary]] and [[igneous extrusive]] [[stone layers|layers]], as well as in small clusters in [[metamorphic]] and [[igneous intrusive]] layers.&lt;br /&gt;
&lt;br /&gt;
Hematite can be [[smelter|smelted]] by a dwarf with the [[furnace operating]] [[labor]] to produce four iron [[bar]]s per ore. Raw hematite can be also be [[gem cutter|Cut]] by a [[jeweler]] to produce cabochons (stone [[gem]]s), however [[stud]]ding with iron produces four times as many [[decoration]]s, with higher material [[value]] as well.&lt;br /&gt;
&lt;br /&gt;
'Hematite' is also the name of the fourth month of the dwarven [[calendar]], and takes place during early Summer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Hematite - oolitic with shale Iron Oxide Clinton, Oneida County, New York 2878.jpg|Hematite in shale&lt;br /&gt;
File:Hematite calcite.jpg|Hematite on calcite&lt;br /&gt;
File:Hematite macle.jpg|Hematite crystal&lt;br /&gt;
File:Hematite.bear.660pix.jpg|≡Hematite figurine≡ (carved in the shape of a bear)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Kyler Ace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=279753</id>
		<title>Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=279753"/>
		<updated>2022-12-25T10:05:27Z</updated>

		<summary type="html">&lt;p&gt;Kyler Ace: fully updated for v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' is an [[ore]] of [[iron]]. It appears as large, oval-shaped [[Vein|cluster]]s inside [[sedimentary layer]]s and small clusters in [[metamorphic layer]]s and [[igneous layer]]s. A magnetite cluster may sometimes contain [[vein]]s of [[native platinum]], which can continue outside of the cluster itself.&lt;br /&gt;
&lt;br /&gt;
In terms of [[Metalsmith|metalsmithing]], magnetite is identical to [[hematite]] and [[limonite]]. However, magnetite is distinguished by the extreme size of each deposit compared to the other iron ores, for sedimentary clusters anyways. While a vein might hold 100 tiles of ore, a cluster can contain around 750.&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Magnetite is the most magnetic of all the naturally occurring minerals.  It is often found in the form of [[black sand]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetite-131586.jpg|thumb|center|300px|Magnetite.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Kyler Ace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magnetite/raw&amp;diff=279749</id>
		<title>Magnetite/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magnetite/raw&amp;diff=279749"/>
		<updated>2022-12-25T10:01:01Z</updated>

		<summary type="html">&lt;p&gt;Kyler Ace: new v50 raws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[INORGANIC:MAGNETITE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]&lt;br /&gt;
[STATE_NAME_ADJ:ALL_SOLID:magnetite][DISPLAY_COLOR:0:7:1][TILE:'~']&lt;br /&gt;
[ENVIRONMENT:SEDIMENTARY:CLUSTER:100]&lt;br /&gt;
[ENVIRONMENT:METAMORPHIC:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_INTRUSIVE:CLUSTER_SMALL:100]&lt;br /&gt;
[ENVIRONMENT:IGNEOUS_EXTRUSIVE:CLUSTER_SMALL:100]&lt;br /&gt;
[ITEM_SYMBOL:'*']&lt;br /&gt;
[METAL_ORE:IRON:100]&lt;br /&gt;
[SOLID_DENSITY:5046]&lt;br /&gt;
[MATERIAL_VALUE:8]&lt;br /&gt;
[IS_STONE]&lt;br /&gt;
[MELTING_POINT:12768]&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GRAY]&lt;/div&gt;</summary>
		<author><name>Kyler Ace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=279748</id>
		<title>Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=279748"/>
		<updated>2022-12-25T10:00:38Z</updated>

		<summary type="html">&lt;p&gt;Kyler Ace: specified cluster sizes in non sedimentary layers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{stonelookup/0}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' is an [[ore]] of [[iron]]. It appears as large, oval-shaped [[Vein|cluster]]s inside [[sedimentary layer]]s and small clusters in [[metamorphic layer]]s and [[igneous layer]]s. A magnetite cluster may sometimes contain [[vein]]s of [[native platinum]], which can continue outside of the cluster itself.&lt;br /&gt;
&lt;br /&gt;
In terms of [[Metalsmith|metalsmithing]], magnetite is identical to [[hematite]] and [[limonite]]. However, magnetite is distinguished by the extreme size of each deposit compared to the other iron ores, for sedimentary clusters anyways. While a vein might hold 100 tiles of ore, a cluster can contain around 750.&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Magnetite is the most magnetic of all the naturally occurring minerals.  It is often found in the form of [[black sand]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetite-131586.jpg|thumb|center|300px|Magnetite.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Kyler Ace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=279740</id>
		<title>Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=279740"/>
		<updated>2022-12-25T09:51:51Z</updated>

		<summary type="html">&lt;p&gt;Kyler Ace: links&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{stonelookup/0}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
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'''Magnetite''' is an [[ore]] of [[iron]]. It appears as large, oval-shaped [[Vein|cluster]]s inside [[sedimentary layer]]s and small clusters in [[metamorphic layer]]s and [[igneous layer]]s. A magnetite cluster may sometimes contain [[vein]]s of [[native platinum]], which can continue outside of the cluster itself.&lt;br /&gt;
&lt;br /&gt;
In terms of [[Metalsmith|metalsmithing]], magnetite is identical to [[hematite]] and [[limonite]]. However, magnetite is distinguished by the extreme size of each deposit compared to the other iron ores - while a vein might hold 100 tiles of ore, a cluster can contain around 750.&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Magnetite is the most magnetic of all the naturally occurring minerals.  It is often found in the form of [[black sand]].&lt;br /&gt;
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[[File:Magnetite-131586.jpg|thumb|center|300px|Magnetite.]]&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Kyler Ace</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=279737</id>
		<title>Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=279737"/>
		<updated>2022-12-25T09:51:18Z</updated>

		<summary type="html">&lt;p&gt;Kyler Ace: magnetite raws were changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{stonelookup/0}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' is an [[ore]] of [[iron]]. It appears as large, oval-shaped [[Vein|cluster]]s inside [[sedimentary layer]]s and small clusters in metamorphic and igneous layers. A magnetite cluster may sometimes contain [[vein]]s of [[native platinum]], which can continue outside of the cluster itself.&lt;br /&gt;
&lt;br /&gt;
In terms of [[Metalsmith|metalsmithing]], magnetite is identical to [[hematite]] and [[limonite]]. However, magnetite is distinguished by the extreme size of each deposit compared to the other iron ores - while a vein might hold 100 tiles of ore, a cluster can contain around 750.&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Magnetite is the most magnetic of all the naturally occurring minerals.  It is often found in the form of [[black sand]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetite-131586.jpg|thumb|center|300px|Magnetite.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Kyler Ace</name></author>
	</entry>
</feed>