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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=260943</id>
		<title>40d Talk:Cow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=260943"/>
		<updated>2022-01-17T04:01:07Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Husbandry queries==&lt;br /&gt;
Is it possible to raise cattle? - I have a bull and a cow - will they eventually mate? do i have to cage them or smth? there doesnt seem to be a related workshop (except the butcher 'f course ;)) or skill ? is there an article covering this? --[[User:Koltom|Koltom]] 17:39, 8 February 2008 (EST)&lt;br /&gt;
:Yeah the cow will have some calves sooner or later.--[[User:Ikkonoishi|Ikkonoishi]] 17:46, 8 February 2008 (EST)&lt;br /&gt;
::They ''should be'' [[milk]]able at a [[farmers workshop]] but it seems it is not implemented yet. Do you really want to run a dairy farm, or a [[Dwarf Fortress:About|dwarven fortress]]?? ;) [[User:GarrieIrons|GarrieIrons]] 22:01, 8 February 2008 (EST)&lt;br /&gt;
Yes, it is not implemented yet. My question however was aimed at meat. But actually i would '''love''' to run a dairy ''inside'' a dwarven fortress ;) imagine the happy thoughts of Tobul drinking her first cup of home-made cow milk she so loves.. --[[User:Koltom|Koltom]] 12:41, 9 February 2008 (EST)&lt;br /&gt;
:I guess a related question is, does the game follow real-world herd management: 1 bull can mate with about 30 cows, or as the article currently implies do you need &amp;quot;breeding pairs&amp;quot; (which actually makes expanding a herd a quite difficult task).&lt;br /&gt;
:So far it is hard to monitor this because you don't know which is the mother cow and if you cage animals they just don't breed. And without caging them, it is difficult to keep animals from wandering over the whole map (mine seem to spend most of their time in my dining rooms though... yum yum cat tallow biscuits surrounded by the aroma of cow shit!)[[User:GarrieIrons|GarrieIrons]] 23:13, 15 February 2008 (EST)&lt;br /&gt;
::One male is enough. I had twenty cows popping calves almost simultaneously (inn a couple of days), with only one bull.&lt;br /&gt;
I bet that bulls will be milkable for few versions after milking cows will be implemented... --[[User:Someone-else|Someone-else]] 00:15, 7 May 2008 (EDT)&lt;br /&gt;
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:: Placing a 3x3 grid of chains/ropes and then chaining a bull in the center tile, surrounded by cows, is an excellent husbandry system. I refer to this as my Meat Harem. --[[User:RomeoFalling|RomeoFalling]] 23:17, 4 November 2008 (EST)&lt;br /&gt;
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:::Is proximity important?  People have described animals getting pregnant despite being alone behind a locked door.  Alhough the rope corral system in general is probably the best way to go.--[[User:Maximus|Maximus]] 18:42, 5 November 2008 (EST)&lt;br /&gt;
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:::: I've never actually checked. Although I was using my lone female horse as a chained sentry on the path to my depot (seven squares from the depot), and she's given birth. I'm assuming that's from the caravan horses. *avoids making obvious jokes* --[[User:RomeoFalling|RomeoFalling]] 19:26, 5 November 2008 (EST)&lt;br /&gt;
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:::: I started a game with 1 female one-humped camel, and two female + 1 male two-humped camels. After 1.5 years, the two-humped camels have each given birth twice or three times, while I still have only a single one-humped camel. I guess breeding works as soon as you have a male (not necessarily yours) somewhere on the map. [[User:Qwertyu|Qwertyu]] 07:44, 6 November 2008 (EST)&lt;br /&gt;
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::::: It has to be slightly more complex than that. Otherwise a tame female camel on a map with wild camels will give birth. *checks* No, my starting camel is male (I remember reading somewhere that this is always the case). Has anyone tried this? Is anyone willing to try? If I get a female camel, I'll cage my male and stake the female out and see what happens. --[[User:RomeoFalling|RomeoFalling]] 08:55, 6 November 2008 (EST)&lt;br /&gt;
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:::::: ummm i walled up a puppy. she then grew up and had puppies of her own - and the only exit was up about 5 levels of vertical well-shaft [[User:Twiggie|Twiggie]]&lt;br /&gt;
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::I have had various critters (horses, muskoxen, camels and a dromedary - that's a 1 humped camel, fyi ) all get pregnant by wild critters that never crossed the moat, while the bridge was up. But just in case, I tested this theory by breeding and buying until I had 10 adult female muskoxen, culled /all/ male muskoxen, and then all males born for the next three years. I continued to have wild muskoxen come into the area (but never across the bridge, down three flights of stairs and into the walled up chamber where the females, a butcher and a large food stockpile were kept)... I continued to have muskox calves born in mass, spring and fall, for four more years. It would probably have lasted longer but I got bored with the test. Also, my butcher finally ran out of booze and died of thirst. --[[User:Teres_Draconis|jaz]]  ... on this day, at this time.&lt;br /&gt;
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:I haven't tested it yet, but I think the [MILKABLE:33333] tag is what lets the purring maggot be milked. I keep meaning to put it on the other critters and find out but... alas, I am forgetful.  Perhaps if someone else could confirm??  --[[User:Teres_Draconis|jaz]]  ... on this day, at this time.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade for a bull? The liaison screen only lets you request &amp;quot;cow&amp;quot;, so I assume this will also (randomly) include bulls?&lt;br /&gt;
I started with one female cow, and managed to trade for another. Then one of my cows gave birth (mated with a caravan bull perhaps?) - to two happy, healthy... ''female'' calves. Now I've just traded for ''another'' female cow. At the moment all I can do is keep them tied up in my paddock, and enjoy their haunting moos... --[[User:Raumkraut|Raumkraut]] 22:36, 20 June 2008 (EDT)&lt;br /&gt;
:I think it says in one of the tutorials, and I've found it to be the case, that animals selected at embark alternate gender. So, if you get two cows, one will be a bull. If you get four, two will be, and so on. --[[User:Zombiejustice|Zombiejustice]] 22:57, 20 June 2008 (EDT)&lt;br /&gt;
::Yes, but embarkation cows are '''expensive'''! I was operating under the assumption that animals alternated gender throughout the game, not just during initial selection, which from memory seemed to be the case - until that particular game! --[[User:Raumkraut|Raumkraut]] 19:23, 21 June 2008 (EDT)&lt;br /&gt;
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::When traders come through, you can use the unit screen to look and see if they've brought any non-verminous pets for you to purchase. They should show up just like they would if they belonged to you &amp;quot;Stray bull (tame)&amp;quot; or &amp;quot;stray dog (tame)&amp;quot; except that instead of saying &amp;quot;tame&amp;quot; in the far right collumn, it says &amp;quot;merchant&amp;quot;.  Those are the creatures the merchant has for sale, as opposed to the ones they're using to haul their stuff. Unfortunately, you can't (z)oom in on a caged creature to determine it's gender. &lt;br /&gt;
::Alternatively, in the trade window, when you look at the Cow cage(tin), and examine it the way you would to see if the trader is selling red dyed cloth or emerald, it will show if it is a cow or a bull. Sadly, things like cats, which have the same name for both genders... well, it's pot's luck. You can always turn around and sell it again if it's not what you wanted. Or, you know, slaughter it. By year 3 I usually have a cage with 6 or 7 female cats in it just waiting to be traded. --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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== Cow ages? ==&lt;br /&gt;
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What's the age a calf must become to grow into a cow or bull? I've read the .txt but I can't find a [CHILD] or [BABY] token.&lt;br /&gt;
:They have the [CHILD:1] token, so I think they go straight from calves to adults when they turn 1 year old. --[[User:BahamutZERO|BahamutZERO]] 01:50, 17 August 2008 (EDT)&lt;br /&gt;
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== Smelting Cows? ==&lt;br /&gt;
I've heard the phrase tossed about, can you actually pop cows out of the smelter? How does that work? [[User:Rkyeun|Rkyeun]] 21:55, 4 October 2008 (EDT)&lt;br /&gt;
: I ''think'' that's only meant to be humorous, but there are a number of things you can pop out of the smelter with a bit of editing (See the [[Cheating#Make_Stone_Into_Logs|stone-to-logs cheat]] for more details). I want to say that cows, being living beings, are unsmeltable... although again, could be wrong. I'm not at a computer with DF installed at the moment. -[[User:Fuzzy|Fuzzy]] 08:56, 6 October 2008 (EDT)&lt;br /&gt;
::They come out as vermin, because you make a cow item.  Vermin are items, that can teleport.--[[User:Zchris13|Zchris13]] 17:37, 19 May 2009 (UTC)&lt;br /&gt;
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== Farming Advice ==&lt;br /&gt;
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Hopefully I'll find a better page to put this but for now, I'll just leave it here.&lt;br /&gt;
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Only one bull is necessary for breeding, regardless of how many females you have.  Which means any males beyond the first serve no purpose (but read the second to last paragraph).  Therefore it would be a great idea to slaughter all males, but keep the females around for breeding.  No more wondering which cows to kill and which to keep alive!&lt;br /&gt;
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Also, the male doesn't need to be anywhere near the females to impregnate them.  You could lock them in a vault (see the below paragraph) and they will still impregnate the females anyway.  NOTE: While distance and/or walls will not prevent pregnancy, putting either the female in question or all available males into a cage WILL prevent it.&lt;br /&gt;
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While multiple males may not have any (non food related) use, you may not want to slaughter them if they are an immigrant's pet, or just in case the designated male dies.  To prevent the latter, I would suggest locking him in an vault far below your fortress, then wall him in, make an underground moat around him, just do whatever you can to make him unreachable.&lt;br /&gt;
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I'm going to go check on all of this to make sure I got it right.  Will edit this once I do.  Also, should I make a Livestock page with this on it?  After all, this applies to all tamed animals, and not just cows.&lt;br /&gt;
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EDIT: silly me, I forgot to sign it.  --[[User:Smartmo|Smartmo]] 01:40, 1 May 2009 (UTC)&lt;br /&gt;
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Well I can't seem to find where I found this information, but I know it's around here somewhere.  If someone else can confirm (or deny) it, I would be most appreciative.  --[[User:Smartmo|Smartmo]] 02:35, 1 May 2009 (UTC)&lt;br /&gt;
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:Which information? You have quite a lot there.  I do believe you have it all correct.--[[User:Zchris13|Zchris13]] 17:39, 19 May 2009 (UTC)&lt;br /&gt;
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::Oh, good.  I just know eventually I'm gonna post something like this and get it all wrong.  It's just a matter of time.  Anyway, like I said, this applies to more than cows, so there must be somewhere I can put this that's more appropriate.  Are there any pages about breeding in general?  A search for &amp;quot;breeding&amp;quot; just gets me to the meat industry page, which is looking pretty cluttered as it is.--[[User:Smartmo|Smartmo]] 21:59, 19 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=260942</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=260942"/>
		<updated>2022-01-17T04:00:58Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User:Qwertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
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:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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:Goblin Cage(Material) is usually a good indication that you've caught them. In fact, the &amp;quot;____&amp;quot; cage (Material) is a name that's given when something occupies the cage, I believe, so it definitely means the Goblin is trapped inside, as otherwise it would simply be a &amp;quot;Larch Cage&amp;quot;. [[User:Jwguy|Jwguy]] 06:15, 4 June 2009 (UTC)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
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This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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I'm having a similar problem with this, they dont want to clean the traps anymore, oh no, they want to clean the damned splatters of blood off the walls after! luckily my fortress entrance is so convoluted that it takes a full day to traverse it, but It could become a problem in the future. [[User:Heliman|Heliman]] 11:16, 16 May 2009 (EST)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
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It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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::Do you mean napalm?--[[User:Mrdudeguy|Mrdudeguy]] 20:24, 14 May 2009 (UTC)&lt;br /&gt;
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: Refined coal is [[coke]] in the game. Whiskey is a nice burny liquid your dwarves know how to make, but it's wasted on goblins. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:29, 30 May 2009 (UTC)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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Well it depends, if the trap in question is a spike trap, it will not discriminate between friend or foe, otherwise a trap shouldn't harm any conscious ally--[[User:Heliman|Heliman]] 2:12, May 17 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
:: Um, isn't there a &amp;quot;panic&amp;quot; mode that will let any creatures trigger traps? Like kobold thieves can be caught by a trap after they ve been detected and run off? Maybe the same goes for chased traders. --[[User:Koltom|Koltom]] 23:53, 15 July 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
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So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;br /&gt;
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== Cage trap bug ==&lt;br /&gt;
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recently I caught about 15 goblins in a siege so I decided to drop them in my volcano to prove a point to the rest. Well I dropped them in and then I noticed that one of my cage traps was smoking and that there was everything that a goblin bowmen would where in it. So after a couple of minutes I had gotten a screw pump ready to try and get rid of the smoke when my game crashed then I tried it again and the exact same thing happened. Im pretty sure that this is a bug but I cant be sure.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 00:32, 3 June 2009 (UTC)&lt;br /&gt;
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== disposing of trapped hostiles ==&lt;br /&gt;
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What is the safest/easiest way to empty cages? TIA &amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:31, 21 June 2009 (UTC)&lt;br /&gt;
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Build a drowning room that you can fill with a screw pump / floodgate connected to river, build the cages in there, link a lever to the cages, close and forbid the door of the drowning room, pull the lever.&lt;br /&gt;
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Other ways are more risky, but can also be more fun ;)&lt;br /&gt;
--[[User:Syndic|Syndic]] 13:10, 10 July 2009 (UTC)&lt;br /&gt;
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: create a room with a lockable door.  Build the cages in that room.  Connect the cages to a lever.  Use the d-b-d key combo to dump the traps.  Use 't' to look at all the cages and stop dumping the cage and mechanisms themselves.  Wait for your dwarves to strips the prisoners naked.  Lock some of your warriors in the room with the cage.  Pull the lever.  Free XP.  Clean up and go again. --[[User:Altaree|Altaree]] 18:01, 29 March 2010 (UTC)&lt;br /&gt;
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== Human ambushers trap-immune? ==&lt;br /&gt;
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In 28.181.40d it seems that the humans that come with the goblin ambushes walk past my traps without setting them off, luckily they usually flee when their goblin friends follow them and are killed by the traps. Do humans have some sort of trap-evasion now too or (more likely) do human ambushers also benefit from that &amp;quot;not affected by traps their diplomats have seen&amp;quot; thing that human sieges get?&lt;br /&gt;
--[[User:Syndic|Syndic]] 07:37, 10 July 2009 (UTC)&lt;br /&gt;
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Update: seems like it really is caused by the human diplomats seeing the traps... another ambush, the human walked past all the traps just fine until he hit a weapon trap that I constructed after the last caravan already left. I'm now building special trap-filled, pet-baited corridors with doors in front so the filthy spies can't see them.--[[User:Syndic|Syndic]] 12:52, 10 July 2009 (UTC)&lt;br /&gt;
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Hmm, now an elf leading a goblin ambush walked past traps too... not sure what to make of this --[[User:Syndic|Syndic]] 14:57, 15 July 2009 (UTC)&lt;br /&gt;
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== {forbidden} animal corpses ==&lt;br /&gt;
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when elephants are getting killed by my weapon traps (which IMO are being a great way to train my forest gulag woodcutter/carpenter/mechanic Corps of Engineers) the corpse is {forbidden}. Which means perfectly good meat/skin going to waste.&lt;br /&gt;
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Is there a way to make dead meat not be auto-forbidden?? Might be worth putting in there somewhere??&lt;br /&gt;
I've already got one friendly herd of elephants so don't need to cage-trap any more thanks!&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:50, 22 October 2009 (UTC)&lt;br /&gt;
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:Try (O)rders (F)orbid to find the right menu.  Most of us consider auto-forbidding corpses a feature - it stops foolhardy peasants from running into goblin attackers to loot the corpse of a recently slain one. --[[User:Squirrelloid|Squirrelloid]] 14:03, 22 October 2009 (UTC)&lt;br /&gt;
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::Thanks, now I know how the feature works I will be able to toggle it on/off as needed.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 13:08, 23 October 2009 (UTC)&lt;br /&gt;
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== Spike trap actually does work on falling dwarves ==&lt;br /&gt;
The Baron Consort had a bit of an... accident when someone mistakenly pulled the lever that activated the floor hatches in his room that dropped him on top of upright spikes which had no triggers at all. He was impaled on it. The fortress Channeltribes is &amp;lt;s&amp;gt;thrilled with&amp;lt;/s&amp;gt; deeply saddened by our loss.&lt;br /&gt;
:Are you sure it was the spikes that killed him, and not just fall damage?  --[[User:LaVacaMorada|LaVacaMorada]] 06:49, 5 November 2009 (UTC)&lt;br /&gt;
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==Getting dwarves out of cages==&lt;br /&gt;
If an individual dwarf falls unconcious on a cage trap (NOT a child in a snatcher's inventory), and the cage used was wood (Can't set it to justice), is there any way to get that dwarf out? The dwarf in question decided that there was nothing wrong with walking around with a damaged lung and fell unconcious on a cage trap. Now he's sitting in my storage room. I tried &amp;quot;building&amp;quot; the cage he was in, then tried taking him out by unassigning him from it, but nobody seems interested in letting him out, even if they have nothing else to do and I have animal hauling, animal handling, etc, activated on them. Any ideas on getting him out? --[[Special:Contributions/98.222.254.167|98.222.254.167]] 22:11, 1 July 2010 (UTC)&lt;br /&gt;
*Link it to a lever, then pull the lever. --[[User:Quietust|Quietust]] 02:25, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&amp;diff=260941</id>
		<title>40d Talk:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&amp;diff=260941"/>
		<updated>2022-01-17T04:00:49Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
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&lt;div&gt;i ve seen discussions bout &amp;quot;moats/pits&amp;quot; here and there - why not simply use an empty channel? --[[User:Koltom|Koltom]] 11:07, 6 March 2008 (EST)&lt;br /&gt;
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Style, mostly. Well, that and an empty channel isn't deadly to anyone falling into it (Which can happen on occasion in a big bunch of enemies.) For most things, though, an empty channel backed by a wall to prevent projectile fire is sufficient. --[[User:Erom|Erom]] 13:44, 6 March 2008 (EST)&lt;br /&gt;
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Non-lethality can be a good thing, in case your own dwarves fall in.  Just trap the exit(s), and it's still lethal to attackers.  Or, if you're really determined to make it lethal to everyone, just channel a huge pit too deep for anything to survive.  --[[User:Smartmo|Smartmo]] 00:11, 13 May 2009 (UTC)&lt;br /&gt;
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== Planning for building destroyers ==&lt;br /&gt;
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So, apart from doors (and things like workshops) what can a building destroyer monster break through? Do I have to worry about a [[magma man]] breaking through the wall grate filter in my magma supply, or a [[troll]] busting through my arrow slits (= fortifications)? [[User:Anydwarf|Anydwarf]] 12:59, 15 April 2008 (EDT)&lt;br /&gt;
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:I've seen them destroy ballistas, statues and hatch covers.  They probably can destroy anything that can be built. --[[User:Bouchart|Bouchart]] 13:10, 15 April 2008 (EDT)&lt;br /&gt;
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I got a [[bronze colossus]] to play with and did some testing. (They really do regenerate quickly!)&lt;br /&gt;
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Things destroyed:&lt;br /&gt;
*iron/steel/stone doors (gone)&lt;br /&gt;
*stone wall grate (gone)&lt;br /&gt;
*trade depot (deconstructed into rough stones)&lt;br /&gt;
*glass statues (deconstructed only, they were sitting next to where they were installed; game says &amp;quot;toppled&amp;quot;)&lt;br /&gt;
*vertical steel bars (deconstructed only; &amp;quot;toppled&amp;quot;)&lt;br /&gt;
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Things not destroyed:&lt;br /&gt;
*constructed or carved walls and fortifications (ignored)&lt;br /&gt;
*rope (for holding guard dogs; it walked right over)&lt;br /&gt;
*drawbridge (walked across; ignored while up)&lt;br /&gt;
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Science! [[User:Anydwarf|Anydwarf]] 12:04, 21 April 2008 (EDT)&lt;br /&gt;
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: I was under the impression that a bronze colossus would destroy constructed walls/fortifications if they are the only way to get to dwarves. This is also claimed in the unpolished [[fortifications]] page. Is that true? --[[User:Aykavil|Aykavil]] 10:40, 4 July 2008 (EDT)&lt;br /&gt;
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:: I am quite determined that this is not correct. I had a dragon siege my fortress, which made heavy use of constructed walls outside. It, like all megabeasts, has the [BUILDING_DESTROYER:2] tag. When I rose my drawbridge, it just sat around outside. While it couldn't reach the bridge which was protected by a small channel, my dwarves were farming in exterior fields just a wall (again, this is constructed, not natural) away. It sat there, totally still for two seasons until I sent out my marksdwarves to kill it. I think that back in the flat fortress days, megabeats could destroy constructions, or that seems to be the consensus of the wiki. They just don't anymore, any information that tells you they break walls is out of date. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 01:54, 13 May 2009 (UTC)&lt;br /&gt;
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:::(Sensei - Could that info be as &amp;quot;out of date&amp;quot; as the question you are responding to, perhaps?  btw, yes - &amp;quot;buildings&amp;quot; are [[building]]s, not [[construction|{{k|C}}onstructions.]])--[[User:Albedo|Albedo]] 02:42, 13 May 2009 (UTC)&lt;br /&gt;
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== Armed Civilians ==&lt;br /&gt;
I tried the armed civilian stuff, but an unfortunate side effect is that hunters seem to sleep anywhere except in their beds. Also the forums suggest giving 'fake' woodcutting or mining jobs so that civilians carry pick-axes or battle-axes. This does not address the armor issue, though. --[[User:Aykavil|Aykavil]] 10:35, 4 July 2008 (EDT)&lt;br /&gt;
:I'd add that it's possible to be mistaken about having no wildlife to hunt!  Not all wildlife is present when you embark, there's some random appearances of things like macaques from the edge of the map.  It doesn't have to be MUCH wildlife to be disruptive to this plan, either.  Ever see 13 dwarves hunting one alligator, with maces?  Gah. --[[User:Corona688|Corona688]] 00:57, 21 December 2008 (EST)!&lt;br /&gt;
::It is true that wildlife constantly changes, but it is possible to have no ''huntable'' wildlife.  On a beach map, I had several roving schools of cod.  Nothing else.  Just lots and lots of cod.  I have tried to kill some of them, but so far I have gotten nothing but cod on that map.  It should be noted that these cod were way out in the middle of the ocean.--[[User:Zipdog|Zipdog]] 06:11, 19 April 2009 (UTC)&lt;br /&gt;
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==Use of User Names in Defense Designs==&lt;br /&gt;
May I suggest we not use them.  Sure, someone may have been the first one to propose it on the wiki, but that doesn't mean others haven't thought about it before (in the case of the trapped chained animal somewhere away from your fort, I know I've seen that on the forums before, and its identical to the 'Roach Motel' from [[Defense guide]]), and it doesn't mean that you're some kind of genius to have thought of it.  &lt;br /&gt;
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Its not like I haven't provided novel suggestions (including on this page), but it seems wrong to lay claim to them.  A lot of it has to do with understanding how the game works and the solutions proceed logically from that.  &lt;br /&gt;
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As such, I am removing usernames from the subsection titles.  I don't feel they're appropriate.  If people disagree, lets discuss it here, but the wiki is not about self-aggrandizement, its about providing information about what works and what doesn't.  Who first wrote about it on the wiki shouldn't be relevant. --[[User:Squirrelloid|Squirrelloid]] 17:54, 22 December 2008 (EST)&lt;br /&gt;
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:I wouldn't have put my name if others weren't already there for ages.  Nor did I ever think &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; of the names were really laying claim to &amp;lt;em&amp;gt;inventing&amp;lt;/em&amp;gt; these things.  I don't give a damn if my name's there or not, and accusing me of self-aggrandizement is a little rude. --[[User:Corona688|Corona688]] 19:43, 22 December 2008 (EST)&lt;br /&gt;
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::Sidestepping the issue of accusations, I agree with Squirrelloid that names are best left off article pages.  It interferes with collaborative writing that is the core of the wiki model -- you can't freely rewrite what someone else has written if it says &amp;quot;I wrote and/or designed this&amp;quot;.--[[User:Maximus|Maximus]] 22:00, 22 December 2008 (EST)&lt;br /&gt;
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::I did not specifically call you out Corona nor did I speculate on any particular poster's motives.  I can see how you may have necessarily read my comment as implying such, however, and I apologize for that.  Peace? --[[User:Squirrelloid|Squirrelloid]] 05:37, 29 December 2008 (EST)&lt;br /&gt;
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:Further vote of agreement on [[User:Squirrelloid|Squirrelloid]]'s action. --[[User:N9103|Edward]] 00:36, 24 December 2008 (EST)&lt;br /&gt;
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== Merging in other articles and defining what this page should be ==&lt;br /&gt;
Currently, there's this page, the [[defense guide]], and [[fortifications]] all doing approximately the same thing. What we need to do is better define what goes where, and what articles are actually necessary. I'd suggest merging most of the current articles into this one, and then taking all the specific defensive design strategies and putting them in a seperate page, similar to how [[bedroom designs]] is separate from [[bedroom]]. Thoughts? --[[User:Mikaka|Mikaka]] 00:11, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I noticed that too when I was working on &amp;quot;siege engines&amp;quot; - repeated redundant duplication over and over again.  I suggest (in line with your thoughts?) that this topic, &amp;quot;fortress defense&amp;quot;, should be more abstract and theoretical, and more specific topics and examples have their own page(s).  &amp;quot;Defense Designs&amp;quot; could be the equivalent of &amp;quot;bedroom design&amp;quot;, with specifics.  (Maybe a new category, &amp;quot;designs&amp;quot;?) The article starts well, with &amp;quot;fortification based&amp;quot; - but then never follows up with any other &amp;quot;X-, Y-, and Z-based&amp;quot; alternative approaches to that.  The last few topics on this page are what I think it should be - general approaches, theory, points to consider.  The examples of &amp;quot;reverse battlements&amp;quot; and the winding entryway are too specific, and with few alternative examples (or at least for an intro page like this). The graphics for the flooded entryway are not clear at all imo.&lt;br /&gt;
&lt;br /&gt;
:I think, on this page, something like these sections could be included, each short with a ''general'' discussion, perhaps with (at most) one simple example:&lt;br /&gt;
:: 1) Plan ahead:  Topography, natural barriers &amp;amp; dangers, growth, pro-con of walls vs trenches, ranges for weapons, etc.&lt;br /&gt;
:: 2) Weapons at your disposal - active vs passive, barriers, bridges, traps, melee troops, archers, siege weapons, guard dogs, water, magma, pits, &amp;amp; etc.&lt;br /&gt;
:: 3) Different threats - wild animals, thieves &amp;amp; snatchers, sieges, mega-beasts.  Also flying critters, magma critters, GCS.&lt;br /&gt;
:: 4) Defending... your entryway, your outdoor buildings/areas, your forest (or outdoor workers), your inner fortress (2nd line of defense), your troops.&lt;br /&gt;
:: 5) Philosophies - &amp;quot;hall of traps&amp;quot;, &amp;quot;crossbow death&amp;quot;, &amp;quot;go turtle until it passes&amp;quot;, &amp;quot;wall/channel your own private Idaho&amp;quot;, &amp;quot;Mano a mano!&amp;quot;, &amp;quot;kill zones&amp;quot;, &amp;quot;complex entry traps&amp;quot;, etc etc. (Names subject to change, natch)&lt;br /&gt;
&lt;br /&gt;
:''Then'', tied to each of those, links relevant to those ideas, with (hopefully) multiple and varying examples for each.&lt;br /&gt;
&lt;br /&gt;
:(Also, can we all agree to delete that chatty crap toward the very end? The trite Mayor and Trader exchange?) ;(   I'd be happy to rewrite it so it's actually informative on the topic.  --[[User:Albedo|Albedo]] 22:25, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In general, I like this direction. It's very similar to the current [[defense guide]], though. If we are going to keep two separate pages, we need to better define what goes on what page. Personally, I think we could just merge the two together, and I don't really care which page is kept and which page becomes a redirect.&lt;br /&gt;
::We definitely need a page like Defense designs, but it should also have stuff like the armed civilian section and other tips, so I'm not sure the name Defensive designs is accurate. &lt;br /&gt;
::And yes, I'll get rid of that mayor/trader exchange. --[[User:Mikaka|Mikaka]] 01:16, 4 May 2009 (UTC)&lt;br /&gt;
::: Hadn't stumbled upon that Defense Guide before - what a morass.  That could use some paring down as well.  And I'd bet nothing links to it. Yes, these could be combined - one page for general advice and theory, one (or more) for examples practical, impractical, specific and obscure. --[[User:Albedo|Albedo]] 01:33, 13 May 2009 (UTC)&lt;br /&gt;
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::::Seeing as how there's so very many ideas concerning defense, I think we need a disambiguation page, like there is for [[modding]], with sections on megabeasts, sieges, siege as defense, etc.  --[[User:Smartmo|Smartmo]] 03:35, 13 May 2009 (UTC)&lt;br /&gt;
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:::::That's not technically a disambiguation page, that's a category. There is a [[:Category:Fortress defense]] category. If I understand you correctly, you're saying there should be a Megabeast defense page, a siege defense page, an ambush defense page, etc.? That doesn't really make sense... most aspects of defense overlap considerably, and you can't really build a separate defense system for each threat. Certainly the megabeast, siege, etc. pages should have a blurb about defending against said threat, but that doesn't mean there shouldn't be a centralized page that deals with all aspects of defense. --[[User:Mikaka|Mikaka]] 05:44, 13 May 2009 (UTC)&lt;br /&gt;
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::::::Well you get what I mean.  There should be a basic defense page, of course, but I'm just saying there's too many ideas and strategies to fit entirely on one page.  --[[User:Smartmo|Smartmo]] 14:43, 13 May 2009 (UTC)&lt;br /&gt;
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Okay, there are 3 of us here, plus probably some more lurkers.  We have &amp;lt;s&amp;gt;3&amp;lt;/s&amp;gt; 4 pages (are there any more?) with information to combine and re-sort:&lt;br /&gt;
&lt;br /&gt;
:* [[Fortress defense]] The page where we are now was the original, started November 2007.&lt;br /&gt;
:* [[Fortifications]] Started June 2008 - this page started as a simple redirect (Nov 2007) to the article on  in-game [[fortification]] (the thing archers like and fluid flows thru), and some user decided to ignore the above, adopt it and write up his own ideas, and others added since. Still by far the smallest of the 3&lt;br /&gt;
:* [[Defense guide]] (started July 2008) ignored the two above pages, started yet another.&lt;br /&gt;
:* [[Siege engine]] - redundancies w/ above&lt;br /&gt;
&lt;br /&gt;
Looking back over the guidelines in the [[Dwarf Fortress Wiki:Community Portal]], several jump out. '''Categories''' - we should incorporate as possible.  '''Headings''' - we've started to talk about that above.  '''Redundancy''' - the main reason we're doing this.  And my fav, '''Be Bold''' - we're going to tear this down and build it up right.  We may use a lot of the same sub-articles untouched, or plagiarize or combine or split and dove-tail different parts, but we should not be slaves to any accidentally cobbled historical presentation, vs one that makes sense given what we know we have and expect to see in the future.&lt;br /&gt;
&lt;br /&gt;
How do we set up the (new) pages? I suggest losing the smaller &amp;quot;Fortifications&amp;quot; article entirely, combining that info elsewhere and returning that page to a simple unambiguous redirect. We also lose this page in favor of the more intuitive and broader article title &amp;quot;Defense Guide&amp;quot;, making this redirect there.  On that page will be the general theory and smaller sub-topics, etc etc.  Then TWO more pages for ''specific'' design examples &amp;amp; graphics, in keeping with the [[Bedroom design]] example: &amp;quot;Defense Design&amp;quot; for defenses and layouts, (where most of the graphics from this page would go, I'd think), and the other one specifically for Traps, &amp;quot;Trap Design&amp;quot;.  &amp;quot;Traps&amp;quot; are complex and personalized enough to fill their own page, I'd think, and tend to be a discrete module that can be plugged into any larger defense scheme, thus separate from &amp;quot;defense&amp;quot; in general. (And once we create the page, I'll bet a stack of adamantium bolts we see more added to it.)&lt;br /&gt;
&lt;br /&gt;
For the miscellaneous tactics like &amp;quot;armed civilians&amp;quot;... I think if they are a general approach they go here, or we could merge more specific examples under Defense Design.  Not perfect, but otherwise they'd be stub pages, and I can't think of enough examples (or a proper &amp;quot;design&amp;quot; category) to justify their own page.  Altho' not architectural design, it is organizational design, tactical design - close enough.  If they're too specific, too obscure or too complex, they don't belong on the Defense Guide page, which is reserved for general theory and abstract concepts.&lt;br /&gt;
&lt;br /&gt;
There's also the [[Design strategies]] article, which seems to act as a clearing house for all smaller aspects, and/or a linking page to larger ones - &amp;quot;workshop design&amp;quot; is a large section of this, and could even be expanded to become its own article.  (I'm thinking &amp;quot;____ Design&amp;quot; becomes a pattern for expansion pages on this wiki - we'll want to check with authorities on that before proceeding on that assumption.)&lt;br /&gt;
&lt;br /&gt;
The primary page, &amp;quot;Defense Guide&amp;quot;, would combine any general ideas and theories here under the headings that it already has there, and add any new, missing general headings there if we have specifics here that don't fit. This page gets then retired into a redirect to that one, while we create Trap Design and Defense Design articles for specific user examples.  We'll need to think about organizational sub-headings for those, too.&lt;br /&gt;
&lt;br /&gt;
So... before diving into this, there's one more guideline from the Portal page - '''Discussion'''.  Whatcha think?&lt;br /&gt;
&lt;br /&gt;
Also, Question - since this is a large project, and probably won't be done in one sitting by one person, should we create a temporary non-linked &amp;quot;Under Construction&amp;quot; page, until it's ready? A place to copy/paste from other pages, test out formatting, start a longer section without finishing, esp if it's overly long and cumbersome, or we're going to work on it together.  A week or so, then move that to its proper location - or is that anti-wiki in concept?&lt;br /&gt;
&lt;br /&gt;
(As a footnote, there's also this page we should link ''to'' and ''from'': [[Siege]].)--[[User:Albedo|Albedo]] 03:46, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Rough Re-organization stage 1 complete=&lt;br /&gt;
Here is the &amp;quot;form letter&amp;quot; that I posted in the discussion page behind each of the 3 new &amp;quot;design&amp;quot; articles - it sums up the changes in a nutshell.&lt;br /&gt;
 '''New Pages, new organization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
 There had been about 5-6 pages on &amp;quot;defense&amp;quot;, and articles and advice on various topics&lt;br /&gt;
 were scattered and repeated across all of them.  This is an effort to re-organize them&lt;br /&gt;
 into 4 tightly defined and user-friendly topics using current DF wiki naming conventions - &lt;br /&gt;
 a General guide and overview [[Defense guide]], and 3 articles on specific design - layout&lt;br /&gt;
 and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on&lt;br /&gt;
 organizing your military ([[Military design]]).&amp;lt;br /&amp;gt;&lt;br /&gt;
 Discussion from any pages removed or renamed will be placed (or linked) under one of those four.&lt;br /&gt;
Still haven't addressed the [[siege engine]] page, nor checked [[cross-training]] for possibilities to the Mil design page.  Nor completely closed out this page (which will eventually become a redirect, I'd think), nor moved/linked any of the above discussion. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tried to follow our above discussion as well as address various individual complaints and critiques behind separate articles.  But it was a large project, and I'm sure I've left some weak spots to fill.  [[Defense guide]] is a bit bloated at 39k, but... what do we cut, and where do we put it?  Now that the rough 4-page presentation is there to see, co-editors are more than welcome (I'm a little crispy around the edges atm.)--[[User:Albedo|Albedo]] 07:56, 4 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=260940</id>
		<title>40d Talk:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=260940"/>
		<updated>2022-01-17T04:00:40Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadly bridges ==&lt;br /&gt;
&lt;br /&gt;
As far as I recall megabeasts can't be killed with bridge, and they destroy it when it tries to smash them. Article does state that bridge can destroy everything. --[[User:Someone-else|Someone-else]] 00:24, 21 April 2008 (EDT)&lt;br /&gt;
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:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)&lt;br /&gt;
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::I ''think'' I accidentally atomsmashed an [[Elf]] who was standing in one of the squares the bridge ''occupies'' when it's &amp;quot;up&amp;quot;. Can anyone else verify? I'll test it again with a few useless dwarves later. --[[User:Arcalane|Arcalane]] 10:49, 9 February 2010 (UTC)&lt;br /&gt;
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:::That's right, a bridge can smash things that way, too... Forgetting this fact caused me to kill a peasant in my current fort. --[[User:EvilTwin|EvilTwin]] 14:19, 9 February 2010 (UTC)&lt;br /&gt;
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I noticed we have this atom smasher section here and also the [[40d:Dwarven atom smasher|atom smasher page]].  Should that content be moved here, or should we just provide a link? [[User:Todestool|Todestool]] 15:58, 5 April 2010 (UTC)&lt;br /&gt;
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== Quantum stockpiles ==&lt;br /&gt;
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)&lt;br /&gt;
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You fire the stone into the wall, which then falls into the trench.  As the trench is limited in space, stones start piling up.  (Apparently, catapults are no good at doing what they were historically used for - destroying walls...  And they fire in flat trajectories - i would have honestly expected stones to travel up z-levels - but having tested catapults with roofs over them, they work, which i find silly but what the heck...).  Note that this is only a quantum stockpile for stone, as opposed to dump, which is much more versatile, but there's also no need to reclaim.  --[[User:Squirrelloid|Squirrelloid]] 02:15, 21 April 2008 (EDT)&lt;br /&gt;
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:Thanks. I'll add that in.--[[User:Richards|Richards]] 02:37, 21 April 2008 (EDT)&lt;br /&gt;
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::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)&lt;br /&gt;
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: Another quantum stockpile can be achieved through dwarves shifting stones off of where you build a workshop, onto one tile. I've had piles of several hundred raw rocks siting on one square thanks to some nice tricks.&lt;br /&gt;
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I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)&lt;br /&gt;
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:Ha! Nevermind, fixed it myself. I didn't realize DF toggled &amp;quot;Dwarves ignore Refuse from outside&amp;quot; by default. --[[User:Anfini|Anfini]] 00:58, 13 July 2008 (EDT)&lt;br /&gt;
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== Ideological point of views ==&lt;br /&gt;
&lt;br /&gt;
Given the endless discussions on the net on what is considered or not cheating (as opposed to modding, or fair use of game mechanics, etc.), I suggest being extra careful of not asserting what is or what is not [[cheating]].&lt;br /&gt;
&lt;br /&gt;
 Exploits are distinct from cheating because ...&lt;br /&gt;
&lt;br /&gt;
Some would say&lt;br /&gt;
&lt;br /&gt;
 Exploits are a distinct form of cheating because ...&lt;br /&gt;
&lt;br /&gt;
Plus, the justification&lt;br /&gt;
 Whether a player chooses to make use of an exploit or not depends on their personal taste;&lt;br /&gt;
 given that Dwarf Fortress is a single-player game, no one is actually harmed when you use an exploit.&lt;br /&gt;
&lt;br /&gt;
equally applies to all forms of cheating (or non-cheating).&lt;br /&gt;
&lt;br /&gt;
I would also stress that DF is currently more of a sandbox than a game with difficult goals, and that players boast more about their devious schemes and grand projects than about ''winning''.&lt;br /&gt;
&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 05:20, 10 July 2008 (EDT)&lt;br /&gt;
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:Don't forget, many cheaters 'cheat' because they want to find out how particular functions work or to 'test out theories'. Then of course there's the people who cheat to simply save time. These are different from the people who would cheat just for 'kicks'. --[[User:AlexFili|AlexFili]] 05:31, 10 July 2008 (EDT)&lt;br /&gt;
:I would say that it's indeed true that exploits are distinct from cheating.  Cheating in a game involves breaking the rules; in a computer game, the program itself is &amp;quot;the rules&amp;quot; that one plays by.  In fact, in some cases the &amp;quot;exploits&amp;quot; are unavoidable (such as children being legendary in six or more skills before they reach adulthood).&lt;br /&gt;
&lt;br /&gt;
:It's like in gridiron football, if the ball carrier goes out of bounds the clock stops.  This can be considered an exploitation of the rules to keep time from running out in the half, but it certainly isn't cheating.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 14:01, 13 November 2008 (EST)&lt;br /&gt;
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::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)&lt;br /&gt;
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:It's not possible to cheat in a single-player game. Who would be the cheated party? The only thing that changes is what game you're actually playing. [[Special:Contributions/76.185.59.253|76.185.59.253]] 17:25, 21 March 2010 (UTC)&lt;br /&gt;
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== Legendary Wrestler (Adventure) ==&lt;br /&gt;
&lt;br /&gt;
I found a bug in Adventure mode that could be quite readily exploited. I wasn't sure if I just plonked it on the page, or chucked it here, so I'm just putting it here for now.&lt;br /&gt;
&lt;br /&gt;
When strangling anything, you get 10xp for every 'choke'. If you hold down the directional button towards the creature, it will still get choked, but time will no pass, and the creature will never die. By placing something heavy(ish) on your keyboard, you can pretty much leave your adventurer to strangle for about 10 minutes, while you go get a drink. You come back, press Z to check your status, and, whadya know, you are now a Legendary Wrestler.&lt;br /&gt;
&lt;br /&gt;
For reference, I use Windows XP. Don't know if that helps at all.&lt;br /&gt;
&lt;br /&gt;
Thanks, Doom.&lt;br /&gt;
&lt;br /&gt;
==Infinite Power Not An Exploit==&lt;br /&gt;
No really.  I know it makes no physical sense, but as there is little good way to create power generation on most maps otherwise, and power can be used for all sorts of fun projects, the possibility of creating a battery anywhere you need it makes all sorts of fun things possible.  I also doubt implementing a realistic physics model of energy is at all possible, much less sensical in a game which allows productive underground farming - which is honestly a far more serious violation of conservation of energy than waterwheel batteries.  Doesn't work like reality does not imply it isn't intended or its exploitive of the system.  The fact that the easy availability of power leads to more fun projects strongly argues it is a feature, not an exploit.  --[[User:Squirrelloid|Squirrelloid]] 17:29, 12 December 2008 (EST)&lt;br /&gt;
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The line between Exploit and Feature is entirely subjective. The fact that a significant player population considers something an exploit makes it so, I would think. It's not like &amp;quot;exploit&amp;quot; in this sense is a pejorative term. --[[User:Erom|Erom]] 14:58, 17 December 2008 (EST)&lt;br /&gt;
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:Seeing as it violates fairly basic laws of physics (unlike underground farming, what with fungi not requiring sunlight), I'd say that the infinite power thing is as much of an exploit as any other mechanism that generates an arbitrary amount of an otherwise-limited resource. You are, after all, exploiting the gaps in the game's physics engine.&amp;lt;br /&amp;gt;This isn't explicitly a bad thing, though; this game would be far less [[fun]] if it didn't have any hilarious bugs. Since there's no real goal of the game except to do something interesting or amusing before everything dies when your magma-pumping system suffers a mechanical failure and spews lava into the sleeping quarters, I don't really see any particular grounds to not take advantage of these holes in reality. As long as you don't go &amp;quot;hey, look, I built an entire fortress out of adamantine&amp;quot; without telling people that you turned your smelters into molecular forges that produce thousands of wafers from, say, sand, it's fine. Some people want to challenge themselves and do it the &amp;quot;right&amp;quot; way, others want to challenge themselves and do it the &amp;quot;weird&amp;quot; way, and both are equally valid approaches. After all, there are plenty of people who make &amp;quot;anti-walkthroughs&amp;quot; for games which involve bending the game in question into strange ten-dimensional shapes whilst still getting to the end, and that's just as fun as doing it properly. Maybe it'll get fixed, but in the meantime feel free to dig out the bottom of the mountain and hold up a million tonnes of rock with a single glass pillar, or channel your magma with wooden walls.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;The exploits mentioned in these paragraphs may or may not have been performed by the author. No responsibility is accepted for attempting to perform said exploits. [[Catsplosion#Thermonuclear_catsplosion|Do not attempt to modify cats to produce temperatures exceeding 16939.81667 degrees Kelvin.]]&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 15:37, 17 December 2008 (EST)&lt;br /&gt;
::Productive underground farming is a violation of the laws of physics.  Specifically conservation of energy.  Farming generally works because plants turn sunlight into energy.  You're right, fungi don't do this.  However, fungi turn dead stuff into energy - a rather inefficient process.  Growing fungi in solid rock, no matter how wet, shouldn't do anything, and fungal farms should require massive amounts of fertilizer.  (Its not like people don't farm mushrooms today).  I also don't think Quarry Bush, Sweet Pods, or Cave Wheat are fungi at all, and the only one I know that is would be Plump Helmet.  &lt;br /&gt;
::Regardless, underground farming in the game produces energy from nothing.  I consider this a more severe physics violation than perpetual motion machines, made more egregious because it doesn't actually lead to fun like Rube Goldberg devices.&lt;br /&gt;
::Finally, exploit technically means its not intended to occur.  Violating the laws of physics does not imply game exploit if those violations are intended.  Obviously underground farming is intended, so despite being a severe violation of conservation of energy its not actually an exploit.  Similarly, arbitrary power seems perfectly intended by the way power works in the game.  Exploits are not determined by vote, they are determined by the designer's intention - so the only vote that counts here would by ToadyOne's.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 16:02, 17 December 2008 (EST)&lt;br /&gt;
:::''should require massive amounts of fertilizer''&lt;br /&gt;
:::Where do you think your dwarves do their business? --[[User:Juckto|juckto]] 16:06, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This should have diminishing returns.  Eat food, body removes energy, expel remaining mass which contains some amount of energy to be used.  If you feed your dwarves with nothing but farming (perfectly possible in game) you should be faced with diminishing yields as consumption pulls energy out of the system which then gets used for activities (so no, disposing of the dead as fertilizer does not solve the problem).  Ie, a sealed fortress with no access to the surface should be faced with an ever-decreasing energy budget, and thus ever-decreasing food production.  Instead, in-game you have exponentially increasing potential food production, which is crazy since there is no outside energy input.  --[[User:Squirrelloid|Squirrelloid]] 16:44, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::On the other hand, DF is semi-mythical, and the concept of dwarves maintaining underground farms that work as well for them as above-ground farms work for humans is a great game element, even if it does not match what exists in our world.--[[User:Maximus|Maximus]] 17:21, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Why do the same arguments not also support arbitrary physical power if arbitrary energy is allowed otherwise?  Its the same thing - both violate conservation of energy.  --[[User:Squirrelloid|Squirrelloid]] 17:26, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::If things didn't grow in dark, seemingly nutrientless places, preparing petri dishes would be far, far easier. As it is, since things become &amp;quot;muddy&amp;quot; when irrigated, presumably a suitable layer of fertile silt is being deposited on the surface of the rock to grow mythical subterranean plants that thrive well enough to be a suitable crop. There is, however, a subtle difference between magical crops and magical water, in that one is a somewhat hand-waved but ultimately convenient mechanism for growing crops, along the same lines as the massive time acceleration and strange Dwarven sleeping habits, while the other is a device that has no actual, functioning, real-world equivalent and is instead a quirk of the simulation, similar to, say, the deadly !![[fire imp]] fat!! that is produced by strange object property inheritance. It's essentially the same thing as opening up the reaction_standard.txt file and removing the requirement for fuel and adamantine threads from the adamantine production reaction, which happens to give you as much adamantine as you like straight from your smelter. The developer left the raws in simple text format, so he must have intended for people to do that, surely?&lt;br /&gt;
::::::Really, though, I don't see the need to argue about this. It's not like the Exploit Police are going to come and arrest people for building perpetual motion machines, nor are they going to arrest me for making a species that can rip people to pieces with their bare hands and wield +adamantine rocket launcher+s in both hands.--[[User:Quil|Quil]] 17:51, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If we can agree that Toady did not intend for perpetual motion machines to be possible, then we can safely classify this as an exploit. If we can't, I'm sure there is a thread with comments from him on the issue around the forums somewhere. [[User:VengefulDonut|VengefulDonut]] 22:17, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::''Why'' does any of this matter?  Perpetual motion can be done, we document it.  Make use of it if you like, don't if you don't.--[[User:Maximus|Maximus]] 23:47, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::&amp;lt;em&amp;gt;Not included in the scope of the wiki??&amp;lt;/em&amp;gt;  Guilty conscience much?  Rest at ease, the exploit page isn't finger-wagging as much an instruction manual XD   Of &amp;lt;em&amp;gt;course&amp;lt;/em&amp;gt; it's relevant, there's things even Toady considers an exploit(and plans to remove).  As for mushrooms, that's obviously as Toady intended it, not an unintended side-effect of something else gone wrong.  &amp;lt;em&amp;gt;That&amp;lt;/em&amp;gt; is what makes things an exploit or not, a game with dwarves and dragons is fairly fantastic in the first place.  Sheesh. --[[User:Corona688|Corona688]] 09:57, 18 December 2008 (EST)&lt;br /&gt;
:::Of course it's included in the scope of the wiki. Look at the title of the talk page. Talk:Exploit. If it's an exploit, we include it on the exploit page. If it's not, we include it somewhere else. In any case, it shows up somewhere. Don't get so excited over little things :) [[User:VengefulDonut|VengefulDonut]] 06:27, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Intricate artifacts ==&lt;br /&gt;
&lt;br /&gt;
You seem to be certain that this exploit doesn't work, but I can't imagine that you've actually tried it correctly, since I have an example that confirms it: {{spoil small|[[image:Soundedmurders.png]]}}.&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 17:44, 20 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Indeed i tried to confirm it with my 2 last artifacts (today) and it didn't work. At what precise moment did you unforbid the items? Did they all show up as tasked with 't'? Have you yourself reproduced it? What version do you use? I know there ''is'' a bug that produces such artifacts but that one can't be reliably reproduced AFAIK. --[[User:Höhlenschreck|Höhlenschreck]] 17:57, 20 June 2009 (UTC)&lt;br /&gt;
::Ah - I think i see how it would work - assuming he wants 3 stones, 1 is tasked. Now I unforbid 5 other present stones at once and they will all be tasked? If it should work like that, i probably haven't tried that. --[[User:Höhlenschreck|Höhlenschreck]] 18:03, 20 June 2009 (UTC)&lt;br /&gt;
:The retasking is done only when the moody dwarf picks up or delivers new materials. In your example the first three stones that he picked up would be retasked, but the fourth and fifth would not because he already has three stones that were before them. So he would use a total of 4 stones. If you wanted him to use all of them you need to unforbid the latest three, wait for them to get tasked, then unforbid the first two. &lt;br /&gt;
The example is one I generated in 0.28.181.40d. It shouldn't be any different in d# versions, though, since there aren't any logic updates. Mayday, on the other hand; I have no clue how far his changes have reached. [[User:VengefulDonut|VengefulDonut]] 18:08, 20 June 2009 (UTC)&lt;br /&gt;
:::So does this only work if the dwarf requires more than one item of a type? --[[User:Höhlenschreck|Höhlenschreck]] 12:46, 25 June 2009 (UTC)&lt;br /&gt;
::::You can pull it off if they only want one, but it will be a lot more work on your part. [[User:VengefulDonut|VengefulDonut]] 13:50, 25 June 2009 (UTC)&lt;br /&gt;
I think this is more complicated than Donut realizes, or else he just hasn't explained it thoroughly. I finally got this method to work, with a caveat. Here's how I did it: First, my dwarf collected the item I wanted extras of last (I was hoping to make a bone hammer, and he only got one bone, and I wanted more bone) so I forbade one of the 3 cave lobster shells he'd collected. I alternated forbidding the goblin bones (no other kind for a war hammer!) and the lobster shells until I had 4 stacks of goblin bones. Then, I forbade a second lobster shell, so he could collect one and return it to the shop without starting work. But I found I had to actually let him pick up the last shell (the last item to be picked up before construction would start) before it would re-task the unforbidden goblin bones, then I had to forbid the latest tasked lobster shell before he returned with the un-tasked one (to keep him from beginning construction). Then I had to wait until he picked up the next shell, etc. Note for clarity's sake that I had to unforbid only one stack of bone at a time, starting from the bottom (most recently collected) stack up to the oldest/top stack. Presumable, according to what Donut says, you can unforbid as many at a time as are queued for inclusion originally - I could only do one at a time because he originally only wanted one.&lt;br /&gt;
	In this particular case, he ended up using the lobster shell for the base of the construction, which was NOT what I wanted, so I'll have to figure something else out... But I thought I'd post this just because I had such trouble getting it to work. From my other experience I believe that the last item to be forbidden/unforbidden tends to end up being the 'base' material, so I actually don't think you can use this method (the way I did it) for the material you want to be the base for the item; however, in this particular case I've found that cave lobster shell was the original base item (which disappoints me greatly) so I can't say this for sure.&lt;br /&gt;
&lt;br /&gt;
==Sweet pods, winter, and underground==&lt;br /&gt;
&lt;br /&gt;
What exactly are the exploits involving those items? I couldn't find any information on how you can exploit the process of turning sweet pods into dwarven syrup instead of sugar, exploit what I'm assuming is referring to the thought to be bug where a farm plot does not check if a plant can be grown next season if it is late winter (not tested for current version), or how you can trick a subterranean farm plot into growing above ground plants. &lt;br /&gt;
&lt;br /&gt;
I'm not saying there aren't exploits involving those, just curious as to ''what'' the exploits are. --[[User:Elvang|Elvang]] 04:34, 21 June 2009 (UTC)&lt;br /&gt;
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:Err, well, no; intentionally producing only syrup as such is an exploit since it gives 5 times the amount and thus value compared to sugar - and that can't be what Toady intends, right? right? Also it is obviously an oversight on Toady's part that you can grow any surface plants all year, especially in winter. So you shouldn't do it just because you can. And for underground, well seriously, we all know that anything except mushrooms needs sunlight so if you plant smth else than plumps you are, again, exploiting, cos obviously Toady is going to change that soon..as you may have figured, ''I'' don't consider any of those exploits, but people have argued for it. --[[User:Höhlenschreck|Höhlenschreck]] 15:09, 21 June 2009 (UTC)&lt;br /&gt;
::I gotta disagree with the underground plants thing - for all we know dwarves just have a lot more names for &amp;quot;mushroom&amp;quot; than we do, like eskimos with snow (although that might be an urban legend?).&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::FWIW, I was arguing something else listed on this page *wasn't* an exploit because non-fungus grow underground, not that growing things like Cave Wheat was an exploit because they should require sunlight.  Ie, blatant physics violations =/=&amp;gt; not behaving as intended. --[[User:Squirrelloid|Squirrelloid]] 08:44, 16 October 2009 (UTC)&lt;br /&gt;
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:::Isn't this a ''fantasy'' game? [[User:Wagawaga|wagawaga]] 17:24, 10 December 2009 (UTC)&lt;br /&gt;
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::::Now, now, let's not bring facts into this argument. [[User:Nymersic|Nymersic]] 20:42, 14 December 2009 (UTC)&lt;br /&gt;
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==Using ore in a mason/craft shop==&lt;br /&gt;
Is it an exploit that building metal furniture takes 3 ore but building the same furniture from the ore takes only 1? Not so much where the ore is lesser value than the metal (eg, &amp;quot;iron&amp;quot;) but say with &amp;quot;gold&amp;quot; and other metals where the ore is a &amp;quot;nugget&amp;quot;.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)&lt;br /&gt;
:The game is an alpha - in some places it's quirky as hell, especially in some of the math/values, but where the &amp;quot;quirks&amp;quot; stop and the &amp;quot;bugs&amp;quot; start is unclear.  Is it an exploit to make a statue from gold ore rather than gold metal - the value is the same, so why process it?  Meh.  In the end, it's up to each player to determine, for themselves, their own challenges - if the game starts to get too easy, then self-handicap.  &amp;quot;Which ones?&amp;quot; is up to you. --[[User:Albedo|Albedo]] 20:11, 21 July 2009 (UTC)&lt;br /&gt;
::Actually, what he was describing wouldn't be the same value.  The gold statue at a mason's shop using gold nuggets would require one nugget, but at a smith's you would have to smelt 3 nuggets into 3 bars and use those bars to make 1 statue.  You get a third the value out of doing it the proper way (not to mention about six times the work).  It sounds like this would be a pretty large exploit with any of the &amp;quot;Native&amp;quot; materials.  But... does it still work that way?  That's the question. [[User:Nymersic|Nymersic]] 20:48, 14 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bookkeeper exploit ==&lt;br /&gt;
I've found that people still work just as furiously when updating stockpile records while set to the highest precision after they've achieved highest precision already. I've used this to train new bookkeeper's just as fast, you just have to make sure the stock changes often enough. Can anyone confirm that they do still work faster when set to highest precision even after highest precision has been obtained, as opposed to being set to low precision at the time? [[User:Shardok|Shardok]] 09:34, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cooking Alcohol ==&lt;br /&gt;
Why does this have a link to Req129 and a quote of it? Also, shouldn't the link to Req129 be posted after the quote, if left there? Just want to see which way seems to make more sense first. [[User:Shardok|Shardok]] 09:40, 8 August 2009 (UTC)&lt;br /&gt;
:If you read carefully you will notice that req129 will result in boozecooking not being profitable any more.&lt;br /&gt;
::I know what it will do, but I mean, shouldn't the link to Req129 either be listed after the quote, or not listed at all if the quote is there? Or maybe the quote should be removed?&lt;br /&gt;
Also, separate question, does alcohol that's cooked still provide the same effects as uncooked alcohol? [[User:Shardok|Shardok]] 11:24, 8 August 2009 (UTC)&lt;br /&gt;
:If you are asking if it still counts as booze/drink: no. Cooking all alcohol will result in a bad surprise. --[[User:Birthright|Birthright]] 12:53, 8 August 2009 (UTC)&lt;br /&gt;
::Good, now I know that I've been right in refusing to let my cooks cook alcohol on my fortresses. I always tend to have too much food and not enough alcohol. However, it is fun to read descriptions of alcohol food and notice that dwarves have discovered a means by which to mince alcohol in its drink form! [[User:Shardok|Shardok]] 19:04, 8 August 2009 (UTC)&lt;br /&gt;
I think you still should be able to &amp;quot;cook&amp;quot; alcohol, but not by it's self. When I think of a lavish meal, I see an appetizer a main course and a drink.[[User:Derekiv|Derekiv]]10:10, 27 November 2009&lt;br /&gt;
&lt;br /&gt;
== Bolts In v0.31 ==&lt;br /&gt;
Does the melting bolts trick still work in v0.31?&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=260939</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=260939"/>
		<updated>2022-01-17T04:00:29Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jikor|Jikor]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
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What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
:::Perhaps that's because the goblins are in cages? Maybe an uncaged goblin would be able to swim... on a related note, would it be advisable to place a chain in a swimming pool, to teach prisoners swimming skills? [[User:SwallowedSpear|SwallowedSpear]] 13:53, 27 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;br /&gt;
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== Learn to swim ==&lt;br /&gt;
&lt;br /&gt;
If someone can improve the design, make a clearer image, or write better instructions, please do so. I don't know if what I wrote makes complete sense (it does to me, but then I already *know* what I mean), but it's a start at least. -[[User:Groveller|Groveller]] 14:58, 25 October 2008 (EDT)&lt;br /&gt;
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:How much swimming skill do they tend to gain from the setup?--[[User:Maximus|Maximus]] 17:24, 25 October 2008 (EDT)&lt;br /&gt;
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::I've not had much time to play with it since getting it working, but I think it'll be a fairly slow process. It could be sped up by widening the inlet channel, enlarging the reservoir and having less grates for drainage, but it also increases the risk of drowning. -[[User:Groveller|Groveller]] 06:11, 27 October 2008 (EDT)&lt;br /&gt;
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== Dwarf Washing ==&lt;br /&gt;
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Is there any actual way to wash blood splatters off a dwarf, in either adventure or fortress mode? Or is Grov's system just for fun? --[[User:RomeoFalling|RomeoFalling]] 21:52, 25 October 2008 (EDT)&lt;br /&gt;
:Captain Mayday might know. I remember reading in Nist Akath that that Captain Ironblod attempted to bathe, but the blood and vomit all over him wouldn't come off. I'm pretty sure this means it doesn't work. Might ask him what version he was using. --[[User:Xonara|Xonara]] 23:33, 24 January 2009 (EST)&lt;br /&gt;
::As of version v0.28.181.40d, dwarf washing is not possible, but Toady One has confirmed that the next version will include more hygienic dwarfs and the proper washing thereof. I'll add a note to the article. --[[User:Hlbeta|Hlbeta]] 00:46, 23 September 2009 (UTC)&lt;br /&gt;
:::I'll believe in the next version when I see it. It's been over a year since the last version update. *pout* -- [[User:RomeoFalling|RomeoFalling]] 08:14, 23 September 2009 (UTC)&lt;br /&gt;
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In my understanding rain sometimes washes blood away. ~Naelwyn&lt;br /&gt;
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== Surface definition ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that air-breathers will be unable to breathe two levels beneath the surface.&amp;quot; What exactly is the surface? The empty space above the water or the topmost level of water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I think it actually means that air-breathers can't breathe in water deeper than 5/7, although I'll admit I could be wrong. -[[User:Fuzzy|Fuzzy]] 09:21, 3 November 2008 (EST)&lt;br /&gt;
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::Maybe it means that you can't breathe in the bottom layer of a 2-layer reservoir?  But that's kinda obvious, since it's always 7/7.--[[User:Maximus|Maximus]] 13:16, 3 November 2008 (EST)&lt;br /&gt;
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== The Underwater Nom ==&lt;br /&gt;
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:I seriously doubt Toady could have foreseen that kind of situation, and probably ignored it. Besides, as long as he's not drowning, I don't see any reason he shouldn't eat. I certainly wouldn't let myself starve just because I was in chest deep water :P  --[[User:Xonara|Xonara]] 00:47, 25 January 2009 (EST)&lt;br /&gt;
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== A couple observations ==&lt;br /&gt;
&lt;br /&gt;
Swimmers won't path through water even if they're a legendary swimmer. Though, perhaps they should, currently water completely restricts work in the area. Also, dwarves can swim between z-levels. Non-novice swimmers, at least. --[[User:Xonara|Xonara]] 00:40, 25 January 2009 (EST)&lt;br /&gt;
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Going to be &amp;quot;hopefully&amp;quot; running a fair number of water tests soon. Results, barring disasterous flooding and extensive casualties, will hopefully be coming soon. ~Naelwyn&lt;br /&gt;
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Also, on an oddly humorous side note; it appears that carp and longnose gar  can drown. I've only seen it in adventure mode, but it can still happen.--[[USER:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
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== Saving drowning dwarves ==&lt;br /&gt;
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how do you do it? what, exactly, do you need to do?&amp;lt;br&amp;gt;i've pretty-much always written 'em off if they've fallen into a river/lake/pond/etc, but i read (in the article) that dwarves would swim to a ramp or such. i've never seen it before, so i didnt think it was possible (hence, the 'swimmer' skill on the embark page always confused me). i've never even seen a dwarf move if they're in water :/   so, what do i need to do to save them? --[[User:DJ Devil|DJ Devil]] 21:17, 12 March 2009 (UTC)&lt;br /&gt;
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:Dwarves do not fall into rivers/lakes/ponds/etc except when they are pushed/are pulled/have the floor drop out from under them. --[[User:Savok|Savok]] 01:25, 13 March 2009 (UTC)&lt;br /&gt;
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::or 'dodge' into them, or run in after a unicorn they were hunting, yes. i seem to always end up on the map with longnose gar, sturgeon, pike and carp, so alot of my dwarves get pulled in (dispite the restricted traffic areas, and such). and in the article it says they'll swim to the side and go up a ramp or something. quote: &amp;quot;If an untrained or dabbling swimmer jumps into water, four things happen; they start drowning, they are stunned from the impact, they are forced into a prone position, and their movement speed is greatly reduced. The only way to get out of water is to use a ramp or stairway, and if neither are accessible, they're done for.&amp;quot;, so.. what do i need to do to give them a chance to get out? where do i put the ramp? on the ground floor, above the water? do i need to dig down into the side of the river, with an ramp? do i need two sets of up/down stairs from the bottom of the river? do i need to construct a wall, door, and a chamber underwater to get them out? what? --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::You build the ramp on the same z-level as the river, i.e. &amp;quot;in&amp;quot; the river.  If you look at the picture on the [[Ramp]] page, if the river was flowing over the grey ramp, then the grey ramp would allow them to escape. You can put them pretty much anywhere that will let your dwarves get out of the river. --[[User:LegacyCWAL|LegacyCWAL]] 15:50, 13 March 2009 (UTC)&lt;br /&gt;
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::::yeah, that's what i suspected. i was terribly worried it'd do something strange, though. might be worth adding that to the article, and add that the ramp turns blue when submerged (or, my 'sandy loam downward slope' has)&lt;br /&gt;
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== Recovering underwater items ==&lt;br /&gt;
Can swimmers recover underwater items?&lt;br /&gt;
&lt;br /&gt;
:Dwarves won't try to recover underwater items no matter how good they are at swimming.  If they try to retrieve something from shallow water, the swimmer skill will keep them from drowning should the water get deeper or they fall into deeper water or something. --[[User:LegacyCWAL|LegacyCWAL]] 15:28, 24 March 2009 (UTC)&lt;br /&gt;
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== waterfall training method ==&lt;br /&gt;
&lt;br /&gt;
The waterfall swimming training method doesn't seem to work that well, but it might be my implementation. I thought it was worth trying and built a test circular staircase/waterfall system in an old fort and let it run for a season or two.&lt;br /&gt;
&lt;br /&gt;
1) All my dwarves did gain swimming skill. Absolutely minimal swimming skill -- no more than a few points into dabbling (i.e., 19 to 20 or so skill points). &lt;br /&gt;
2) they did get happy waterfall thoughts.&lt;br /&gt;
3) babies were separated from parents; the first draft of the stair (before I put gratings at the bottom) killed almost all the puppies and babies in my fort from multi-z-level falls.&lt;br /&gt;
&lt;br /&gt;
Overall, not sure this is really effective at teaching swimming, although it works fine as a complicated waterfall mist generator. I suspect that the problem is that a pressure plate set to open at 7/7 will close again at 6/7 depth, so you're only dumping one-seventh of the chamber's water, and (I further suspect) that swimming training correlates with the depth and force of the water. So it might be possible to get this basic design to work, but you'd have to really streamline it to dump and drain a massive amount of water over your dwarves, quickly.&lt;br /&gt;
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== Useful swimming experience in current version (April 2010)==&lt;br /&gt;
&lt;br /&gt;
I was rerouting water from my well area (constantly being resupplied from a river) and I accidentally trapped a dwarf inside the bottom of the well.  There was a stairway out that had water flowing down it, and he managed to climb his way up out, only to be swept down again through another passage.  Eventually he made it up and out into the meeting room, sopping wet but still healthy and unshaken by the experience.&lt;br /&gt;
&lt;br /&gt;
I highly recommend using the Burrows system to make small, custom, one-dwarf burrows if you need fine control of the dwarves.  He was ignoring the stairway out until I did so.&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbowman&amp;diff=260938</id>
		<title>40d Talk:Crossbowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbowman&amp;diff=260938"/>
		<updated>2022-01-17T04:00:18Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added a bit on training issues, as it gets asked about on the forums twice a week or so. The link to crossTraining isn't quite right, can anyone find the article on weapon-skill multi training?-- [[User:Quatch|Quatch]]&lt;br /&gt;
&lt;br /&gt;
Why do you think this info can't just be kept on the [[crossbow]] page? --[[User:Juckto|juckto]] 00:55, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not consistent. All of the other weapon skills have individual pages. Presumably, they could all be merged into [[weapon]] or their respective weapon articles, but that seems like a worse solution. The weapon skill and the weapon itself are different things. Also, [[crossbow]] seems a bit cluttered with non-crossbow info. Related topics are usually handled with links. [[User:VengefulDonut|VengefulDonut]] 01:11, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::IMO there are several areas in this wiki where the information is spread over too many &amp;quot;related pages&amp;quot; - in fact that's why I wrote [[clothing industry]], because I was frustrated trying to search everywhere for what to do next. But you have a point with [[crossbow]], so I removed everything except bolts and quivers. --[[User:Juckto|Juckto]] 18:18, 14 December 2008 (EST)&lt;br /&gt;
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:::What is a category of stuff that you think has too much page splitting? We can have it both ways, actually. Both individual item articles and larger compilations. Like the way the stones are set up. [[User:VengefulDonut|VengefulDonut]] 22:04, 14 December 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
==Starting stock==&lt;br /&gt;
&lt;br /&gt;
:I tested this recently; having weapon skills did not give embarking dwarves weapons, but ambusher did give them a crossbow, bolts, and some armor.  However, I can't remember if I tested marksdwarf.  Nonetheless, I believe Lucien is correct here.  I'll remove the line from the article for now and double-check it later.--[[User:Maximus|Maximus]] 10:57, 15 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As I recall, you get equipment if the weapon skill is your highest starting skill? --[[User:Quatch|Quatch]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;and embarking&amp;quot;?==&lt;br /&gt;
Embark means to leave - are dwarves leaving the fort now? I'll admit I've never played a single fort for a long period. --[[User:Juckto|Juckto]] 18:27, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it refers to those you embark with. [[User:VengefulDonut|VengefulDonut]] 22:00, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
Will wearing plate armor reduce the accuracy/damage of Marksdwarves? If so, does the Armor User skill reduce this penalty? --[[User:Aethios|Aethios]] 21:40, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It won't reduce the accuracy or damage per shot.  However, encumbrance might slow down rate of fire, and armor user would alleviate that encumbrance. --[[User:LegacyCWAL|LegacyCWAL]] 15:28, 24 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Incorrect solution? ==&lt;br /&gt;
&lt;br /&gt;
From the &amp;quot;Training&amp;quot; section:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The solution is to temporarily set the marksdwarf to use no weapon/armour/shield and set to off duty. This will cause the marksdwarf to drop carried items.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
In my experience this doesn't work. The marksdwarf will wrestle normally, but won't actually drop anything, except perhaps the crossbow. I've replaced it with some advice I was given on the forum. --[[Special:Contributions/206.125.70.38|206.125.70.38]] 23:21, 13 November 2009 (UTC)&lt;br /&gt;
:I can't even get the dumping approach to work.  It probably works if they're holding someone else's armor.  But the result is apparently different if it's a personally owned item of clothing.  Probably similar to the problem with spare socks lying around the barracks.  It's very difficult to get rid of owned items that end up in the wrong place. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:69.6.140.126|69.6.140.126]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=260937</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=260937"/>
		<updated>2022-01-17T03:59:58Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. --[[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
:That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
:*Bedrooms complete&lt;br /&gt;
:*Dining hall setup&lt;br /&gt;
:*All dwarves idle in meeting hall&lt;br /&gt;
:**Miners just about to dig out a new passage&lt;br /&gt;
:**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
:*???&lt;br /&gt;
:*Profit&lt;br /&gt;
:--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
::I have some thoughts.  Since it would be a &amp;quot;tutorial&amp;quot;, maybe showing the different layouts of bedrooms from sleeping holes to 2x2,3x3 &amp;quot;lung&amp;quot; chambers (8 bedrooms, 2 rows, connecting to one hallway), and others.  Same with dining halls.  Make one dining hall with the &amp;quot;chair, table, chair&amp;quot; grid 3x3 (+end chairs), and another with an actual dining HALL (one table per chair).  Maybe have an artificial waterfall pre-made using screwpumps to show how to carry water up levels, or de-salting water.&lt;br /&gt;
&lt;br /&gt;
Dwarf fort has a LOT of cool tricks in it that you only learn from stealing other's ideas.  Maybe the &amp;quot;quickstart&amp;quot; guide could be more like the optional tutorial that new users can see to get their feet wet first! [[User:Kenji 03|Kenji 03]] 05:04, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Catsplosion advisable? ==&lt;br /&gt;
&lt;br /&gt;
:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
They aren't ''worse'' than ugly, but they ''are'' ugly (and large). If there's ever any chance to redo the images, we've got to make sure they follow {{rule|I}}, which means that they should be the unstretched, unblurred default tileset, and that they should be .pngs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::...I'm pretty sure that's the standard 800x600 tileset.  It looks neither stretched nor blurred to me.  They should be made .pngs, but that didn't sound like your only problem.  --[[User:Squirrelloid|Squirrelloid]] 14:39, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think &amp;quot;standard tileset&amp;quot; may need clarifying. See [[Dwarf Fortress Wiki:Community_Portal#I]].&lt;br /&gt;
:::Examples of images:&lt;br /&gt;
:::*[[:Image:Tunnel_in_local_view.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is not stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::*[[:Image:Qs02.JPG]]&lt;br /&gt;
:::**is not blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is not a .png&lt;br /&gt;
:::*[[:Image:Human_roads.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**does not use the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::Note that the default &amp;quot;800x600&amp;quot; tileset under the default settings is stretched by 2x vertically if you don't alter grid size/use blackspace.&lt;br /&gt;
:::Sorry for the long list. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since blackspace is set to NO by default, I think that makes 'stretched' the default for the 800x600 tileset, or rather, I would consider it 'stretched' to have something other than a 2:1 h:w ratio with the 800x600 tileset because that's different than what the game does by default and so is stretched relative to the default settings.  I will agree that non-default tilesets are bad, and that blurriness is bad, but we should show people what they would expect to see in the game if they don't touch the .ini file.  --[[User:Squirrelloid|Squirrelloid]] 17:34, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Squirreloid is correct, I took the screenshots in full-screen &amp;quot;stretched&amp;quot; mode because I thought that that is what a new player would be seeing. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
My general stance on images in general is that they be:&lt;br /&gt;
* Understandable to whomever views them -- this means standard tileset in most cases, though a custom symbol here and there is okay as long as it isn't important to the actual thing being illustrated.  It also means standard color set, generally.  I have my doubts about stretched/resized fonts being hard to understand unless they are outright distorted.&lt;br /&gt;
* As small, byte-wise, as possible.  Ideally, this means well-compressed 256-color pngs, and not double-sized (something I have been guilty of) or the like.  However, as long as you upload in some lossless format (png or gif), others can optimize the actual file.&lt;br /&gt;
--[[User:Maximus|Maximus]] 16:09, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==and init.txt==&lt;br /&gt;
Also, it may help to include the init folder as well. --[[User:Savok|Savok]] 10:36, 16 December 2008 (EST)&lt;br /&gt;
:What does adding the init folder achieve? --[[User:Juckto|juckto]] 14:42, 16 December 2008 (EST)&lt;br /&gt;
::Adding the init folder would help if you've changed init settings. You don't talk about that in the article, and boy can init settings be important. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
:::Yes I have changed my init settings, but I don't see how any of the changes I've made would make any real difference to a new player playing this quickstart game. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== savegame seems to be bugged ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Missing Creature Body Definition: CAT_MOUTH&lt;br /&gt;
&lt;br /&gt;
get spouted on me every time I try to load the savegame.&lt;br /&gt;
&lt;br /&gt;
on 28.181.40d and a recently installed DF&amp;lt;/blockquote&amp;gt; &amp;lt;small&amp;gt;The above unsigned comment was added by [[User:Loatroll|Loatroll]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is because the dumbass who made the savegame didn't use the default raws like they were supposed to. I've removed the link. --[[User:GreyMario|GreyMaria]] 13:37, 19 January 2009 (EST)&lt;br /&gt;
:rather, the guy used what looks like a bugfixed raw (based off the fact that it's a modified cat mouth - which was probably added for the sake of avoiding the &amp;quot;cat cancels show item to owner - too injured&amp;quot; messages. Toady One probably has this fixed on his end.) the person is probably NOT a dumbass, it's just that the default raws are buggy with respect to cats, and just about everyone that reports that bug gets redirected to the sticky on the forums. --[[User:Zeta|Zeta]] 19:06, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::But using savegames that use modified raws is against common sense, especially in a newbie guide. --[[User:GreyMario|GreyMaria]] 21:35, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== 2 &amp;quot;Daniel&amp;quot;s? ==&lt;br /&gt;
&lt;br /&gt;
Just read over the page, and noticed that there are two dwarves named &amp;quot;Daniel.&amp;quot; Is this a good idea? Since you gave them english-sounding names, why didn't you make them unique?&lt;br /&gt;
:bah humbug. They're meant to be unique. I'll check the save file tonight and see if the error is repeated there, and fix as necessary. -- [[User:Juckto|Juckto]] 21:50, 11 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disappearing images ==&lt;br /&gt;
&lt;br /&gt;
I started reading this page a few hours ago, and the images [[File:Qs02.JPG]] and [[File:Qs03.jpg]] came up fine. I came back to study it some more, and they're now redlinked. Have they been removed pending the rework described [[#Images|above]]? It would be useful if they could be restored until their replacements are in place and linked in. [[User:Hv|Hv]] 23:22, 4 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Does the savegame still work? ==&lt;br /&gt;
&lt;br /&gt;
Does this savegame still work under the latest version of Dwarf Fortress? I thought I'd give the game another go when I saw the new version released last week, and your front page links here via the &amp;quot;Your first fortress&amp;quot; and &amp;quot;Quickstart guide&amp;quot; links, with the guidance that &amp;quot;Much of the information in the guide for the previous version still applies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If I copy the savegame directory into my &amp;quot;save&amp;quot; directory and run the game, it doesn't give me any option to load it in. Should it work? Or should you be warning new players not to use this guide any more? --[[User:Gritspeck|Gritspeck]] 17:17, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Archery_target&amp;diff=260936</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=260936"/>
		<updated>2022-01-17T03:59:43Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==so why not in front of?==&lt;br /&gt;
&amp;quot;Having a longer length range seems to make marksdwarves miss more often. Since bolts which fall a z-level are not destroyed, you can combine this with a channel behind or around the archery range to collect the bolts and reuse them.&amp;quot; So why not in front of the target? [[Special:Contributions/96.240.113.171|96.240.113.171]] 04:01, 20 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
An archer targets &amp;quot;Room&amp;quot; cannot pass over a channel, with a channel in front, the &amp;quot;room&amp;quot; from the target stop at the channel and marksdwarfs cannot use it to train. --[[User:Mattex|Mattex]] 00:06, 24 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Could this be worked around with grates?&lt;br /&gt;
&lt;br /&gt;
 ▒___..    ▒###..&lt;br /&gt;
 ▒_X_.. -&amp;gt; ▒#X#..&lt;br /&gt;
 ▒___..    ▒###..&lt;br /&gt;
&lt;br /&gt;
The entry for grates seems to suggest that bolts fit through while dwarves do not (they permit archery attacks); as they can be pathed over, they should be able to serve as the floor of a room. I'll test this out momentarily. --[[Special:Contributions/77.160.191.85|77.160.191.85]] 14:09, 31 January 2010 (UTC)&lt;br /&gt;
&lt;br /&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;br /&gt;
:You are correct. In my new fortress, the dorves only practice when I finally built bone/wood bolts. [[User:FFLaguna|FFLaguna]] 17:53, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
Does the distance to the target have any effect on how effective the training is?  Are longer distances better, or shorter?  Does it depend on the dwarf's skill (i.e. shorter for novices, longer for professionals)?--[[User:Draco18s|Draco18s]] 01:23, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, am i the only one who is disturbed by the archers happily firing away at the dwarves cleaning up their training bolts? Is this the kind of respect we should show our cleaning personal? --[[User:Koltom|Koltom]] 20:22, 5 March 2008 (EST)&lt;br /&gt;
:I've thought it odd, but as they don't get hurt its only a minor cosmetic bug.--[[User:Draco18s|Draco18s]] 20:19, 7 March 2008 (EST)&lt;br /&gt;
:: I dont think its a bug at all. I was kidding ;) --[[User:Koltom|Koltom]] 09:48, 11 March 2008 (EDT)&lt;br /&gt;
::: It teaches them to shoot around friendlies... it's a feature, yeah, a feature.  --[[User:Jurph|Jurph]] 13:26, 20 November 2008 (EST)&lt;br /&gt;
::::Used ammunition immediately becomes 'forbidden by default... It'd be fun if the reason was to protect haulers from being forced to carry an uncomfortable number of bolts back in some uncomfortable places, but really it's just that stacks can't recombine yet! Training with one bolt at a time isn't very efficient, nor is carrying only one in your quiver... --[[User:Navian|Navian]] 15:00, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
&lt;br /&gt;
Anyone know the minimum/maximum distance an archer will train from? --[[User:Bouchart|Bouchart]] 20:06, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, they won't stand directly adjacent to the target. &amp;quot;... cancels Shooting at Archery Range: No floor space.&amp;quot; One space in between is enough. The archery range room has a maximum size too -- can't designate beyond that. They'll still train at the maximum distance. [[User:Anydwarf|Anydwarf]] 23:27, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Any benefit from using a smaller archery range?  Do the dwarves wait for the bolt to hit the target before firing a new one?  If so, a smaller range may imply faster training.&lt;br /&gt;
&lt;br /&gt;
:Dorfs will fire as many shots as they want without waiting for their shots to hit their intended mark. I've seen this both with targets as well as fleeing goblins (heh heh heh.). Firing speed seems to vary from shot to shot, dorf to dorf (i've seen anywhere from 30 to 60 (k|.) presses before a second shot is unleashed). So on the contrary, a larger range may imply faster training since it allows them to practice their archery. Additionally, when faced with a small range and a large range, they usually take the longer range, even when it's further out of the way. --[[User:JeebusSez|JeebusSez]] 23:47, 20 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minimal Practice ==&lt;br /&gt;
&lt;br /&gt;
When I have a barracks set up, my melee dwarves all spar like mad and happily paint the walls red with each other's blood. However, in my latest fort I had 22 archery ranges, yet only one or two of my twenty-four marksdwarves would practice at a time, despite an abundance of bone bolts (hundreds and hundreds). Is this a bug, am I doing it wrong, or what? I even tried separating the ranges with a wall between each. Do they need to be in distinct rooms with a door? What's going on here? --[[User:Xaddak|Xaddak]] 18:00, 12 October 2008 (EDT)&lt;br /&gt;
:Does each target have its own room defined? [[User:HeWhoIsPale|HeWhoIsPale]] 19:17, 12 October 2008 (EDT)&lt;br /&gt;
::Yes they do, and all of my dwarves are off-duty or in the Fortress Guard, too. --[[User:Xaddak|Xaddak]] 19:26, 12 October 2008 (EDT)&lt;br /&gt;
:::I had the exact same problem. It turned out that most of my small army was wearing TWO backpacks: one for food, the other one empty or loaded with bizarre stuff (one of them had blood from various species of humanoids and animals; Another one had like two dozens of ''live rats and roaches'' inside his pack. I went &amp;quot;lol, WTF?&amp;quot;). After I marking the extra backpacks for dumping, I had to expand the shooting range :) [[User:Tann|Tann]] 17:21, 8 December 2008 (EST)&lt;br /&gt;
:Do you have any wooden bolts? For me, just now I had trouble finding out why none of my marksdwarves wouldn't practice. Wooden bolts I had in the hundreds but no bone bolts. I had set it up that way so I could create armor from the bones I had. The dwarves walked around clad in the armor I had designated, the weapons, backpacks, quivers and did everything -except- practice with the wooden bolts. Once I crafted some out of bone the archery ranges filled up in seconds. Maybe .. you're on the other side of this buggy coin and your dwarves mysteriously prefer wood? [[User:Aspgren|Aspgren]] 03:17, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fortifications / Channels on Range ==&lt;br /&gt;
&lt;br /&gt;
:The intent was to have your channel behind the targets, not in front. E.G.:&lt;br /&gt;
 ▒_...&lt;br /&gt;
 ▒_X..&lt;br /&gt;
 ▒_...&lt;br /&gt;
 ^^&lt;br /&gt;
 | \Bolts fall here,&lt;br /&gt;
 after hitting this wall.&lt;br /&gt;
&lt;br /&gt;
:Hope that helps! --[[User:N9103|Edward]] 05:53, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Which/how many tiles around an archery target have to exist?  You need at least one between the range and the chamber floor to extend the &amp;quot;archery range&amp;quot; room, but is there any specific orientation required based on shooting direction? [[User:FJH|FJH]] 12:23, 19 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
My dorfs occasionally give me &amp;quot;Urist McMarksdwarf canceled Shootan Practice: Not enough floor space&amp;quot; errors even though there's more than enough floor space. What gives? [[User:InsanityPrelude|InsanityPrelude]] 06:19, 19 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=260935</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=260935"/>
		<updated>2022-01-17T03:59:08Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;br /&gt;
&lt;br /&gt;
== Out of ammo ==&lt;br /&gt;
&lt;br /&gt;
Is it worth noting (on this page) that dwarves will use the hammer skill to bludgeon with their crossbow if they run out of ammo? --[[User:Matryx|Matryx]] 09:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it is, if only to warn that if they run out of bolts while they're fighting something, they won't immediately run back to the stockpile to get more. --[[User:Xazak|Xazak]] 09:26, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What triggers them to resupply?  They seem to stand around after finishing off their bolts.  Do I need to stand them down to trigger the resupply? --[[User:Aristoi|Aristoi]] 19:24, 22 January 2009 (EST)&lt;br /&gt;
:::The trigger is setting their military preferences, from the squad menu. I think.  Squad chases opponents, I think is the one that needs to be changed.  If it is set to chase, they will '''NOT''' reload. --[[User:Zchris13|Zchris13]] 20:59, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Xbow material==&lt;br /&gt;
Do someone know if your crossbow hit harder, or do more damage, when it's made of metal rather than wood or bone in the same way a melee weapon would? --[[User:Eagle of Fire|Eagle of Fire]] 02:42, 28 November 2007 (EST)&lt;br /&gt;
:When it is used in melee - crossbow material is important as all other melee weapons. In ranged only material and quality of the bolt affect it's damage potential. Crossbow's quality level is directly added to the soldier's effective marksdwarf skill increasing his accuracy and rate of fire.--[[User:Another|Another]] 13:11, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== training ===&lt;br /&gt;
&lt;br /&gt;
Does say, hunting with a crossbow increase marksdwarf skill?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: Yes it does. Unfortunately it will also increase hammerdwarf skill ;) --[[User:Koltom|Koltom]] 23:53, 27 February 2008 (EST)05:45, 11 December 2008 (EST)&lt;br /&gt;
::Well, it's to be expected - ambushing is sneaking, marksdwarf is shooting...hunting does both, practice at the range only the latter --[[User:Koltom|Koltom]] 23:40, 21 June 2009 (UTC)&lt;br /&gt;
:::&amp;quot;Hunting&amp;quot; with a crossbow doesn't train any weapon - ''hitting and killing things'' with that weapon does.  Don't confuse &amp;quot;hunting&amp;quot; with &amp;quot;using a weapon&amp;quot; - the latter is needed at some point, but they are two different processes.  Hunting (ambusher) gets the dwarf close without spooking the animal - the weapon is then used for the kill.  (Why would anyone practice sneaking close to a target on an achery range?)--[[User:Albedo|Albedo]] 20:34, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Got another training question.  For some reason my marksdwarves hardly ever seem to want to practice, even though I've got a number of archery ranges, they do have crossbows (and do kick butt in fights with goblins), are all off-duty and have plenty of bone and wood bolts.  Occasionally I get some message about there not being enough floor space or something, which I don't understand what to do about, one of the ranges is out in the free air with PLENTY of room.  Every now and then a single dwarfs shoots a few bolts, so I know that the ranges are at least partially functional, but I obviously do something wrong.  Any ideas anyone? /Alk [[Special:Contributions/85.229.218.226|85.229.218.226]] 17:24, 16 April 2010 (UTC)&lt;br /&gt;
:If they're complaining about floor space, the ranges are probably pointed in the wrong direction. Also, make sure '''every''' archery target is defined as its own shooting range. --[[User:Quietust|Quietust]] 17:27, 16 April 2010 (UTC)&lt;br /&gt;
::Yeah, that was my thought too, but I checked them all and they're correct.  And as I said, I occasionally see the dwarves use them.  One of the ranges (just outside my cave entrance) was used quite regularly in the beginning, but hardly at all now. /Alk&lt;br /&gt;
:::Addendum:  I had a single range that was in the wrong direction, and since I fixed that I don't know if I've seen any more such messages, so you are probably right.  Time will tell I guess =)  But I still have the problem with them not practicing =/  They all suck at marksmanship. /Alk&lt;br /&gt;
&lt;br /&gt;
== dual wielding ==&lt;br /&gt;
&lt;br /&gt;
I set one of my marksdwarves to wield 2 crossbows, and he's currently holding them both in the same hand. Can he use them both like this or does it mean he'll just going to be using one of them? --[[User:Tachyon|Tachyon]] 18:18, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Late as hell, but for the record no dwarves truly dual wield in DF.  When they carry 2 weapons, it's just in case they lose one in an enemy or it shatters in the middle of a fight. --[[User:ThunderClaw|ThunderClaw]] 14:59, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Shatter?  Wow, I've never seen that.--[[User:Maximus|Maximus]] 15:20, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Two-handed?==&lt;br /&gt;
Are crossbows two-handed when used at range? You'd think they'd be two-handed for re-loading, and one-handed (at the very least, two hands are more accurate) for firing, but I don't know if DF supports this.[[User:StrawberryBunny|StrawberryBunny]] 10:34, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a more important issue; will a Dwarf be capable of carrying a shield while using a crossbow in case he was forced into melee? Would he only equip the shield up close? How would it affect his ability to carry bolts in his off-hand?&lt;br /&gt;
: I set a team of marksdwarfmen to use crossbows and bucklers at the same time, once.  Despite an assortment of available bucklers, no Dwarf ever picked one up to use with his crossbow.  My guess is that Dwarfs can not ever utilize their second hand without releasing the buckler, and can't store the buckler anywhere else on themselves.  --[[User:FJH|FJH]] 01:13, 27 February 2009 (EST)&lt;br /&gt;
:: I have two marksdwarves that practice at the range with their crossbows in their left hands and copper shields in their right hands. &amp;lt;s&amp;gt;I cannot get them to pick up quivers however. Did the above-mentioned dwarves have them equipped?&amp;lt;/s&amp;gt; [[User:Michaelmuffin|Michaelmuffin]] 00:02, 22 September 2009 (UTC)&lt;br /&gt;
:::Toady has stated that currently (40d) the two-handed code is broken as intended.  Where that leaves us is anyone's guess. But what &amp;quot;you'd think&amp;quot; or what &amp;quot;would only make sense&amp;quot; is right out the window.  I do know that marksdwarfs use bucklers, not shields, when they do at all.--[[User:Albedo|Albedo]] 04:59, 22 September 2009 (UTC)&lt;br /&gt;
::::Are you making a distinction between using and holding? My marksdwarves' inventories list &amp;quot;(Iron crossbow), Left hand&amp;quot; and &amp;quot;-Copper shield-, Right hand&amp;quot; at all times, including while firing bolts. [[User:Michaelmuffin|Michaelmuffin]] 18:43, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Z-levels and Range ==&lt;br /&gt;
&lt;br /&gt;
How does firing up or down affect the range of a marksdwarf?  [[User:Gairabad|Gairabad]] 17:15, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From what I've seen, marksdwarves can shoot up or down with little problem.  The range of a marksdwarf is pretty finite anyway, something like 20 squares.--[[User:Maximus|Maximus]] 17:36, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The range of a bolt is longer - maybe 30 tiles or more - but a dwarf doesn't open fire until 20 tiles.  It might hit something further out by accident.  Changes in z-level actually seems to hurt range, either way - firing from a higher elevation hurts range slightly.--[[User:Albedo|Albedo]] 20:36, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolts==&lt;br /&gt;
Do bolts even have a quality rating, and if so does it affect damage? --[[User:Juckto|Juckto]] 00:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do have a quality rating. It's hard to tell for the other question, but it should. Ammo is treated like weapons in most other respects. --[[User:Navian|Navian]] 00:55, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just had to shout somewhere that I can't wait for re-stacking to be implemented, or the quiver fixed as a container, so I never again have to worry about a dwarf charging into combat with a single reclaimed bolt rattling alone in his quiver. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:37, 13 February 2009 (EST)&lt;br /&gt;
:Do you have any recommendations on what to do with single crossbow bolts so they don't litter the landscape and so that the Dwarves don't kill themselves because they can't count and strategize on the same hand? --[[User:FJH|FJH]] 16:12, 20 February 2009 (EST)&lt;br /&gt;
::One word: [[Dwarven_Atom_Smasher]] --[[User:Myroc|Myroc]] 16:19, 20 February 2009 (EST)&lt;br /&gt;
::I mark them for melting.  Sure, you don't get much metal from them, but at least they are gone! Others here have recommended using them with traps, but my &amp;lt;s&amp;gt;dorks&amp;lt;/s&amp;gt; dwarfs always load the large stacks!--[[User:Kwieland|Kwieland]] 12:48, 11 May 2009 (UTC)&lt;br /&gt;
:::Dont hunt. That keeps littered bolts closer to your fortress (only military). Trade them away. A steel bolt isnt even that cheap. I mark them all for dump (from the stocks screen), when caravan shows go on break, unforbid, mark in depot for trade. play on. done. Of course you can leave them just as well in the dump, but i like a nice clean bolts roster :) --[[User:Birthright|Birthright]] 00:46, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Experience gained from making bolts ==&lt;br /&gt;
&lt;br /&gt;
Forging a weapon gives 30 xp.&lt;br /&gt;
How much xp is gained by making bolts? (wood, bone, metal)&lt;br /&gt;
This answer should be found immediately as the future of dwarven kind depends upon it!--[[User:Jpwrunyan|Jpwrunyan]] 20:18, 25 February 2009 (EST)&lt;br /&gt;
:I am intrigued as to how we know that forging a weapon gives 30 xp?--[[User:Mrdudeguy|Mrdudeguy]] 08:15, 11 May 2009 (UTC)&lt;br /&gt;
:: Because we know that to go from one level to the next is 100 xp x the lower level, and it takes 17 (+510) to go from No Skill to Novice, another 20 (+600) to go from Novice to -no label-, and so on.  Possibly also from the code, don't know about that. But it's been confirmed several times.&lt;br /&gt;
:: If Jprwrunyanqwertyuiop really cared, it'd be trivial to run an experiment and find out. --[[User:Albedo|Albedo]] 11:07, 11 May 2009 (UTC)&lt;br /&gt;
:::It gives the same amount of experience.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:35, 23 July 2009 (UTC)&lt;br /&gt;
::::Reading this thread just gave me 10 xp. Is anything in this thread factual? [[User:Keizo|Keizo]] 29 January 2010&lt;br /&gt;
:::::Tools such as Dwarf Companion and Dwarf Therapist can tell you exactly how many '''points''' of experience a dwarf has in a particular skill, so all you need to do is note their experience beforehand, perform the task, then refresh and see how much it increased. In this case, it will increase by 30 points. --[[User:Quietust|Quietust]] 00:36, 30 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==XBow Quality==&lt;br /&gt;
I'm confused about this line from the main page: &amp;quot;The quality of a crossbow is added to the marksdwarf/ambusher and hammerdwarf skills.&amp;quot;  Does that mean that higher quality xbows result in better accuracy?  [[User:3lB33|3lB33]] 13:42, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Masterwork ammo ==&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;If you are ever so &amp;quot;fortunate&amp;quot; to have a weaponsmith create masterpiece ammo, be sure not to use it - trade it away at the first opportunity. Broken masterpieces create bad thoughts, but traded don't, and bolts do tend to get broken.&amp;quot;&lt;br /&gt;
This runs directly contrary to my experience - I've had marksdwarves go through many quivers of masterwork bolts, both metal and bone ('''especially''' bone, which tends to get used up almost immediately at the archery ranges), and I have yet to see a single unhappy thought on the dwarves that made them. The only problems are with gathering up individual bolts and atomsmashing them (which gives the usual &amp;quot;A masterwork of Urist McBoltmaker has been lost!&amp;quot;), allowing kobolds to steal bolts from the battlefield, or allowing a goblin to escape from the map with a masterwork stuck-in. --[[User:Quietust|Quietust]] 13:51, 4 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=260934</id>
		<title>40d Talk:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=260934"/>
		<updated>2022-01-17T03:58:47Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Removing my stale discussion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, I'm a complete newbie, and I want to make my first fortress on an island. What about the fact that you are immune to goblin attacks if you are on an island? What about some tips on how to make a fortress on an island? Help! -- Cayzle&lt;br /&gt;
&lt;br /&gt;
This should be added to the &amp;lt;nowiki&amp;gt;{{world}}&amp;lt;/nowiki&amp;gt; categories.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 17:55, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh wait. I figured out how to do it.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 18:02, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure an island isn't a biome type. Also, I've yet to see the game mention islands at all. Like a valley, this is a feature that is created and then recieves no reference. [[User:VengefulDonut|VengefulDonut]] 09:27, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Complete nonsense ==&lt;br /&gt;
&lt;br /&gt;
As far as I can tell there is nothing useful about this article. The facts listed are all either completely untrue, utterly misleading, or don't related specifically to islands.&lt;br /&gt;
&lt;br /&gt;
As mentioned, islands are not a feature in the game, there is nothing special about islands at all. If there is anything truly unique about them, then it is the comment about volcanoes:&lt;br /&gt;
&lt;br /&gt;
# Often has a volcano &lt;br /&gt;
&lt;br /&gt;
But I'm not even really convinced that is very accurate.[[User:Qalnor|Qalnor]] 14:27, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I agree.  Delete this page.  [[User:Bouchart|Bouchart]] 20:07, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rewrote the page. ==&lt;br /&gt;
&lt;br /&gt;
I made the article a little less cluttered, but other than that not much. Islands really aren't all that different from other coastline, even if I like the aesthetics :P I suppose islands could be useful for escaping the hippy menace though. Can anyone verify what sea level is?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your first fortress&amp;quot; says that goblins will settle nearby you at a certain point if there weren't any to begin with. --[[User:Xonara|Xonara]] 00:22, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Is that true?  I'm not aware of a mechanism by which this happens.  They don't siege until you have 80 dwarves -- maybe that's what the author of that line had in mind?--[[User:Maximus|Maximus]] 02:29, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've built in a remote corner of the map with my fortress population approaching 400 and no hostiles have ever showed up, haha. It's been eight years, so if there's a trigger, it has to be pretty obscure. --[[User:Navian|Navian]] 09:46, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
This page appears to have been deleted once already with the reason that it was useless and unimportant. I still don't see why it should be kept. Anyone? --[[User:Savok|Savok]] 17:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Doesn't seem that bad to me in its current form.--[[User:Maximus|Maximus]] 19:23, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Voting to keep. --[[User:Jellyfishgreen|Jellyfishgreen]] 06:39, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm of the opinion that some of this info is worthy of mention, but it's not really enough to fill an entire article. Perhaps it could be included in, say, [[Location]] or similar?--[[User:Quil|Quil]] 06:51, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I really should've clarified. Since an island differs from a beach in only two ways, one insignificant, I don't think that we need to have a separate page for island.&amp;lt;br&amp;gt;&lt;br /&gt;
The two ways are:&lt;br /&gt;
# If you choose a large embark area, you can have ocean on both sides of your fort. Insignificant.&lt;br /&gt;
# Most civs cannot reach you.&lt;br /&gt;
I think that this page should be made a small subsection in [[beach|Life next to an ocean]] in [[ocean]]. --[[User:Savok|Savok]] 14:39, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe I concur. Just a sentence or two there and possibly in [[lake]], too? --[[User:Quil|Quil]] 15:50, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm fine with that.--[[User:Maximus|Maximus]] 17:06, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually I don't see how civs don't reach you on an island. I made a fort on an island, and even the elves came to trade in the spring of the second year. The fort wasn't all that rich as I only made cheap bone crafts. There were no engravings or anything. For that matter I couldn't even get to stone cause of aquifers. And in previous forts the elves came only after 2-3 years!!  &lt;br /&gt;
&lt;br /&gt;
So the only differences between an island and a beach are the fact that its possible to get ocean on both sides and the higher likelihood of there being a volcano on an island. Maybe we can combine this page and beach?--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:16, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Salty to fresh ==&lt;br /&gt;
&lt;br /&gt;
The article says &amp;quot;should you start a fortress on an island you better know how to turn salt water into fresh water&amp;quot; Is this actually possible or was it just a joke.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 22:48, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Never mind looked it up you can if you make the water go through screw pump. --[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 22:52, 31 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:LucienSadi&amp;diff=236243</id>
		<title>User talk:LucienSadi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:LucienSadi&amp;diff=236243"/>
		<updated>2018-06-29T17:51:33Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Pitchblende */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=236242</id>
		<title>User:LucienSadi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=236242"/>
		<updated>2018-06-29T17:51:26Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&amp;diff=37734</id>
		<title>40d Talk:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&amp;diff=37734"/>
		<updated>2008-12-25T11:39:38Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Use of User Names in Defense Designs */ ...and signed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i ve seen discussions bout &amp;quot;moats/pits&amp;quot; here and there - why not simply use an empty channel? --[[User:Koltom|Koltom]] 11:07, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Style, mostly. Well, that and an empty channel isn't deadly to anyone falling into it (Which can happen on occasion in a big bunch of enemies.) For most things, though, an empty channel backed by a wall to prevent projectile fire is sufficient. --[[User:Erom|Erom]] 13:44, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Planning for building destroyers ==&lt;br /&gt;
&lt;br /&gt;
So, apart from doors (and things like workshops) what can a building destroyer monster break through? Do I have to worry about a [[magma man]] breaking through the wall grate filter in my magma supply, or a [[troll]] busting through my arrow slits (= fortifications)? [[User:Anydwarf|Anydwarf]] 12:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen them destroy ballistas, statues and hatch covers.  They probably can destroy anything that can be built. --[[User:Bouchart|Bouchart]] 13:10, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I got a [[bronze colossus]] to play with and did some testing. (They really do regenerate quickly!)&lt;br /&gt;
&lt;br /&gt;
Things destroyed:&lt;br /&gt;
*iron/steel/stone doors (gone)&lt;br /&gt;
*stone wall grate (gone)&lt;br /&gt;
*trade depot (deconstructed into rough stones)&lt;br /&gt;
*glass statues (deconstructed only, they were sitting next to where they were installed; game says &amp;quot;toppled&amp;quot;)&lt;br /&gt;
*vertical steel bars (deconstructed only; &amp;quot;toppled&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Things not destroyed:&lt;br /&gt;
*constructed or carved walls and fortifications (ignored)&lt;br /&gt;
*rope (for holding guard dogs; it walked right over)&lt;br /&gt;
*drawbridge (walked across; ignored while up)&lt;br /&gt;
&lt;br /&gt;
Science! [[User:Anydwarf|Anydwarf]] 12:04, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I was under the impression that a bronze colossus would destroy constructed walls/fortifications if they are the only way to get to dwarves. This is also claimed in the unpolished [[fortifications]] page. Is that true? --[[User:Aykavil|Aykavil]] 10:40, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Armed Civilians ==&lt;br /&gt;
I tried the armed civilian stuff, but an unfortunate side effect is that hunters seem to sleep anywhere except in their beds. Also the forums suggest giving 'fake' woodcutting or mining jobs so that civilians carry pick-axes or battle-axes. This does not address the armor issue, though. --[[User:Aykavil|Aykavil]] 10:35, 4 July 2008 (EDT)&lt;br /&gt;
:I'd add that it's possible to be mistaken about having no wildlife to hunt!  Not all wildlife is present when you embark, there's some random appearances of things like macaques from the edge of the map.  It doesn't have to be MUCH wildlife to be disruptive to this plan, either.  Ever see 13 dwarves hunting one alligator, with maces?  Gah. --[[User:Corona688|Corona688]] 00:57, 21 December 2008 (EST)!&lt;br /&gt;
&lt;br /&gt;
==Use of User Names in Defense Designs==&lt;br /&gt;
May I suggest we not use them.  Sure, someone may have been the first one to propose it on the wiki, but that doesn't mean others haven't thought about it before (in the case of the trapped chained animal somewhere away from your fort, I know I've seen that on the forums before, and its identical to the 'Roach Motel' from [[Defense guide]]), and it doesn't mean that you're some kind of genius to have thought of it.  &lt;br /&gt;
&lt;br /&gt;
Its not like I haven't provided novel suggestions (including on this page), but it seems wrong to lay claim to them.  A lot of it has to do with understanding how the game works and the solutions proceed logically from that.  &lt;br /&gt;
&lt;br /&gt;
As such, I am removing usernames from the subsection titles.  I don't feel they're appropriate.  If people disagree, lets discuss it here, but the wiki is not about self-aggrandizement, its about providing information about what works and what doesn't.  Who first wrote about it on the wiki shouldn't be relevant. --[[User:Squirrelloid|Squirrelloid]] 17:54, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I wouldn't have put my name if others weren't already there for ages.  Nor did I ever think &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; of the names were really laying claim to &amp;lt;em&amp;gt;inventing&amp;lt;/em&amp;gt; these things.  I don't give a damn if my name's there or not, and accusing me of self-aggrandizement is a little rude. --[[User:Corona688|Corona688]] 19:43, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sidestepping the issue of accusations, I agree with Squirrelloid that names are best left off article pages.  It interferes with collaborative writing that is the core of the wiki model -- you can't freely rewrite what someone else has written if it says &amp;quot;I wrote and/or designed this&amp;quot;.--[[User:Maximus|Maximus]] 22:00, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Further vote of agreement on [[User:Squirrelloid|Squirrelloid]]'s action. --[[User:N9103|Edward]] 00:36, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Even more agreement.  Barring outstanding complaint, we'll stick with this modified version. --[[User:LucienSadi|LucienSadi]] 06:39, 25 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&amp;diff=37733</id>
		<title>40d Talk:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&amp;diff=37733"/>
		<updated>2008-12-25T11:39:14Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Use of User Names in Defense Designs */ Joining the party&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i ve seen discussions bout &amp;quot;moats/pits&amp;quot; here and there - why not simply use an empty channel? --[[User:Koltom|Koltom]] 11:07, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Style, mostly. Well, that and an empty channel isn't deadly to anyone falling into it (Which can happen on occasion in a big bunch of enemies.) For most things, though, an empty channel backed by a wall to prevent projectile fire is sufficient. --[[User:Erom|Erom]] 13:44, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Planning for building destroyers ==&lt;br /&gt;
&lt;br /&gt;
So, apart from doors (and things like workshops) what can a building destroyer monster break through? Do I have to worry about a [[magma man]] breaking through the wall grate filter in my magma supply, or a [[troll]] busting through my arrow slits (= fortifications)? [[User:Anydwarf|Anydwarf]] 12:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen them destroy ballistas, statues and hatch covers.  They probably can destroy anything that can be built. --[[User:Bouchart|Bouchart]] 13:10, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I got a [[bronze colossus]] to play with and did some testing. (They really do regenerate quickly!)&lt;br /&gt;
&lt;br /&gt;
Things destroyed:&lt;br /&gt;
*iron/steel/stone doors (gone)&lt;br /&gt;
*stone wall grate (gone)&lt;br /&gt;
*trade depot (deconstructed into rough stones)&lt;br /&gt;
*glass statues (deconstructed only, they were sitting next to where they were installed; game says &amp;quot;toppled&amp;quot;)&lt;br /&gt;
*vertical steel bars (deconstructed only; &amp;quot;toppled&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Things not destroyed:&lt;br /&gt;
*constructed or carved walls and fortifications (ignored)&lt;br /&gt;
*rope (for holding guard dogs; it walked right over)&lt;br /&gt;
*drawbridge (walked across; ignored while up)&lt;br /&gt;
&lt;br /&gt;
Science! [[User:Anydwarf|Anydwarf]] 12:04, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I was under the impression that a bronze colossus would destroy constructed walls/fortifications if they are the only way to get to dwarves. This is also claimed in the unpolished [[fortifications]] page. Is that true? --[[User:Aykavil|Aykavil]] 10:40, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Armed Civilians ==&lt;br /&gt;
I tried the armed civilian stuff, but an unfortunate side effect is that hunters seem to sleep anywhere except in their beds. Also the forums suggest giving 'fake' woodcutting or mining jobs so that civilians carry pick-axes or battle-axes. This does not address the armor issue, though. --[[User:Aykavil|Aykavil]] 10:35, 4 July 2008 (EDT)&lt;br /&gt;
:I'd add that it's possible to be mistaken about having no wildlife to hunt!  Not all wildlife is present when you embark, there's some random appearances of things like macaques from the edge of the map.  It doesn't have to be MUCH wildlife to be disruptive to this plan, either.  Ever see 13 dwarves hunting one alligator, with maces?  Gah. --[[User:Corona688|Corona688]] 00:57, 21 December 2008 (EST)!&lt;br /&gt;
&lt;br /&gt;
==Use of User Names in Defense Designs==&lt;br /&gt;
May I suggest we not use them.  Sure, someone may have been the first one to propose it on the wiki, but that doesn't mean others haven't thought about it before (in the case of the trapped chained animal somewhere away from your fort, I know I've seen that on the forums before, and its identical to the 'Roach Motel' from [[Defense guide]]), and it doesn't mean that you're some kind of genius to have thought of it.  &lt;br /&gt;
&lt;br /&gt;
Its not like I haven't provided novel suggestions (including on this page), but it seems wrong to lay claim to them.  A lot of it has to do with understanding how the game works and the solutions proceed logically from that.  &lt;br /&gt;
&lt;br /&gt;
As such, I am removing usernames from the subsection titles.  I don't feel they're appropriate.  If people disagree, lets discuss it here, but the wiki is not about self-aggrandizement, its about providing information about what works and what doesn't.  Who first wrote about it on the wiki shouldn't be relevant. --[[User:Squirrelloid|Squirrelloid]] 17:54, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I wouldn't have put my name if others weren't already there for ages.  Nor did I ever think &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; of the names were really laying claim to &amp;lt;em&amp;gt;inventing&amp;lt;/em&amp;gt; these things.  I don't give a damn if my name's there or not, and accusing me of self-aggrandizement is a little rude. --[[User:Corona688|Corona688]] 19:43, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sidestepping the issue of accusations, I agree with Squirrelloid that names are best left off article pages.  It interferes with collaborative writing that is the core of the wiki model -- you can't freely rewrite what someone else has written if it says &amp;quot;I wrote and/or designed this&amp;quot;.--[[User:Maximus|Maximus]] 22:00, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Further vote of agreement on [[User:Squirrelloid|Squirrelloid]]'s action. --[[User:N9103|Edward]] 00:36, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Even more agreement.  Barring outstanding complaint, we'll stick with this modified version.&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18482</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18482"/>
		<updated>2008-12-22T23:22:27Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Spike Trap + falling goblin = splortch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
&lt;br /&gt;
Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
&lt;br /&gt;
: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
&lt;br /&gt;
''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
&lt;br /&gt;
I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flame Belcher ==&lt;br /&gt;
&lt;br /&gt;
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
&lt;br /&gt;
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spike Trap hit falling goblin ==&lt;br /&gt;
&lt;br /&gt;
I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=1014</id>
		<title>ASCII art reward</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward&amp;diff=1014"/>
		<updated>2008-12-22T10:29:51Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* (27 February 2008) */ Typofixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are sending a [[Dwarf_Fortress_Wiki:Site_support|donation]] to [http://www.bay12games.com/dwarves/ Bay12Games], they might send you an ASCII Art Reward in exchange. It is a small scene happening in the Dwarf Fortress world.  If the same donator gives more than one time, it is also possible that the bits of ASCII Art follow each other and form a story.&lt;br /&gt;
&lt;br /&gt;
Each piece of ASCII Art Reward belong to the donator who received it, but to appetize new potential donators, sharing them might be a good thing :&lt;br /&gt;
&lt;br /&gt;
==[[User:Beefx|Beefx]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;++@k@++&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul stood near the steel cage.  The brown humanoid inside sat with its hands on its knees, rocking back and forth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Clearly, the kobold was molded from stone.&amp;quot;  Zolon stroked his black beard. He then glanced at Morul, raising an eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not so fast...  the yellow eyes glow.  Fire was involved.&amp;quot;  Morul was a slow thinker, but he was not easily moved.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stagis!  Bacabadabis!&amp;quot;  The kobold began to screech in its low tongue.  Zolon and Morul observed in silence until the creature quieted down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Was that the wind then?&amp;quot;  Zolon asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems the interplay of the elements is nuanced in this one, even if the final realization is... lacking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Morul did not disdain the beast so much that he did not feed it, now that the trapper had entrusted it into his keeping.  The philosopher had left a few pieces of old venison in the cage and the creature now lifted one and inspected it.  After a few sniffs, the kobold pitched it through the steel bars.  The dwarves watched as the meat spun through the air and landed a few yards from the cage.  When they turned back around, the kobold was inches away from them, its face pressed against the bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Augis,&amp;quot; it moaned.  &amp;quot;Augis!&amp;quot;  Louder and louder it wailed.&lt;br /&gt;
&lt;br /&gt;
Zolon and Morul covered their ears.  &amp;quot;And this is a tempest?&amp;quot;  Zolon said facetiously.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's adjourn until the storm passes.  Perhaps we can find a meal the thing will accept.&amp;quot;  Morul turned and walked down a nearby corridor, toward the kitchen.  Zolon followed close behind.&lt;br /&gt;
&lt;br /&gt;
After they had left, the kobold stopped moaning and sat back on its haunches.  Opening its small clawed fingers, the creature smiled.  On its palm rested an iron key.&lt;br /&gt;
&lt;br /&gt;
==[[User:Bombcar|Bombcar]]==&lt;br /&gt;
===(30 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++g~~U~~C+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblins in tattered rags pulled the chains with speed as the whips&lt;br /&gt;
cracked.  Slowly the gate rose revealing a grotesque creature bent on&lt;br /&gt;
destruction.  Its three eyes bounced on their stalks as the monster&lt;br /&gt;
pulled itself forward on two huge, muscular arms.  It came to a sudden&lt;br /&gt;
halt as Ameltoss the wizard stepped into its path.  Though he had&lt;br /&gt;
raised it from a stinking poisonous egg, the wizard knew not whether&lt;br /&gt;
he still commanded the beast.  This was the final test.  He raised his&lt;br /&gt;
staff and commanded the monster to return to its lair.  The creature's&lt;br /&gt;
lips peeled back to reveal ten rows of razor sharp teeth.  Ameltoss&lt;br /&gt;
swallowed hard and shouted his command once more.  Now was the moment&lt;br /&gt;
of truth.&lt;br /&gt;
&lt;br /&gt;
==[[User:Bott Maggot|Bott Maggot]]==&lt;br /&gt;
===(03 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+&amp;amp;=o=@+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You've come, Kogan.  The Lordaxe.  It is said you have a mighty constitution, but can you hold your own at my table?&amp;quot;  The demon slammed the great flagon down on to the center of the table.  A few dark drops splattered on the stone and smouldered. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can take whatever you offer, fiend, and I'll count you a poor host if that brew there on the table doesn't move me half as much as the whiskey of my homeland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, your homeland.  It will make a fine gateway to the Underworld someday.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wish I could say the dwarves would enjoy making a mine of this palace, but alas, your halls reek of filth.  It would be difficult to persuade them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Less talk, more drink.  You call yourself a dwarf?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Without another word, Kogan seized the flagon with his scarred fist.  He could feel the infernal heat emanating from the brew, and the smell was appalling.  Even so, he hefted the drink to his open mouth and downed it completely, setting the empty flagon on the table in triumph. &lt;br /&gt;
&lt;br /&gt;
==[[User:Brownie210|Brownie210]]==&lt;br /&gt;
===(22 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+&amp;amp;@\O+||~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sweat glistened on the hairy dwarf's body as he wrestled the dark lord&lt;br /&gt;
Slandar.  Above them lay the steel orifice holding back the sea of&lt;br /&gt;
lava that was the last defense against the evil army, if only a dwarf&lt;br /&gt;
could pull the lever.  The dwarf held the evil general's arm in both&lt;br /&gt;
hands as the fiend tried to drive his dagger through the hero's heart.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Slandar,&amp;quot; asked the dwarf, &amp;quot;when did you become so hot-headed?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The dwarf let go of the villain's arm and pulled the lever.  As the&lt;br /&gt;
fiend drove his blade through the laughing dwarf's heart, the gates&lt;br /&gt;
opened above and a torrent of lava fell from the ceiling, incinerating&lt;br /&gt;
them both in a cloud of steam.&lt;br /&gt;
&lt;br /&gt;
==[[User:Caeonosphere|Caeonosphere]]==&lt;br /&gt;
===(07 January 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U-.,.GT.&amp;lt;/pre&amp;gt;&lt;br /&gt;
The mighty barbarian clenched his teeth as he snapped the arrow&lt;br /&gt;
protruding from his chest.  He laughed as he bounded through the brush&lt;br /&gt;
after the cowardly ambusher.  Just another scar among many, proving&lt;br /&gt;
his manhood like all the rest.  The foolish goblin archer tried to&lt;br /&gt;
scale a tree to lose him.  Smiling with anticipation of the kill, the&lt;br /&gt;
barbarian took a throwing axe from his belt and hurled it at his&lt;br /&gt;
enemy.  The blade struck the goblin in the helmet, splitting it in&lt;br /&gt;
two.  As the stunned goblin sank to the base of the tree, the&lt;br /&gt;
barbarian approached him, grabbing him by the throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, my friend,&amp;quot; said the barbarian.  &amp;quot;It looks as if this game has&lt;br /&gt;
come to an end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Davion|Davion]]==&lt;br /&gt;
===(28 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;bBbBbBbB####HU*########||+UU+||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The master thief leapt from the tower, the royal jewels still in his&lt;br /&gt;
hands.  The pursuing guard ran to the side to watch in wonder as the&lt;br /&gt;
burglar plunged to his death.  But lo, a giant hawk flew down and&lt;br /&gt;
plucked him out of the sky.  The aging king stormed out onto the roof&lt;br /&gt;
of the tower, still in his bed clothes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Curse you Faltrix!&amp;quot; screamed the king as the bird flew toward the horizon.&lt;br /&gt;
&lt;br /&gt;
The rogue had known the hawk since it was a hatchling.  It was then he&lt;br /&gt;
had pulled an arrow from its wing.  Thus began the most famous&lt;br /&gt;
partnership of the age.  The hawk rider and his steed were known&lt;br /&gt;
throughout the land as heroes of the people, stealing from the rich&lt;br /&gt;
and giving to the poor.&lt;br /&gt;
&lt;br /&gt;
A dark cloud rose on the horizon.  The smile fell from Faltrix's lips&lt;br /&gt;
as the evil creatures sprung their ambush.  Bat men!  How had these&lt;br /&gt;
creatures strayed so far from the mountains?  The evil beings rode&lt;br /&gt;
giant bats and shot poison darts from their blow guns.  Faltrix&lt;br /&gt;
commanded his mount to dive low.  Perhaps he could lose them in the&lt;br /&gt;
trees of the forest below.&lt;br /&gt;
&lt;br /&gt;
===(28 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kbkkbkb,..,..HU,..*.@,...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Down, down into the forest canopy they flew.  Faltrix's heart raced as&lt;br /&gt;
they wove through the trees, the bat men close behind.  Just when he&lt;br /&gt;
thought he lost them, the hawk called out with a piercing cry.  A net&lt;br /&gt;
of vines dropped from the treetops above, fouling the bird's wings.&lt;br /&gt;
They crashed to the forest floor with a thud and slid forward in the&lt;br /&gt;
dirt.  Faltrix drew his sword and cut through the web.  High-pitched&lt;br /&gt;
cackling echoed from above.  Kobolds!  The rogue set about cutting his&lt;br /&gt;
avian steed free, but the hawk did not stir from unconsciousness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Agron!&amp;quot; screamed Faltrix.  &amp;quot;Agron!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black shadows dropped from vines above.  The kobolds drew their jagged&lt;br /&gt;
blades.  As they surrounded him the batmen caught up just it time to&lt;br /&gt;
finish him off.  A dozen poison darts landed at his feet.  Why didn't&lt;br /&gt;
they kill him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Agron,&amp;quot; said the rogue, &amp;quot;if we get out of this, you can eat all the&lt;br /&gt;
giant rats you want.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobolds parted to reveal a short wizard in a glowing red robe, a&lt;br /&gt;
long hood covering his face.  Faltrix lowered his blade as the&lt;br /&gt;
menacing figure approached.  The wizard threw back his hood to reveal&lt;br /&gt;
the face of an evil dwarf.  Faltrix threw the stolen Eye of Atheria at&lt;br /&gt;
his feet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take the jewel,&amp;quot; said Faltrix, &amp;quot;just let Agron live.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Touching,&amp;quot; said the dwarf, &amp;quot;but fear not, I will have need of the&lt;br /&gt;
rider and his hawk to complete the ultimate quest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quest?&amp;quot; asked Faltrix.&lt;br /&gt;
&lt;br /&gt;
==[[User:Ergot|Ergot]]==&lt;br /&gt;
===(14 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;w&amp;quot;w@%&amp;quot;w&amp;quot;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran shifted from foot to foot as he looked from side to side.  Eventually the dwarf's head dropped and he clutched his beard, his wide eyes wild, staring at the dirt.  They were everywhere. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cave weevils.  Cave weevils on my crops.  My pig tails, all of my pig tails are gone.  But this season will be different, mark my words, by the Lordaxe it will.&amp;quot;  The dwarf pulled a bulky glove from his belt.  The knuckles were studded with iron.  Doran slid the glove over his hand, his mouth twisting into a cruel smile.  The farmer's eyes grew dark. &lt;br /&gt;
&lt;br /&gt;
One of the foot-long insects crawled in front of the dwarf, and he hammered it into the earth with his fist, smashing the weevil until it was well-ground.  &amp;quot;Flat.  I'll pound 'em all flat.  We might not have cloth this year, but we'll have plenty of meal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Furiousfish|Furiousfish]]==&lt;br /&gt;
===(14 July 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@g####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Tell me where the child is being taken and I'll let you live!&amp;quot; Kogan yelled down at the goblin, desperation marking his voice. Mul had shot this wretch in the leg, but the kidnapper had escaped. The goblin hanging by Kogan's hand over the chasm was just a bodyguard. The goblin smiled wickedly, taking delight in Kogan's distress. &amp;quot;Even now, your child is approaching the prison where he'll live out the next decade of his miserable life,&amp;quot; it spat. &amp;quot;And then, well...&amp;quot; The fiend began to chuckle. &amp;quot;Where is the child?&amp;quot; Kogan asked with finality. The goblin closed its eyes and was silent. Kogan let the creature drop away into the darkness.&lt;br /&gt;
&lt;br /&gt;
===(27 February 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;,&amp;quot;&amp;quot;.g%@.&amp;quot;,&amp;quot;&amp;quot;.&amp;quot;..&amp;lt;/pre&amp;gt;&lt;br /&gt;
Dorol struggled against the coarse sackcloth. The darkness was total,and it smelled even more foul than his uncle's rotten-toothed whiskeybreath. He had been playing with his miniforge by the cave river when everything had gone black. Dorol had heard a commotion shortly after, followed by terrible undwarven screaming, but afterward just the soft footfalls of somebody running quickly along with the rustling of the sack. At once, whoever was carrying him stopped and let the sack drop hard on the ground. There was a rustling, and the sack opened. It was nighttime, and Dorol could see the face of his captor looking down at him. A goblin! The fiend pulled the cloth down far enough that Dorol's head stuck up out of the opening. The dwarf held tightly onto his toy, uncertain and afraid. &amp;quot;Here, eat this,&amp;quot; the goblin said, holding out something. Dorol worked one of his hands out of the sack and took the offering. It wasa piece of spoiled meat, crawling with diseased larvae. The child dropped it on the ground by the sack. &amp;quot;Hey, that's good meat,&amp;quot; the goblin complained, reaching down to pick it up. &amp;quot;The master gave it to me just for you.&amp;quot; The goblin lowered its voice and mumbled. &amp;quot;I'd eat it, but he is always watching me, and he knows when I've been bad. &amp;quot;Now eat up,&amp;quot; the goblin drew closer and pushed the meat into the dwarf's face. Like a true smith, the dwarven child struck, smashing the hammer of his miniforge into the goblin's eye! The goblin cringed, clutching his face. After a moment he shook his head and looked up at the sack, but the dwarf was nowhere to be seen. Filling with rage, driven by fear of his master's torments, the goblin shouted, &amp;quot;You can't run, you hairy snot! I'll hunt you, and I'll find you!&amp;quot; Snatching up the sack, the goblin ran off into the wilds.&lt;br /&gt;
&lt;br /&gt;
==[[User:Fuzzy|Fuzzy]]==&lt;br /&gt;
===(31 October 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,G,@,,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarves buried Administrator Zarhan face down, so that when evil&lt;br /&gt;
spirits animated his soulless corpse, as surely they would, he would&lt;br /&gt;
dig straight down into the Underworld and away from the land of the&lt;br /&gt;
living.  For a season after, the fortress was beset by a horrible&lt;br /&gt;
howling that filled the corridors.  The dwarves of the fortress were&lt;br /&gt;
driven to near madness.  Eventually the sounds faded.&lt;br /&gt;
&lt;br /&gt;
It was not long after that a young engraver found a floor hatch, which&lt;br /&gt;
had not been there the previous night.  He opened the hatch and put&lt;br /&gt;
his head through.  Phantom arms grabbed him and pulled him inside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You fools didn't think I'd forget up from down did you?&amp;quot; hissed the&lt;br /&gt;
ghost of Zarhan.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Laod|Laod]] 15 October 2006&lt;br /&gt;
&lt;br /&gt;
==[[User:MacGyvers_Mullet|MacGyvers_Mullet]]==&lt;br /&gt;
===Rognar:(11 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%@%%%,../.,\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sword slid through the goblin's throat and the dying creature fell&lt;br /&gt;
to the ground sputtering.  Rognar had been born into a world of&lt;br /&gt;
violence, and he would not share it with these stinking beasts.&lt;br /&gt;
Striding upon their unnumbered broken bodies, the warrior reached the&lt;br /&gt;
summit of the corpse mound and surveyed the carnage.  The siege had&lt;br /&gt;
been broken.  Here and there, a wimpering slave of darkness put up&lt;br /&gt;
resistance or simply clung to life, but soon they would all be&lt;br /&gt;
vanquished and the sun would bring a glorious dawn to the blood-red&lt;br /&gt;
battlefield.  Rognar smiled.  It was a great day to be a dwarf.&lt;br /&gt;
&lt;br /&gt;
-Tarn&lt;br /&gt;
&lt;br /&gt;
===Neandar Begin:(3 July 2008)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;!!()!!,k,...@,..#######||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He would never let the fiend escape again.  That was what Neandar the&lt;br /&gt;
dwarf thought before he flung himself into the black air of the chasm&lt;br /&gt;
after the skulking kobold thief.  For many seconds they fell, time&lt;br /&gt;
enough for Neandar to recall his short life and short career on the&lt;br /&gt;
Fortress Guard.  Wet matter slammed into the dwarf's face and gave&lt;br /&gt;
way.  The dwarf smashed through a dozen giant spider webs and hit the&lt;br /&gt;
ground running, hot on the trail of the kobold scum.&lt;br /&gt;
&lt;br /&gt;
A huge standing ring of fire dominated the floor of the chasm.  The&lt;br /&gt;
kobold made for the hell portal with all speed.  Neandar stopped in&lt;br /&gt;
his tracks.  It was one thing to plunge to certain death in order to&lt;br /&gt;
retrieve a granite puzzle box.  It was quite another to cast oneself&lt;br /&gt;
into a dimension of ultimate evil.  Yet these kobold cowards could not&lt;br /&gt;
be allowed to run about as they pleased.  Lifting his axe over his&lt;br /&gt;
head, the dwarf charged into the portal of doom.&lt;br /&gt;
&lt;br /&gt;
-Zach&lt;br /&gt;
&lt;br /&gt;
==[[User:McDoomhammer|McDoomhammer]]==&lt;br /&gt;
===(6 May 2008)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T,.ggUggg..TT------,TT,.T.U.UU.,..TTT&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three chosen warriors left the Citadel of Hope, strapped on with&lt;br /&gt;
all manner of magic weapons that the Council of Elders had presented&lt;br /&gt;
them.  Shizenbubin was the tracker of the group, always hot on the&lt;br /&gt;
trail of danger.  Shizentubin was her sister, skilled in the ways of&lt;br /&gt;
the blade so that no enemy neck was safe.  Azoul Buck was the leader.&lt;br /&gt;
She ran her fingers through her short blond hair, her muscular arm&lt;br /&gt;
flexing, covered with the crude tattoos of her tribe.&lt;br /&gt;
&lt;br /&gt;
This would be a short quest indeed.  A party of goblins had ambushed&lt;br /&gt;
the prince on his way to the castle.  All the heroes need do is return&lt;br /&gt;
him unspoiled.  It would be easy to intercept them then on their way&lt;br /&gt;
to the Black Fortress, given Shizenbubin's incredible skill.  However,&lt;br /&gt;
time was not on their side.  Goblins grew bored easily and might make&lt;br /&gt;
sport of the prince's bodily members.  Azoul set the pace, a quick&lt;br /&gt;
trot through the woods.  She smiled at the easily-won glory that&lt;br /&gt;
awaited her squad at the end of the journey.&lt;br /&gt;
&lt;br /&gt;
==[[User:Md5i|Md5i]]==&lt;br /&gt;
===(12 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||+++@+|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That ought to keep 'em out,&amp;quot; Doran said confidently, patting the granite&lt;br /&gt;
block which he had just slid into place.  Ever since the Baron had insisted&lt;br /&gt;
on mining out the gold vein in the wall, Doran had been dealing with the&lt;br /&gt;
rats.  It couldn't be helped.  Gold was gold after all, but it was just&lt;br /&gt;
Doran's luck that the miners had broken through to a large chasm not far&lt;br /&gt;
from the craftsdwarf's room.&lt;br /&gt;
&lt;br /&gt;
The dwarf laid down on his bed and began to think about the next project.  A&lt;br /&gt;
puzzlebox, perhaps, something challenging.  Just as Doran was drifting off&lt;br /&gt;
into dreams of the design, he heard a scratching on the block.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha!  Keep trying you little demons,&amp;quot; the dwarf chuckled.  The scratching&lt;br /&gt;
continued.  It was irritating, but the dwarf could block it out.  Then there&lt;br /&gt;
was a grating scrape as the block moved an inch.  The dwarf sat up and&lt;br /&gt;
stared at the wall in amazement.  Impossible, he thought.&lt;br /&gt;
&lt;br /&gt;
The block slid forward further.  Small, clawed fingers worked their way&lt;br /&gt;
around the stone until a gray, furry hand grasped one corner of the block.&lt;br /&gt;
The stone turned slightly.&lt;br /&gt;
&lt;br /&gt;
Doran seized his chisel from the nearby table and leapt toward the block,&lt;br /&gt;
stabbing downward.  The tool grazed the hand, leaving a spatter of blood on&lt;br /&gt;
the stone.  There was a shriek, and the bleeding hand disappeared into the&lt;br /&gt;
dark crack.&lt;br /&gt;
&lt;br /&gt;
The craftsdwarf pushed the block back into place and backed away, chisel in&lt;br /&gt;
hand.  After a moment, the scratching began anew.&lt;br /&gt;
&lt;br /&gt;
===(07 Jun 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##.,.||%r%+@+|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leave me be, you fiend!&amp;quot;  Doran yelled, his chisel held toward the stone&lt;br /&gt;
block.  The scratching became louder and more persistent.&lt;br /&gt;
&lt;br /&gt;
Once again, the block moved, but this time no fingers poked through the&lt;br /&gt;
crack.  The beast had learned.  The slab of granite was being pushed&lt;br /&gt;
directly from behind, and it glided slowly toward Doran.  The dwarf backed&lt;br /&gt;
toward his bed.&lt;br /&gt;
&lt;br /&gt;
The block stopped sliding.  There was now enough space to allow something to&lt;br /&gt;
pass through the hole in the wall, but the block was large and Doran could&lt;br /&gt;
not see behind it.  For a long moment, nothing stirred.  The craftsdwarf&lt;br /&gt;
knelt and opened the chest by the foot of his bed, muttering.&lt;br /&gt;
&lt;br /&gt;
At once, a creature leapt from behind the block and faced Doran.  It was a&lt;br /&gt;
ratman, ravening, its long yellow incisors surrounded by froth, its&lt;br /&gt;
patchy-furred flesh stretched tight over its starved body.  The thing&lt;br /&gt;
hungered and would have Doran for its meal.&lt;br /&gt;
&lt;br /&gt;
The dwarf stood, a vial in his hand.  The ratman lunged forward and Doran&lt;br /&gt;
hurled the vial at the beast's face.  The glass shattered, and the creature&lt;br /&gt;
clutched its black protruding eyes as they steamed.  Doran rushed forward&lt;br /&gt;
and stabbed the ratman repeatedly with the chisel until it stopped moving.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pity about that.  I was going to ask Mul to do some etchings for me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(15 Jul 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##===@=D####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, I'm sorry, Mul, it would have been a thrilling project,&amp;quot; Doran said,&lt;br /&gt;
pausing to take another swig of whiskey.  &amp;quot;I can't believe how much trouble&lt;br /&gt;
we've been having with ratmen lately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perhaps there's a larger beast down in the chasm riling them up,&amp;quot; Mul&lt;br /&gt;
replied.  &amp;quot;Kogan's child was taken not long ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, surely something unusual is afoot.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Kogan stood with his axe by the chasm bridge.  Ever since the boy&lt;br /&gt;
Aliz had been lost, the soldier had tirelessly patrolled the walkways along&lt;br /&gt;
the deepest parts of the rift, killing dozens of ratmen and a few large&lt;br /&gt;
spiders.  He would not be satisfied until the depths were devoid of life.&lt;br /&gt;
&lt;br /&gt;
A foul wind blew up from the chasm.  Kogan leaned to the side and peered&lt;br /&gt;
down over the edge of the bridge.  The impact was sudden and the dwarf was&lt;br /&gt;
knocked on his back in the middle of the bridge.  Kogan heard the sound of&lt;br /&gt;
stone being scraped without respect, and he.found himself staring into the&lt;br /&gt;
rotten eyes of a giant decaying reptile.&lt;br /&gt;
&lt;br /&gt;
==[[User:Midelne|Midelne]]==&lt;br /&gt;
&lt;br /&gt;
===Fish Dwarf Begin: (6 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~@~~X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They called him Fish-Dwarf.  He was the only worker in the outpost willing to brave the depths of the cave river in order to service the floodgate mechanisms when they became clogged with the seasonal muds.&lt;br /&gt;
&lt;br /&gt;
It was that time again.  The farming gates weren't operational, and the planting had to begin immediately.  Fish-Dwarf had his tools, and the special fins he had manufactured were secured to broad feet.  Everything was ready.  The frightened faces of the onlooking children would not dissuade him.  Fish-Dwarf understood that this was his calling.  He was the only one that could save the outpost.  The dwarf inhaled, and his chest swelled to nearly double its original size.  Clearing his mind, the dwarf dove into the water.&lt;br /&gt;
&lt;br /&gt;
===(8 November 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~@%X&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fish-Dwarf swam down the narrow tunnel to the gate mechanism.  The water was murky and even with his superior vision he could only just see his hands sweeping ahead of him.&lt;br /&gt;
&lt;br /&gt;
The upper portion of the mechanism appeared suddenly before him.  The dwarf inspected the machinery quickly, mindful of his air, yet confident that he had at least a few minutes left.  The top assembly was clear, so the mud must have worked itself into the lower gears.  Fish-Dwarf pushed his way down.&lt;br /&gt;
&lt;br /&gt;
The swollen rotting face of a lizardman greeted him, twisted into the gears.  Not again, Fish-Dwarf thought, dejected.  It would take at least three trips to dislodge all of the chunks.  The dwarf removed the chisel from his tool case and began working it into the sticking jam.&lt;br /&gt;
&lt;br /&gt;
===(10 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+@@+@@@+~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Fish-Dwarf, you have saved us!&amp;quot; the children shouted as the wet dwarf&lt;br /&gt;
pulled his way up on to the bank.  He had finished his last cleaning&lt;br /&gt;
run, and already the floodgate was rising, ushering in the waters that&lt;br /&gt;
would prepare the way for the summer harvest.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Truly, Fish-Dwarf, your mastery of the murky depths never ceases to&lt;br /&gt;
amaze us.  You are a hero,&amp;quot; the Mayor Kogan said, offering Fish-Dwarf&lt;br /&gt;
a mug of the outpost's best.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I am glad I could help,&amp;quot; Fish-Dwarf said, draining the mug in one&lt;br /&gt;
motion.  &amp;quot;If only the river waters were whiskey, my life would be&lt;br /&gt;
complete.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;I fear we would never see you again if that were the case!&amp;quot; the Mayor jested.&lt;br /&gt;
 &lt;br /&gt;
Fish-Dwarf pondered a moment.  &amp;quot;Indeed.  Yet the search for the&lt;br /&gt;
Whiskey River is a quest for the young, I'm afraid.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;We here at Gladanvil are happy to have you,&amp;quot; the Mayor replied as the&lt;br /&gt;
crowd dispersed.  As the others left, the mayor pulled Fish-Dwarf&lt;br /&gt;
aside.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;-- and yet, I fear you cannot stay long.  I've received word from&lt;br /&gt;
King Dorazar.  He has heard tell of your talents, and our liaison from&lt;br /&gt;
the Mountainhome has conveyed his request for your presence at the&lt;br /&gt;
capital.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;My presence?  Surely the engineers of the Mountainhome can manage the&lt;br /&gt;
mighty floodgates and channels of Steelpoint without my help.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It isn't farming trouble, Fish-Dwarf,&amp;quot; the Mayor said, lowering his&lt;br /&gt;
voice to a whisper. &amp;quot;Many fisherdwarves have been lost to the waters.&lt;br /&gt;
There is something lurking in the Lake of Columns.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(18 January 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~@/~~%OB%OO%%%~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Innumerable stalactites hung from the ceiling of the expansive gem-lit&lt;br /&gt;
cavern, many dipping down through the still surface of the black&lt;br /&gt;
waters.  This was the Lake of Columns, the source of life for&lt;br /&gt;
Steelpoint, and now a place of dread.&lt;br /&gt;
 &lt;br /&gt;
Fish-Dwarf fit the blades into place on his fins.  The citizens of&lt;br /&gt;
Steelpoint did not know what the creature was, but no fewer than seven&lt;br /&gt;
fisherdwarves had been lost at the shore. No matter, thought&lt;br /&gt;
Fish-Dwarf.  King Dorazar had charged him to slay the lurking threat,&lt;br /&gt;
and that is what he would do.  Still, the nature of the creature&lt;br /&gt;
eluded him.  It had been years since his last combat with an aquatic&lt;br /&gt;
beast, and then it was only the cave crocodiles and lizardmen that&lt;br /&gt;
occasionally harassed his own community.  Steelpoint would not have&lt;br /&gt;
sent for him over such a triviality.  Hefting his mighty trident,&lt;br /&gt;
Fish-Dwarf nodded to the gathered onlookers before leaping into the&lt;br /&gt;
lake.&lt;br /&gt;
 &lt;br /&gt;
The water was clear, and he could see the broad columns well ahead of&lt;br /&gt;
him down to where they joined the submerged floor of the cavern.&lt;br /&gt;
Behind any of these formations, the beast could lurk.&lt;br /&gt;
 &lt;br /&gt;
There!  Nestled between three columns was a gigantic bloated form on&lt;br /&gt;
the lake bottom.  Fish-Dwarf swam closer, almost drifting.  What&lt;br /&gt;
manner of beast was this?  Great tentacles it had, and a toothy maw&lt;br /&gt;
which flopped open as it slumbered, surrounded by half-consumed bodies&lt;br /&gt;
of the dead.&lt;br /&gt;
 &lt;br /&gt;
Fish-Dwarf was almost upon it now, his trident lifted above his head&lt;br /&gt;
as he sank slowly toward the sleeping fiend.  As he prepared to&lt;br /&gt;
strike, the lurid thing's lone eye flashed open.&lt;br /&gt;
&lt;br /&gt;
===(15 May 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;------------------------&lt;br /&gt;
~~~~~~~~~~~@/~%~~~~~~~~~&lt;br /&gt;
------------------------&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Tentacles lashed out, looping around Fish-Dwarf's torso and pinning&lt;br /&gt;
his arms to his chest.  A force stronger than any he had ever&lt;br /&gt;
experienced crushed his ribs and a stream of bubbles shot from his&lt;br /&gt;
mouth as the breath was squeezed from his body.  Fish-Dwarf&lt;br /&gt;
desperately slashed at the tentacles with his fin blades and as his&lt;br /&gt;
vision faded to black he saw that the water was thick with curling&lt;br /&gt;
purple ribbons of the foul beast's tainted blood.  The monster's grip&lt;br /&gt;
loosened and Fish-Dwarf was able to free his arms.  His sight had not&lt;br /&gt;
returned, but when he stabbed his trident downward, he felt it sink&lt;br /&gt;
deep into the creature.  The monster's body convulsed and it raced&lt;br /&gt;
into the open water, Fish-Dwarf still clinging to the imbedded weapon.&lt;br /&gt;
 &lt;br /&gt;
I cannot let go so long as I cannot see, or I will surely be devoured,&lt;br /&gt;
Fish-Dwarf thought, though the beast continued on into the depths at&lt;br /&gt;
such speed that the diver could not maintain his bearings, and&lt;br /&gt;
suddenly in the back of his mind arose a strange sensation...  it was&lt;br /&gt;
the need for air, such as he had not experienced for many years.  A&lt;br /&gt;
tingling came to his throat and nose, and his head began to feel numb&lt;br /&gt;
as he became more desperate for breath, and yet slowly, his vision was&lt;br /&gt;
returning.&lt;br /&gt;
 &lt;br /&gt;
The beast slowed, its energy spent, and it settled on to the lake&lt;br /&gt;
bottom, unmoving.  Fish-Dwarf jammed the trident into it a few times;&lt;br /&gt;
the thing was dead.  Now, the surface!  Fish-Dwarf pulled his weapon&lt;br /&gt;
from the monster and swam upward, but he stopped immediately.  As far&lt;br /&gt;
as he could see in the now-dark water, a smooth ceiling of limestone&lt;br /&gt;
greeted him.  The monster had fled into a great crack in the lake&lt;br /&gt;
bottom, so far and so deep that the light from the gem lamps was no&lt;br /&gt;
longer visible.   Just the endless water and rock of the submerged&lt;br /&gt;
tomb of Fish-Dwarf, he thought, as he chose a direction and swam.&lt;br /&gt;
&lt;br /&gt;
===Fish Dwarf End: (1 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,@!,.~~~~~~~~&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
He had chosen the wrong direction. Either that or the beast had&lt;br /&gt;
dragged Fish-Dwarf so far into the mountain that the fires of the&lt;br /&gt;
underworld were closer than the light of the lamps. His breath was&lt;br /&gt;
long since gone -- moving forward was all that could keep him from&lt;br /&gt;
panicking. After every few kicks, the dwarf would reach up to feel&lt;br /&gt;
the limestone. If anything, the rock was closing in. No... what's&lt;br /&gt;
this? His hand curled up around a sharp corner. Fish-Dwarf grabbed&lt;br /&gt;
it firmly with both hands and pulled, launching himself upward.&lt;br /&gt;
&lt;br /&gt;
The dwarf fully expected to meet a wall of rock, but instead he glided&lt;br /&gt;
freely until at long last he broke the surface of the water, gasping&lt;br /&gt;
for air. As the dwarf calmed down, he realized that he could still&lt;br /&gt;
see nothing. He felt walls close by in all directions, as if he had&lt;br /&gt;
just swum up a shaft, though there was a ledge overhanging the water&lt;br /&gt;
on to which he could haul himself and rest his weary body. Fish-Dwarf&lt;br /&gt;
passed in and out of consciousness for a time, perhaps an hour, before&lt;br /&gt;
he sat up and assessed his situation. &lt;br /&gt;
&lt;br /&gt;
He could dive back into the water with his lungs full of air and try&lt;br /&gt;
to find the lamps, now unmolested by great underwater beasts, but he&lt;br /&gt;
did not relish the idea of leaving the entrance to the shaft behind in&lt;br /&gt;
total darkness as he explored the crevice below. The only alternative&lt;br /&gt;
was to feel his way along the walls from this ledge above the grotto.&lt;br /&gt;
These limestone mountains were laced with natural caverns and after a&lt;br /&gt;
brief exploration of the surrounding stone he found this hollow was no&lt;br /&gt;
exception -- there was a mud-slicked passage that ran into the&lt;br /&gt;
mountain. Without hesitation, Fish-Dwarf struck out into the cavern.&lt;br /&gt;
&lt;br /&gt;
-- How long since he had started on this dreary journey? Though the mud&lt;br /&gt;
was often thick, Fish-Dwarf had not trudged through so much as a&lt;br /&gt;
puddle these many days. He thirsted for spirits, nay, even water, and&lt;br /&gt;
he longed to swim again. The dwarf had long since abandoned his fins&lt;br /&gt;
and other equipment as they encumbered him too much on the march.&lt;br /&gt;
Every so often, he imagined he saw the gem lamps ahead, though it&lt;br /&gt;
could just as easily be the cooking fires of a goblin encampment, or&lt;br /&gt;
some darker torture, as the lights of the capital he sought. There&lt;br /&gt;
they were, even now... lights! Or light at least, the barest speck&lt;br /&gt;
in the distance ahead. Fish-Dwarf moved swiftly, no longer plodding,&lt;br /&gt;
still careful of the stalactites but driving forward rapidly all the&lt;br /&gt;
same. The speck became an opening, and he could see the mud of the&lt;br /&gt;
passage floor illuminated in the distance, with stone walls further&lt;br /&gt;
beyond. Only a few more steps... &lt;br /&gt;
&lt;br /&gt;
The cavern opened out upon a rocky river valley in a canyon sheer to&lt;br /&gt;
the greatest heights yet welcoming the noon-day sun. The entrance&lt;br /&gt;
where Fish-Dwarf stood was at the bottom of the cliffs a short walk&lt;br /&gt;
down pebble-laden slopes to the stream below. Instantly, Fish-Dwarf&lt;br /&gt;
could tell that these were no ordinary waters. They were the color of&lt;br /&gt;
honey, yet the current flowed rapidly. And the aroma! The&lt;br /&gt;
intoxicating aroma! There was no question in his mind. Whether it&lt;br /&gt;
fell from the throne of some inebriated sky god and vanished into the&lt;br /&gt;
underworld to besot the armies of hell made no difference, for here,&lt;br /&gt;
in this world, in this very mountain range, ran the slightest stretch&lt;br /&gt;
of the Whiskey River. His mind unencumbered by thoughts of duty or&lt;br /&gt;
home, Fish-Dwarf made his way down to the riverside to drink his fill.&lt;br /&gt;
&lt;br /&gt;
===Hunger Begin (11 June 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,.++U+,.+,.+U~U||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suffering blighted the land with cruel hunger.  Wagons brought foul&lt;br /&gt;
fungus from the dwarven mountains.  It was barely enough to sustain&lt;br /&gt;
those base enough to eat such filth.  The rest died.  Paldadar rested&lt;br /&gt;
against the hilt of his great sword.  He looked over his shoulder at&lt;br /&gt;
the dark stone castle.  Turning his back on mud brick huts, the knight&lt;br /&gt;
passed by the scraggly bearded guards and entered the keep.&lt;br /&gt;
 &lt;br /&gt;
Form a high window, bright, mocking sunlight shone across the dark&lt;br /&gt;
wooden throne and the troubled king that sat upon it.  The old man&lt;br /&gt;
reached for his cup, and after taking a sip, spat the vile dwarven&lt;br /&gt;
brew unto the stone floor.  A herald in a mud-smattered tunic rushed&lt;br /&gt;
to wipe up the spill, but seeing the knight, rose to confront him.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You were not summoned, Sir Paldadar,&amp;quot; spit the herald.  &amp;quot;Go ask the&lt;br /&gt;
peasants instead of begging the king for scraps from the royal table.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Silence, Rodger,&amp;quot; said the king.&lt;br /&gt;
 &lt;br /&gt;
The herald jumped away like a whipped dog.  The king motioned the&lt;br /&gt;
knight to come forward.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;The gods have abandoned this place,&amp;quot; said the king.  &amp;quot;Only through&lt;br /&gt;
their glory will the days of bounty return.  It is for this reason you&lt;br /&gt;
must smite the heathen Farthlings where they dwell across the river.&lt;br /&gt;
When their land is in ruin, the gods at last will favor us.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The knight ground his teeth.  This was obviously High Priest Igland's&lt;br /&gt;
doing.  But perhaps there was wisdom in punishing the arrogant&lt;br /&gt;
Farthlings for their many insults.  Death by the sword was much&lt;br /&gt;
preferable to slow certain death by starvation.&lt;br /&gt;
&lt;br /&gt;
===(17 June 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;==?T?====,.UH,.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As Paldadar walked away from the keep, peasants averted their hungry&lt;br /&gt;
faces.  He was still a knight, even if he represented the most&lt;br /&gt;
wretched of kingdoms.  A frail sissy approached from behind, leading&lt;br /&gt;
two horses.  Paldadar swung around, drawing his sword.  There stood&lt;br /&gt;
Rodger, wearing the snottiest of faces, his nose in the air.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;By the will of the king,&amp;quot; he hissed, &amp;quot;I am to be your squire.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Paldadar prayed to the gods for mercy.  Would that a Farthling's bolt&lt;br /&gt;
find his heart soon that he be saved from further tortures.  Together&lt;br /&gt;
the pair made their way to the Temple of Love, where High Priest&lt;br /&gt;
Igland waited to bless their holy crusade.&lt;br /&gt;
 &lt;br /&gt;
The temple was built on a tall hill, a ring of marble columns&lt;br /&gt;
surrounding an enormous stone stele, pricking the sky with its&lt;br /&gt;
majesty.  All around the temple, peasants scrambled to snatch at the&lt;br /&gt;
scraps donated by the monks that poured rotten food down the hill.  As&lt;br /&gt;
Paldadar entered the temple, he was surrounded by fat priests and&lt;br /&gt;
priestesses that danced around him in a grotesque, undulating display. &lt;br /&gt;
&lt;br /&gt;
The knight refused a cup of offered wine, which Rodger snatched up&lt;br /&gt;
and drank freely.&lt;br /&gt;
 &lt;br /&gt;
At the center of the temple, High Priest Igland stood, wearing nothing&lt;br /&gt;
save a red loincloth.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;When you wake in the morning,&amp;quot; said Igland, &amp;quot;consider Love.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Many happy couplings,&amp;quot; said Paldadar as was the prescribed response.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You must put an end to the Farthling menace,&amp;quot; said the priest,&lt;br /&gt;
growing angry.  &amp;quot;If their God of Suicide spreads his faith to our&lt;br /&gt;
kingdom, none of our desperate peasants will survive.  You must strike&lt;br /&gt;
the heart of their kingdom and burn their temple to the ground.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Paldadar made the gesture of obedience and departed, pulling Rodger&lt;br /&gt;
away from the cavorting priests.&lt;br /&gt;
 &lt;br /&gt;
The kingdom of the Farthlings was separated from the kingdom of Love&lt;br /&gt;
by the River of Sorrow, whose wide fast-moving waters could only be&lt;br /&gt;
crossed in one place.  This was the Bridge of Destiny.  As the riders&lt;br /&gt;
approached, Rodger twitched with fear and apprehension, for it was&lt;br /&gt;
said the bridge was guarded by an evil water troll.  At the bridge,&lt;br /&gt;
Paldadar held up his gauntleted hand.  The horses stopped, and the&lt;br /&gt;
knight dismounted.  Paldadar drew his sword and walked out onto the&lt;br /&gt;
wooden planks.&lt;br /&gt;
&lt;br /&gt;
===(3 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%,..%,.|%.,.UH,%..%%UH,,%.~%,..(%).,.%|,..%&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Green flames shot up from beneath the bridge.  Horrid laughter pealed&lt;br /&gt;
across the blighted landscape.  The knight turned to see Rodger making&lt;br /&gt;
tracks back to the temple with the speed of a spooked hare.  Slowly&lt;br /&gt;
Paldadar looked over his shoulder to see the enormous bloated troll,&lt;br /&gt;
dripping with slime and black pus.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;You seek to pass into the land of suicide bearing the message of&lt;br /&gt;
love,&amp;quot; said the troll.  &amp;quot;What will you tell them, knight?  Is slow&lt;br /&gt;
certain death by starvation superior than the final empowering&lt;br /&gt;
choice?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Where there is life, there is hope,&amp;quot; said Paldadar.  &amp;quot;Love will&lt;br /&gt;
overcome all obstacles!&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Spoken like a true student of Igland,&amp;quot; said the troll, assuming a martial pose.&lt;br /&gt;
 &lt;br /&gt;
As Paldadar cut the monster down, his mind was wracked with doubt.&lt;br /&gt;
Was the nation of love superior?  He hailed from a place where young&lt;br /&gt;
people sold themselves for scraps of bread and yet he sought to bring&lt;br /&gt;
hope to a strange country.  He found Rodger hiding in a nearby bush&lt;br /&gt;
and hauled him, protesting, across the bridge.&lt;br /&gt;
 &lt;br /&gt;
The land of the Farthlings was lush and green compared to the land of&lt;br /&gt;
love.  Cherry blossoms rained down on the two riders as they wound&lt;br /&gt;
their way through the hills.  Even in these pleasant surroundings, the&lt;br /&gt;
demented nature of the Farthlings soon became evident.  Bodies dotted&lt;br /&gt;
the road here and there, swords plunged into their own guts.  Corpses&lt;br /&gt;
hung in the trees from hastily-tied nooses, over eager to take their&lt;br /&gt;
own lives.  As the riders passed, skeletal bodies lifted themselves&lt;br /&gt;
from the grass to watch them saunter on.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Make babies, make babies, make babies,&amp;quot; babbled Rodger, madly&lt;br /&gt;
reciting the Charm of Making.&lt;br /&gt;
 &lt;br /&gt;
At last they reached the capital of the Farthlings.  The wind blew red&lt;br /&gt;
rose petals through the cold, dead streets.  Even the cheerful sun&lt;br /&gt;
seemed dim in the vast tomb of a city.  Rodger stared straight ahead&lt;br /&gt;
as they made their way to the keep, careful not to look into the dark&lt;br /&gt;
doorway, behind which ominous rustlings could be heard.&lt;br /&gt;
 &lt;br /&gt;
The flag of Farthlingland flew above the ramparts of the citadel. At&lt;br /&gt;
the base of the wall lay the piles of bones of those who had&lt;br /&gt;
hopelessly thrown themselves over the side.  A wide moat circled the&lt;br /&gt;
castle.  As the two riders approached, a draw bridge was lowered over&lt;br /&gt;
the water.  Paldadar thought he could see a crowned figure on the wall&lt;br /&gt;
beckoning them inside.  As they crossed the bridge, Rodger made the&lt;br /&gt;
mistake of looking down into the water.  The currents were filled with&lt;br /&gt;
the souls of those who drowned themselves in desperate sorrow.  Eyes&lt;br /&gt;
shut tight, Rodger hugged the neck of his horse, and followed Paldadar&lt;br /&gt;
into the gate.&lt;br /&gt;
&lt;br /&gt;
==[[User:Onodera|onodera]]==&lt;br /&gt;
===(01 November 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;,&amp;quot;,.@,.T,&amp;quot;&amp;quot;&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't let the sun set on you in the Dark Wood,&amp;quot; said the dwarf&lt;br /&gt;
crones.  &amp;quot;Ole Brick-a-Branch will get you.&amp;quot;  Nonsense, thought young&lt;br /&gt;
Davik as he rode his mule along the twisting green deer path.  The&lt;br /&gt;
darkness came quickly as the sun slipped behind the trees.  As he set&lt;br /&gt;
about making a fire, Davik pondered the dark tales of Brick-a-branch&lt;br /&gt;
and his mischief.&lt;br /&gt;
&lt;br /&gt;
Not even the elves dared enter the Wood at night.  Something older&lt;br /&gt;
than time haunted these cursed trees, but this valley was the quickest&lt;br /&gt;
way to Port City, saving at least a month of travel.  As the night&lt;br /&gt;
grew darker and colder, Davik fumbled in his pack to retrieve the&lt;br /&gt;
charms and idols he had nearly refused as the journey began.&lt;br /&gt;
&lt;br /&gt;
A great shape emerged from the darkness.  It was a gnarled troll, as&lt;br /&gt;
old as the hills.  It picked up Davik by the ankle.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not much meat here,&amp;quot; it said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please, Ole Brick-a-Branch, don't eat me,&amp;quot; said Davik.&lt;br /&gt;
&lt;br /&gt;
Having said his name, the troll was force to lay the dwarf down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will not eat you,&amp;quot; said the monster, &amp;quot;If you can answer me these&lt;br /&gt;
riddles three.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Peristarkawan|Peristarkawan]]==&lt;br /&gt;
===(16 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=@()++@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doran stirred the bubbling pot of syrup.  It was ready!  &amp;quot;Pour, pour, pour!&amp;quot; the dwarf sang.  Into the molds the syrup flowed.  &amp;quot;Another batch,&amp;quot; the dwarf said, satisfied.&lt;br /&gt;
&lt;br /&gt;
Just then, he noticed somebody standing in the doorway.  &amp;quot;Ah, Glornol.  What brings you to the kitchens this early?  Come to try a sticky treat?  I have some Anvil Drops cooling now.  Just a moment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Doran turned to the tray on the table when he was startled by Glornol's shouting.  &amp;quot;What is the meaning of this?  Isn't there a war on?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even soldiers need sticky treats, Glornol!&amp;quot;  Doran picked up two chocolate goblins and began to speak in a high-pitched throaty voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ooo, it's Glornol!&amp;quot; the first chocolate goblin said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glornol's scared of the mean, mean goblins!&amp;quot; the second chocolate goblin observed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's eat the dwarf!  Yummies for tummies!&amp;quot; the first chocolate goblin offered.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarf might eat me instead!  Oh no!&amp;quot; the second chocolate goblin replied.  Doran held the goblin out to Glornol.&lt;br /&gt;
&lt;br /&gt;
Glornol was not amused, but he snatched the candy from Doran's hand.  &amp;quot;Hrmph,&amp;quot; he grunted, and biting the goblin's head off, he walked out of the kitchen.&lt;br /&gt;
&lt;br /&gt;
==[[User:Qwip|Qwip]]==&lt;br /&gt;
===(05 December 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;...@T@..###S#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Taking a break from their duty, the two guards sat at a table with a scenic view of the chasm.&lt;br /&gt;
They did not notice as they drained their mugs that they were being watched from the shadows &lt;br /&gt;
by clusters of pale eyes.  A table by the chasm?! &lt;br /&gt;
--[[User:Qwip|Qwip]] 05 December 2006&lt;br /&gt;
&lt;br /&gt;
===(09 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.@......####&lt;br /&gt;
...T@@~S####&lt;br /&gt;
.......#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Dolan was chatting with Aliz about the health benefits of dwarven beer when Aliz disappeared.  &lt;br /&gt;
Dolan sprang to his feet and saw that Aliz was being dragged toward the chasm, a thick rope of&lt;br /&gt;
translucent silk wrapped around his left ankle.  At the lip of the chasm, a bloated form slowly&lt;br /&gt;
reeled the line in with her spindly legs.  &lt;br /&gt;
Dolan knew immediately -- it was the Wolf-Mother of Darkness.  &lt;br /&gt;
He grabbed his axe and ran toward Aliz, who was now only a few more pulls from the beast.&lt;br /&gt;
&lt;br /&gt;
As he was hauling ore to the magma smelter, the peasant Kogarak saw the situation, screamed,&lt;br /&gt;
dropping his load, and ran toward the barracks.  As he heard the sound of an axe ring against&lt;br /&gt;
stone behind him, he wondered if he would make it in time.&lt;br /&gt;
:&amp;amp;mdash; [[User:Qwip|Qwip]] 08:40, 9 February 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===(18 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@...@.####&lt;br /&gt;
@..T..@S####&lt;br /&gt;
.......#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The axe had scored the stone floor where it had severed the silk line.  The Wolf-Mother chittered&lt;br /&gt;
angrily and pounced at Dolan, moving with surprising quickness.  Dolan was knocked to the ground,&lt;br /&gt;
the enormous body of the foul creature pressing him into the stone.  His axe clanged some distance&lt;br /&gt;
away.  The blunt knobs at the end of the Wolf-Mother's forelegs dug into Dolan's ribs as her&lt;br /&gt;
dripping mandibles drew closer to his face.  He grabbed her head with both hands, trying&lt;br /&gt;
desperately to keep her at bay.  A foul-smelling spittle dripped on to his cheek.&lt;br /&gt;
&lt;br /&gt;
Aliz, still dazed from his initial fall, slowly made his way to his feet.  Seeing Dolan's desperate&lt;br /&gt;
struggle, he drew his sword and hacked at one of the Wolf-Mother's legs.  The bumpy skin was&lt;br /&gt;
incredibly tough, but the steel blade left the appendage hanging by tatters.  The Wolf-Mother&lt;br /&gt;
belched a grating rasp and rolled away from Aliz and faced the dwarves.  Dolan crawled toward his&lt;br /&gt;
axe, but the nauseating venom drenching his face and beard had left him almost powerless.  The&lt;br /&gt;
Wolf-Mother hesitated, her wound oozing white ichor as Aliz stood his ground.&lt;br /&gt;
&lt;br /&gt;
There were several sharp cracking noises, and the Wolf-Mother crumpled, several iron bolts &lt;br /&gt;
protruding from her many eyes.  In the distance stood Bomtek and the other marksdwarves, &lt;br /&gt;
accompanied by Kogarak.  Aliz rushed to Dolan.  The dwarf was breathing heavily.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My body feels like gravel.  I need a drink,&amp;quot; Dolan said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Wolf-Mother is dead.  Brace up.  I'll bring you your mug.&amp;quot;  Aliz fetched Dolan's mug from&lt;br /&gt;
the table and brought it to the dwarf where he lay on the stone floor.  The mug was almost empty.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The brood,&amp;quot; Dolan whispered.  &amp;quot;The night brood will come.&amp;quot;&lt;br /&gt;
:&amp;amp;mdash; [[User:Qwip|Qwip]] 12:28, 14 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==[[User:Rewolf31|Rewolf31]]==&lt;br /&gt;
===(13 April 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.B@.~~~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
And so Alor, a wrestler of renown, found himself between a great boar and the wide river.  For six days they struggled, and as the sun descended behind the hills on the evening of the seventh day, Alor finally collapsed in exhaustion.  The boar spoke and said, &amp;quot;I too am tired.  The sun has fallen.  Let us rest.&amp;quot;  And so Alor and the boar slept, and the sun arose on the morning of the eighth day.&lt;br /&gt;
&lt;br /&gt;
===(21 July 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,B@~,~,~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Whiskey?&amp;quot; Alor asked the boar, holding up his flask.  The wrestler had not spoken for a week.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gladly,&amp;quot; the boar said, taking the flask up in its mouth.  &amp;quot;You block my path to the river, and now you offer me your flask.  Strange are the ways of your people.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your path?  I was seeking to cross the river and found myself menaced,&amp;quot; Alor said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The squirrels tell me I am a terror to behold when I am thirsty,&amp;quot; the boar said as it drained the flask.  &amp;quot;Do I menace you now?&amp;quot;  The boar looked mild and plump.  Indeed, the gentle creature reminded Alor of his daughter. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, I am not menaced.  I am reminded of home,&amp;quot; Alor said fondly.  At that moment his stomach growled, for he had not eaten in some time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hopefully I do not remind you of your dinner table,&amp;quot; the boar laughed, &amp;quot;though it remains to be seen who would have the final mastery in our contest.&amp;quot;  Alor smiled broadly and the boar guided Alor to the ford, where they parted as friends.&lt;br /&gt;
&lt;br /&gt;
===(12 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@a@+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Daddy!  Daddy!&amp;quot; the little girl cried happily as she ran toward the mighty dwarf where he stood under the archway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I missed you, sweet pod!&amp;quot; Alor crouched down and lifted the child up to his shoulder, where she sat, beaming.  &amp;quot;Have you been good while I was away?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I made a puzzle box.  See!&amp;quot;  The girl held out a soapstone box.  The master craftsdwarf always started the young ones with the material since it required little strength to carve, though it crumbled easily.  Even so, the box was quite exquisite. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's beautiful.  Now let me see here...&amp;quot;  Alor pressed a button and the lid popped open.  There was nothing inside.  &amp;quot;Hey, where's my treasure?&amp;quot; he said in mock indignation.&lt;br /&gt;
&lt;br /&gt;
The girl took the box and made a series of complicated motions along the inside of the empty compartment.  A second lid opened, revealing a piece of dwarven sugar candy.  The child giggled and smiled broadly. &lt;br /&gt;
&lt;br /&gt;
Alor scratched his head and laughed.  Coren was only six, but she was already beyond him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you win, daddy?&amp;quot; Coren asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, the tournament?  Yes, sweet pod, there hasn't been a dwarf born yet that can beat your father,&amp;quot;  Alor looked at the puzzle box.  &amp;quot;At least not at wrestling.  And you know what else?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What else, daddy?  What else?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I met a talking boar and we became friends.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again?&amp;quot; Coren complained.  &amp;quot;I want to meet your animal friends soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'll invite them over for your party next month.  Until then, you have to work hard.  Do you have a lesson today?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes.  Mr. Goldlocket says he'll let me try marble today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Marble, eh?  That's amazing.  You really are your mother's daughter.  I'll walk you to the shop.&amp;quot;  Together they strolled down the passageway.  Alor admired the carvings and architecture, occasionally pointing an engraving out and explaining its history, though his daughter had heard it all before.  It had been two months since he left for tournament, and the wrestler had missed his home very much. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The three of us should have a feast tonight.  What do you say?&amp;quot; Alor asked.  Coren did not respond.&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down.  His daughter was not there.  She was not in the passageway.  There was no sign of her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins!&amp;quot; A scream echoed through the tunnels.  &amp;quot;Goblins in the fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(18 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..|mBL@+++++++g+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm sure she's in there,&amp;quot; Alor said from his place behind the boulder where he looked down upon the rusted iron doors of Chatteltomb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must act now, while there's still time,&amp;quot; the boar urged.  This was the same boar that Alor had befriended by the riverbank, and it now came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The door is locked.  Even with our combined strength, I doubt we can force entry,&amp;quot; the leopard observed.  This was the same leopard that Alor had befriended in the high grasses, and it also came to aid Alor in his time of need. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry.  The guards were drunk in the ravine below,&amp;quot; the marmot announced as it scampered up the slope with the key in its mouth.  This was the same marmot that Alor had befriended on the mountainside, and it came to aid Alor after promises of food. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I've only challenged the depths of this black pit once in my life.  It is a memory I have longed to forget, though it will serve me now,&amp;quot; Alor said.  &amp;quot;It sickens me that my daughter is kept there.  The way to the dungeons will not be heavily guarded, as fear of this place keeps all but the foolish at bay.  That said, the tower above is garrisoned with unnumbered horrors.  If the alarm is raised, escape will be impossible.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The group made their way down to the entrance.  With some effort, Alor forced the key into place.  The great doors swung open with a grating noise, exposing a palpable darkness that hung heavy in the stale air like a fog of soot.  The thick shadows were penetrated from beyond by sinister red lights which gave vague form to the smooth obsidian corridors. &lt;br /&gt;
&lt;br /&gt;
Once all had passed into the tower, they closed the door behind them.  &amp;quot;We can only hope it is not unusual for the doors to sound.  Do you see anything?&amp;quot; Alor whispered to the leopard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Several doors down, a goblin is standing,&amp;quot; the leopard spoke softly.  &amp;quot;It has turned to face us.  I don't think it can make us out yet, but its night eyes are almost as strong as my own.  It is coming this way.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Indeed, Alor could barely make out twin spots of crimson shining in the distance.  The dwarf felt the leopard slip from his side.  In a moment, the crimson spots disappeared from view.  No sound accompanied their departure.  Alor and the others padded quietly forward, approaching the stairway and the dungeons below.&lt;br /&gt;
&lt;br /&gt;
==[[User:Senso|Senso]]==&lt;br /&gt;
===(29 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;+@?++&amp;amp;~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wayward manager Aliz stepped quietly down the last flight of stairs into the lowest depths of the abandoned halls.  The air of the room was stale and warm.  The light of the dwarf's torch illuminated a stone pedestal, on which rested a gray book.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Tome of Suffering,&amp;quot; Aliz whispered.  In its blood-stained pages, the collected wisdom of countless outpost managers waited for his perusal.  Never again would his charges starve.  Never again would they complain for want of whiskey.  Never again would Aliz have to consult the half-baked scribblings of his uncle Toran.&lt;br /&gt;
&lt;br /&gt;
The ground shook and Aliz's ears were assailed by a deafening crash.  When the dust cleared, the entire chamber was illuminated by a sinister red glow.  In place of the far wall was a yawning pit filled with bubbling magma and flames.  From the inferno came a betusked fiend, ravening, its slavering maw belching foul vapors through which stared its cruel bulging eyes.  Its clawed hands kneaded the lardy folds of its corpulence as if it sought to make room for this latest morsel.&lt;br /&gt;
&lt;br /&gt;
Aliz was terrified.  The dwarf clutched the Tome to his chest.  The horrific beast crouched by the magma pool, muttering in a grating whisper:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will be eaten.  It will be eaten, the dwarf.  Eaten.  Eaten alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Shanty|Shanty]]==&lt;br /&gt;
===(30 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@+U@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar spun again and again, staring into the darkness.  The scraping had begun all at once and it seemed to come from every direction.  Nothing could be seen beyond the limit of the flickering torchlight.&lt;br /&gt;
&lt;br /&gt;
There!  A shadow moved slowly out of the darkness.  It had the stature of a dwarf, but Rogar knew the outpost had been abandoned for decades.  After a moment, the warrior could see clearly.  The shuffling thing had no flesh.  The bones of its feet clacked and slid across the stones.  The dead were walking in this place.&lt;br /&gt;
&lt;br /&gt;
There were more, many more.  Rogar was completely surrounded.  He held up his sword and turned from threat to threat.  The dwarves were unarmed, with tatters of cloth hanging over their skeletal remains. Bits of beard were still visible stuck around their garments and their skulls.  The dead stopped short of Rogar's weapon and stood completely motionless.  There was no way the warrior could pass without forcing his way through.&lt;br /&gt;
&lt;br /&gt;
The skeleton he had seen first raised its bony hand slowly, curling all of its fingers save one into its palm.  Its index finger pointed toward Rogar.  From somewhere within its skull, it emitted a long, low moan which ended in a hiss and faded into silence.&lt;br /&gt;
&lt;br /&gt;
==[[User:Spelguru|Spelguru]]==&lt;br /&gt;
===(19 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..@.M.~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The adventurer, transformed into a ghoul by strange forces, crawls toward the Everlasting River of Curing, barely clinging to his life, such as it had become.  Suddenly, from the ceiling dropped...  Adamantine Man!  Is there any hope?!&lt;br /&gt;
&lt;br /&gt;
===(19 December 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
...M.~~~~..&amp;quot;.&lt;br /&gt;
.....@~~~~...&lt;br /&gt;
....&amp;quot;~~~~~...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke and said, &amp;quot;Unfortunate stranger!  You wish to cast off your affliction?  Drink then, and be blessed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So the adventurer drank.  The soothing warmth of the water spread from the center of his body, out to his deformed fingers and toes.  Without pain, they shifted and were set in their proper places, along with the other marks of the affliction.  All was well. &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at Adamantine Man in awe and asked, &amp;quot;I am grateful, Adamantine Man, for I had been without hope.  For years unnumbered, my people have deemed the River unapproachable.  'Adamantine Man is there', they said, and yet, I have found naught here but a generous host and the cure to all that ailed me.  Tell me Adamantine Man, why are you so feared?  I am humbled by your graciousness, but am I truly free from danger?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a second time and said, &amp;quot;Indeed, be not afraid.  Your people regard me with terror, for they do not understand me, and verily, who among you can understand Adamantine Man, who does not understand himself?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer bowed his head and said, &amp;quot;It is true.  Even now I am unsettled, for though you have granted me renewed life asking for nothing, still, even now, I wish to leave and never return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Adamantine Man spoke for a third time and said, &amp;quot;So it has always been.  Go now in peace.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer left without looking back.  Overjoyed, his family accepted him, no longer an outcast, and soon all in the land had heard that he who had once been tainted was made whole by the River.&lt;br /&gt;
&lt;br /&gt;
Some years later, a man, broken in body, came to the adventurer's abode.  &amp;quot;I seek your aid, for it is said that you who were once tainted were made whole by the River.  Tell me, where is the River, that I might be restored?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The adventurer looked at the man, and he said, &amp;quot;Adamantine Man is there.  Be content now, as I shall never be again.&amp;quot;  The man departed, and the adventurer remained.&lt;br /&gt;
&lt;br /&gt;
===(25 March 2007)===&lt;br /&gt;
&lt;br /&gt;
The adamantine man story ended.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@-***=.T&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Pulson-9000 seared the sky trailing ion-energized purple lightning.  The XZ-Trollmech Mk7 didn't stand a chance.  Another contract, another payment.  Rogar was the last dwarf of his village, and after many hardships had fallen into the tough life of a mercenary warrior.  He had stolen his first fighting bot, but after three years he had enough money to build and repair his own.  He spent his offtime tinkering, which soothed his still-dwarven heart. &lt;br /&gt;
&lt;br /&gt;
For now though, he was in enemy territory.  True, the contract was complete, but he had fought his way deep into the personal citadel of the vile cyber-modded troll Vanquidor in order to blow his Mk7 body to pieces, and now he had to laze through the bodyguards and sentry droids he hadn't already obliterated.  The dwarf had very little ordinance remaining.  Rogar put on his shades.  Things were about to get hot, but he was cool as a sonic-fan.  Time to fire it up!  Yeah!&lt;br /&gt;
&lt;br /&gt;
==[[User:SupSuper|SupSuper]]==&lt;br /&gt;
===(19 April 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+R@%+@+%&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hya!  Hya!&amp;quot;  Kogan screamed as he careened around the corner astride Lomrin.  He had acquired the giant rat from the dungeon master for a vial of liquid fire.  It had been a barrel of laughs, especially after a mug or three. &lt;br /&gt;
&lt;br /&gt;
As they passed the foodpile, Lomrin stopped suddenly to inspect a large plump helmet biscuit.  Kogan flew over the rat's ears and landed on his beard, sliding to a stop at a pair of black leather boots.  Kogan waited a moment for his head to clear, and then he rolled back on his bottom and stared up at the face of Mul.  It had to be Mul. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;On a bender again, are we Kogan?&amp;quot;  Mul admonished.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We?  I swear I haven't given Lomrin a drop!&amp;quot;  Kogan said indignantly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wouldn't be so sure...&amp;quot;  Mul said, indicating the food stockpile with a nod of his head. &lt;br /&gt;
&lt;br /&gt;
Kogan turned his head.  Lomrin had pried the lid off of a whisky barrel.  Only her rear legs and tail were now visible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She takes after her uncle Kogan!&amp;quot;  Kogan beamed proudly.  Mul knocked him down to the ground with a push from his foot.&lt;br /&gt;
&lt;br /&gt;
==[[User:Syndlig|Syndlig]]==&lt;br /&gt;
===(18 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;oU++@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
The man struggled against the chains.  The dwarves stared at him, smiling in satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That should ward you off our treasures, human.  Be glad we don't send for the Hammerer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The human scoffed.  &amp;quot;Ha!  I may be a thief, but at least I'm not a dwarf.  See how I tower above you!  I may not have a trade, I may not have any notable achievements whatsoever, but I am still a man.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The blackbearded dwarf turned to his companion.  &amp;quot;You know, Mul, I suppose we could call for the Hammerer.  The Baron will understand.  After all, it was the Baron's goblet we found in his pack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf named Mul considered this.  &amp;quot;The Hammerer could certainly give him a new perspective on life.  From two or three handspans lower down, at that.  Start at the ankles, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I always preferred the kneecaps, myself,&amp;quot; the blackbearded dwarf said as they turned to leave.  &amp;quot;It's really up to Rashok to decide though.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Mul hummed in disappointed affirmation.  &amp;quot;Hmm, Rashok gets to have all the fun doesn't he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait!  Don't leave, my little friends!&amp;quot; the man screamed as the dwarves disappeared through the iron gate. &lt;br /&gt;
&lt;br /&gt;
The blackbearded dwarf poked his head back into the dungeon.  &amp;quot;We'll spare some whiskey, don't worry!&amp;quot;  He disappeared again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Watered down, of course...&amp;quot; Mul could be heard saying as their footfalls faded away.&lt;br /&gt;
&lt;br /&gt;
==[[The Toad Preservation Society]]==&lt;br /&gt;
&lt;br /&gt;
Toady One and ThreeToe are continuously working on Dwarf Fortress since 4 years ago (well, when that was that written, in early 2007). On the same Idea, the Toad Preservation Society is trying to bring a very modest but continuous support. One result of this support is that ongoing series of art rewards. Slowly a story unfolds. Of course, the main target for the donation is not to get the reward, but to show the [[Bay12Games]] team that we love their project and value their effort. So let's consider each bit of that series as a nice present.&lt;br /&gt;
&lt;br /&gt;
===(11 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;.M.@$.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deep in the fortress, a lava man springs an ambush on the treasurer, who is happily &lt;br /&gt;
counting coins.  Could this be the beginning of the end?!&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 11 October 2006&lt;br /&gt;
&lt;br /&gt;
===(12 November 2006)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
######.....M#~~~&lt;br /&gt;
@..@@@......M~~~&lt;br /&gt;
######..M%$.#~~~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Hammered and burnt by molten fists, the treasurer collapsed.  That will teach him to&lt;br /&gt;
count coins near the magma flow.  More lava men erupt from the magma as a fortress patrol &lt;br /&gt;
enters the room, one of them the treasurer's wife.  Fighting back tears, she screams in&lt;br /&gt;
wild rage as the soldiers charge the beasts.  Will vengeance prevail this terrible day?! &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 12 November 2006&lt;br /&gt;
&lt;br /&gt;
===(5 December 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..=#  #############~~~# %&lt;br /&gt;
[@.#########.%-.%.#~~~#  '&lt;br /&gt;
.=..........@.-....~~~#,&lt;br /&gt;
############..@%-.#~~~####&lt;br /&gt;
   ` '###########.=====........##&lt;br /&gt;
 %    #############~~~####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Indeed, vengeance did prevail, though it was bought with the lives of soldiers.  &lt;br /&gt;
The Axedwarf Aloran, wife of the treasurer, grieves now over the charred body of her&lt;br /&gt;
husband, her grief-stricken face shining red in the magma's light.  Yet the lava men&lt;br /&gt;
were only driven forth by rumors deep within the earth, ever rumbling now, ever&lt;br /&gt;
approaching the lip of the glowing pit discovered by the miners not long after the&lt;br /&gt;
bridging of the magma.  The sound reached even the heart of the fortress, where &lt;br /&gt;
Regukar the Mason has begun a mysterious construction.  What fey mood has possessed&lt;br /&gt;
Regukar?!  Will Aloran's mourning be troubled by even greater dangers?! &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 5 December 2006&lt;br /&gt;
&lt;br /&gt;
===(10 January 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[@.#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@..........-....~~~#,&lt;br /&gt;
###############...%-.#~~~########..&lt;br /&gt;
      ` '###########.=====....@.&amp;amp;.##&lt;br /&gt;
    %    #############~~~########..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A great crash echoed down the inward passageway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;More beasts deeper in the mines?&amp;quot; said Narol fearfully, a recruit, the only member of the patrol save Aloran to survive.  His right arm was burned horribly and he now held his axe in his left hand, weakly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell the Baron that lava men have entered the mines.  I'll remain here.&amp;quot;  Aloran unmoving eyes stared over the bridge toward the mines.  There would be no discussion.  Narol stumbled up the opposite passage to the workshops.&lt;br /&gt;
&lt;br /&gt;
Regukar was in the lower mason's shop, gazing into his hands, his face aglow with the light shining upward from his palms.  The Baron was there as well.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is this?  Did I not commission an obsidian throne?  Why was this workshop built so near the magma flow if I'm to be seated on granite for the rest of my days?&amp;quot;  The Baron sounded annoyed, but he was also trying to stare over Regukar's shoulder to see the treasure.  The Baron reached for Regukar's wrist, and the mason turned violently and spat in the Baron's face just as Narol careened into the chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Stout Wheels have held the bridge, but lava men are in the mines!  Many are dead...  Aloran is guarding the mine entrance alone...&amp;quot;  Narol collapsed, breathing heavily.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Narol was gone, but Aloran did not notice.  &amp;quot;I will kill them all,&amp;quot; she said, and she walked down the bridge into the mines, leaving the bodies of her husband and the recruits behind.  As she descended into the mines, the magma's light faded and she was engulfed by the dimness in which she had spent most of her life.  Yet ahead she discerned an eerie glow.  The miners had located these pits not long ago as they hunted for hematite.  The lava men must be using them, accessing the mines away from the magma flow, Aloran thought, though she did not dwell on it long.  Soon her mind was focused again on death.&lt;br /&gt;
&lt;br /&gt;
Suddenly the light was blotted out, followed by a shaking that almost knocked Aloran from her feet.  &amp;quot;COAH!  So long I have waited for my master...  only to find this sweet hairy dumpling.  It must be time for the Great Feast.&amp;quot;  Aloran could discern its corpulence through the darkness.  A lardy bloated creature, like those that made raids from the river, yet more grotesque, covered with translucent boils -- and many times larger.  The thing croaked, &amp;quot;I sense...  COAH!  You have lost someone recently...  your husband.  Worry not, little dumpling!  You will be reunited in my innards when I am done feeding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aloran did not speak.  She would not entertain the creature -- she would have it dead.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 January 2007&lt;br /&gt;
&lt;br /&gt;
===(11 February 2007)===&lt;br /&gt;
&lt;br /&gt;
And it keeps going and growing !!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[..#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@.........@-....~~~#,&lt;br /&gt;
###############...%-.#~~~########&amp;amp;.&lt;br /&gt;
      ` '###########.=====@.@@.@%&amp;amp;##&lt;br /&gt;
    %    #############~~~########.&amp;amp; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aloran hacked at the thing's wide belly with her battle axe.  It lurched backward, avoiding the full force of the strike, and crashed into the cavern wall.  Immediately, as if its lardy mass had bounced off the barrier, it leapt forward and knocked Aloran to the ground, pressing down on her shoulders with its great slimy hands.  Its mouth opened, and a slick lolling tongue poured out like thick syrup and covered Aloran's face.  It was going to swallow her whole!  Unable to breathe, Aloran fumbled around in her boot and pulled out a small pointed hammer.  Struggling to maintain consciousness, Aloran swung the hammer from her elbow.  The point pierced one of the great creature's eyes, which popped and drained a viscous pus over the dwarf.  The thing backed off of the warrior's body, its fat tongue dragging on the ground, leaving a broad swath of spittle.  Aloran stood, breathing heavily, her axe secure in her right hand.  She advanced on the retreating beast, her weapon lifted over her head.  She wound further backward, then brought the axe blade around in a sweeping arc down on the bloated fiend's tongue, forking it.&lt;br /&gt;
&lt;br /&gt;
Two more silhouettes appeared in the eerie glow above the beast's quivering form.  As they approached, she could see they were gray and glistening, partially encased in shimmering pale shells, each walking on four stumpy legs.  They look like cave oysters, Aloran thought.  She raised her axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aloran!&amp;quot;  Three recruits with swords rushed down the passageway.  &amp;quot;The Baron sent for us.  Are you all right?&amp;quot;  Aloran did not turn to face them as the demonic oysters crawled over their bleeding companion.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How dare you spit on me!  You'll receive two hammerstrikes for this!&amp;quot;  The Baron was livid.  He had called for a peasant to notify reinforcements for the mines, of course, but now he was free to chastize Regukar.  Narol was still only semi-conscious, resting on the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I created it!  It is mine!&amp;quot;  Regukar's eyes were glowing with a fierce light.  He shifted his weight from foot to foot and held his arms close to his body, the light of his creation showing through his interlocked fingers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nothing is yours!  You used stone from the miners, the miners carved that stone out of the mountain, and the mountain belongs to me.  Now hand the object over for inspection, and your past transgression might be forgiven.&amp;quot;  The Baron held out his hand.&lt;br /&gt;
&lt;br /&gt;
Before the Baron could react, Regukar grabbed his chisel and brought it down into the Baron's forehead.  The Baron crumpled, hitting the stone floor hard.  Regukar chuckled and ambled off down the passageway toward the mines. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 11 February 2007&lt;br /&gt;
&lt;br /&gt;
===(13 March 2007)===&lt;br /&gt;
Even if Toady is now deep into its work and the malor works on maps/moving armies, he took time adding a new part to these now ongoing story... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ##.##&lt;br /&gt;
  #..=#  #############~~~# %&lt;br /&gt;
###[..#########.%-.%.#~~~#  '&lt;br /&gt;
...@=.@..........-....~~~#,&lt;br /&gt;
###############...%-.#~~~########..&lt;br /&gt;
      ` '###########.=====@.%%%-&amp;amp;%##&lt;br /&gt;
    %    #############~~~########.. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aloran, still winded, faced the two oyster demons.  The recruits stood by her side in a line blocking off the passageway.  The beasts slid down the toad's massive body, landing before it with a splatter.  The fiends moved slowly, but they had almost reached the dwarves.&lt;br /&gt;
&lt;br /&gt;
Two of the recruits, Roal and Daron, cousins who had just began sparring two weeks ago, lifted their swords and assailed the creatures.  Roal brought his weapon down hard on the shell of one of the beasts, but it was deflected.  From the space between the shell plates, a massive slimy appendage burst forth, ringing Roal and dragging him inside.  His lower body dangled from the creature.  Daron grabbed his legs and pulled, but Roal would not budge.  The other oyster demon raised up on its back legs and came crashing down on Daron.  The dwarf's head slammed hard against the passage way and he went unconscious.  Roal's legs twitched as the second demon turned back to the remaining warriors.&lt;br /&gt;
&lt;br /&gt;
Aloran had regained her breath and charged with the other recruit, Nlan, a dwarf from the north burrow.  The recruit stabbed at the demon's body, sinking his sword deep into its flesh, while Aloran aimed low and hacked off one of its stubby legs with her axe.  As it toppled, the thing spit out a stream of goo onto Nlan's face, which began to steam.  The recruit chortled and fell to the ground, unrecognizable.  Aloran finished off the creature by hacking into its soft body repeatedly.&lt;br /&gt;
&lt;br /&gt;
The other demon had completed its meal.  Roal's lower body detached and fell to the ground, and the oyster beast let out a belching noise.  Another sound emanated from its shell soon after.  &amp;quot;I sense...  loss...  your husband...  reunite...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence, beast,&amp;quot; Aloran spat.  &amp;quot;The toad made the same promise and failed to keep it.  Your kind use hollow words.&amp;quot;  At that moment, the toad demon's bleeding body quivered, as if it were laughing.&lt;br /&gt;
&lt;br /&gt;
The oyster spoke again.  &amp;quot;Daron...  reunite...  Roal...&amp;quot;  The slimy appendage slid out and looped around Daron's right leg.  Aloran ran forward, swinging her axe down on the oozing tentacle.  It was cloven asunder and fell to the tunnel floor, pouring out a thick white paste.&lt;br /&gt;
&lt;br /&gt;
As the oyster backed into the toad demon's still quivering form, the entire tunnel filled with a blinding light.  Aloran turned and saw the vague form of a dwarf raising its hand, from which the radiance emanated.  The light faded just enough for Aloran to make out the details.  It was Regukar, the mason.  In his hand, he held a glowing schist mini-forge. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 13 March 2007&lt;br /&gt;
&lt;br /&gt;
===(16 April 2007)===&lt;br /&gt;
All right, the Reward continues (this is the same story):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@@.####&lt;br /&gt;
.@@++d+&lt;br /&gt;
@.@####&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Captain Kogan stood with his dwarves on the stone road before the great arch, beard dripping from the drizzling rain that had been falling since the early morning.  No word had been sent from the Baron concerning the deep mining operation for nearly two weeks.  The King had grown impatient and the Captain had been sent to investigate.&lt;br /&gt;
&lt;br /&gt;
The soft patter of rain on stone was slowly drowned out by a series of whirs and chirps coming from within the fortress.  It was like nothing the Captain had heard before.  He had his soldiers position themselves before the entrance with the marksdwarves kneeling in front of the others.  The sounds drew closer, until a small shape could be discerned emerging from the shadows beyond the archway.&lt;br /&gt;
&lt;br /&gt;
It looked like a lizard, twisted into that form from rusted iron strips, but it walked on its rear legs with a jerking and uncertain gait.  In the center of its head, visible through the metal frame, was a drooping lump of granite that appeared to be molded around the iron.  The stone glowed with a faint red light.&lt;br /&gt;
&lt;br /&gt;
The dwarves watched awe-struck as the metallic creature continued advancing until it finally stopped under the great arch.  Its head swiveled back and forth, eventually settling on the group.  The lizard's body grated against itself, and from somewhere within, it emitted a piercing whistle and charged.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire, Bomtek!  Now!&amp;quot;  Kogan ordered.&lt;br /&gt;
&lt;br /&gt;
The marksdwarf shot a bolt at the creature.  It hit the granite lump, shattering it.  The iron strips collapsed into a pile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;W.. what in the name of the Lordaxe was that?&amp;quot; Nunon stammered.  &amp;quot;Where are the guards?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your guess is as good as mine,&amp;quot; said Kogan.  He walked forward and pushed the remnants of the creature about with his hammer.  &amp;quot;Something sinister is afoot.  We'll scout as far as the upper meeting hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Captain Kogan and his dwarves passed under the arch and disappeared into the dimly lit fortress.&lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 16 April 2007&lt;br /&gt;
&lt;br /&gt;
===(10 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ##################&lt;br /&gt;
   #++++++++++d+++++++..&lt;br /&gt;
####+@+O++O++O+dOd+&amp;amp;#&lt;br /&gt;
+++++@+++++++++d+++@#&lt;br /&gt;
####+@+O++O++O++Od++#&lt;br /&gt;
   #++++++++++d+d++@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get out of there!&amp;quot; Kogan screamed.  It was too late.  Lokar was lost.  Only Bomtek, Nunon and Captain Kogan himself remained.  The rest had been mauled beyond recognition by the metallic beasts.  The passage to the upper hall had seemed clear, but it was a ruse.  The walls had come alive.  The lizards were everywhere.&lt;br /&gt;
&lt;br /&gt;
Now Kogan and the others were running for lives, pursued by the iron fiends.  They could outrun them if they didn't stop to fight.  The dwarves were approaching the meeting hall, though Kogan held little hope for that place now.  The only way out of the outpost lay behind them, through a maelstrom of metal fangs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The upper hall!&amp;quot; Kogan shouted when he spotted a light ahead.  The torches were still lit?  Perhaps the guards were able to stand after all!  Kogan and the others ran on, the din of whirs and chirps behind them driving them forward.  At last, the tired soldiers crossed under the arch and entered the upper meeting hall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm so pleased you could join us!&amp;quot; a voice boomed from the back of the chamber.  Kogan looked out between the pillars.  There on a granite throne sat a dwarf, his face twisted in madness.  In his hand he held a glowing object.  The stone floor before him was crawling with the metal lizards.  On his right, a fire burned in the shape of a tall man, lighting the entire hall.  On his left, a dwarf woman was tied, struggling against her bonds, hatred in her eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you like my little friends?  Arshosh and I will make more, many, many more.  The miniforge is all-powerful!&amp;quot;  The crazed dwarf cackled.  &amp;quot;With it, I enslaved the spirit of fire, bound stone and metal to my will, and soon, soon!  Oh, yes.  Soon I will use the power of the miniforge to create a new race of dwarves!  Aloran will be the first!  Then all of you will join her!  And you shall call Regukar your master!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, 10 April 2007&lt;br /&gt;
&lt;br /&gt;
===(June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   ##################&lt;br /&gt;
   #+d+++++++%++++++++..&lt;br /&gt;
####d@dO++O++O%%O+%&amp;amp;#&lt;br /&gt;
++++d@d+++%%++++%%%%#&lt;br /&gt;
####d@dO+%O%+O+%O%%@#&lt;br /&gt;
   #+d+d+%++%%%+++%@#&lt;br /&gt;
   ##################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The soldiers had been quickly subdued, lashed to the floor by a writhing mass of metallic lizard bodies.  Regukar walked slowly to the place where Aloran was restrained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, Aloran, let us begin the ritual of transformation.&amp;quot;  Regukar held the shining miniforge near to the dwarf warrior's face as she continued to strain against the ropes.  The crazed mason lifted a tiny hammer and struck the minianvil once.  The fires of Arshosh rose to the ceiling of the great hall and twisted around its many granite pillars.  A tongue of flame engulfed the miniforge and the anvil began to glow even more brightly.&lt;br /&gt;
&lt;br /&gt;
Aloran felt her skin breaking.  The unbearable pain spread throughout her entire body.  Metal blades tore through the flesh of her arms and legs, and she felt a force trying to subdue her will.  &amp;quot;Regukar is your master.  Regukar is your master,&amp;quot; a voice in her mind whispered.  The ropes snapped as the blood-covered blades continued to rise.  The voice became louder and louder until it was all she could hear, drowning out her own screams.&lt;br /&gt;
&lt;br /&gt;
Through her tears she could see Regukar had buckled over, laughing uncontrollably, and the sight filled Aloran with an all-consuming hatred.  This contemptible dwarf could never be her master.  The pain and the voice faded away, and her animosity began to manifest itself in the power of her limbs.  The metal was part of her body now, and she felt its presence as surely as that of her own hands.&lt;br /&gt;
&lt;br /&gt;
Looking up, Regukar noticed Aloran's steady gaze, and worry crossed his face.  &amp;quot;My slave, the transformation is complete.  Call me master,&amp;quot; the mason stammered.  Aloran said nothing and punched Regukar in the face with her metal-bladed fist.  The knives stuck in his head, and the full weight of his dying body hung limply from Aloran's straight arm.  Regukar's mangled face slid slowly backward, and free from the blades the dwarf crumpled to the floor and lay unmoving on the stones.&lt;br /&gt;
&lt;br /&gt;
The tongue of flame slowly lifted the miniforge from the mason's clinging hand.  As the glowing object slipped from his grasp, his raised arm fell back to the ground, and he breathed his last.  The spirit of fire withdrew its flames, bringing the miniforge to the center of its translucent body.  The demon turned to Aloran and faded from sight.  There was a sudden crash as the metallic lizards fell to pieces. &lt;br /&gt;
&lt;br /&gt;
--The Toad Preservation Society, June 2007&lt;br /&gt;
&lt;br /&gt;
==TomTheHand==&lt;br /&gt;
&lt;br /&gt;
===(20 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..g#o@.%&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shrolnak glared through the rusty iron bars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat yer meat, ya hairy maggot,&amp;quot; the goblin snarled as it pushed the bowl back towards the dwarven child.  &amp;quot;It'll make yer beard longer.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Aliz kicked the bowl away again.  &amp;quot;I'm not eating until I get my mini-forge!&amp;quot;  Aliz crossed his arms above his plump little belly and turned away.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minnn..  what's yer mini-forge?&amp;quot;  The goblin was confused.  The only toy it had ever owned was a cracked elf skull. &lt;br /&gt;
&lt;br /&gt;
The dwarf child's eyes lit up.  &amp;quot;Uncle Kogan made it!  It glows in the dark!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Glows in the dark, eh...  I'll poke around.&amp;quot;  The goblin scrambled away from the prison and disappeared around a corner.  In a few minutes, it returned, its hand cupped around something that glowed purple through its bony fingers. &lt;br /&gt;
&lt;br /&gt;
Aliz moved toward the bars, his wide eyes reflecting the eerie light.  The goblin held its right hand through the bar and dropped the glowing object into the child's waiting palms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now eat yer meat.&amp;quot;  The goblin wandered off. &lt;br /&gt;
&lt;br /&gt;
Aliz was still staring into his hands.  A sinister smile spread slowly over his face.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.T.g..@..&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is the Soul of the Dark Power?!&amp;quot;  Arugor was screaming now.  He had fooled a dragon to obtain the wicked gem, and now it was nowhere to be found.  Shrolnak groveled before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master, I..  I don't know...&amp;quot;  Shrolnak had never truly adjusted to kneeling before the troll, but it couldn't be helped.  His master had been gifted with a cunning far beyond others of his kind, and Shrolnak was powerless before him. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lies!  Your hands still shine with its aura!  Where have you hidden my treasure?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;T.. that gem?  I thought that's all it was.  I... I let the dwarf child play with it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?!  Fool!  I must reclaim it before it is too late.&amp;quot;  Arugor was bothered that Shrolnak had somehow managed to avoid the intricate traps in the Soul Chamber, but he would leave that matter alone until the gem was reclaimed. &lt;br /&gt;
&lt;br /&gt;
Just as Arugor turned to leave, a plump dwarven child floated into the throne room, trailed by a billowing mist.  In his hands, he clutched a deep purple gem.  The hovering child had a wicked grin twisted into his bearded face.  Arugor and Shrolnak shielded their faces, helpless before the radiance of the wielded Soul. &lt;br /&gt;
&lt;br /&gt;
The child levitated higher, close to the ceiling, and looked down upon the quivering monsters.  &amp;quot;With my power, I shall build the greatest mini-forge the world has ever known!&amp;quot;  The dwarf was enveloped by the purple light and passed through the ceiling.&lt;br /&gt;
&lt;br /&gt;
==[[User:Trukkle|Trukkle]]==&lt;br /&gt;
===(25 June 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%%@##B#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;There it goes!&amp;quot; Doran hollered as the bit of plump helmet sailed out into the darkness.  The mason had been at the whiskey all morning, and now he was dangling his legs over the chasm with his lunch, throwing mushroom pieces to the gray fliers.  One of the bats sailed silently into view and snatched the food as it fell. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A bat's a bat, and bats like mushrooms!&amp;quot; Doran slurred as he took another swig from the flagon.  &amp;quot;Let's try something a little larger.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf ripped the cap from one of his plump helmets and tossed it out into the abyss.  It dropped out of view, without any sign of the fliers.  Doran pouted. &lt;br /&gt;
&lt;br /&gt;
Suddenly, a great shape flew up from the chasm, right by Doran's face, blowing the braids of his beard back over his shoulders.  It looked like a gray flier, but many, many times larger, as large as one of the brown bears out in the forest.  He watched as it disappeared off above into the distance. &lt;br /&gt;
&lt;br /&gt;
Doran looked down at his lunch.  &amp;quot;I...  I guess I'll finish the rest myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Xarph|Xarph]]==&lt;br /&gt;
===(20 February 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;###=@=##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kogan hurtled through the darkness, the two long braids of his golden beard streaming behind him.  It was too much weight!  The wings tied to his arms, made from stretched frogman skin and giant cave spider legs, fluttered uselessly as the chasm walls rushed by.  He had been nervous the night before and, as usual, had gorged himself on plump helmet biscuits and dwarven rum.  Now he was falling like a granite block.  Kogan wondered if the philosophers were correct -- were these chasms were bottomless?  He would be able to survive for several days without food or alcohol.  Seeing nothing but blackness below, Kogan resigned himself to the journey ahead and began to sing his favorite drinking song.&lt;br /&gt;
&lt;br /&gt;
===(19 May 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;*###*****##**&lt;br /&gt;
#*#*##*##**##&lt;br /&gt;
##*#*****#*##&lt;br /&gt;
#*#*##*##*#*#&lt;br /&gt;
#*#*##S##*#*#&lt;br /&gt;
#*#*#*#*#*#*#&lt;br /&gt;
#*##*###*@#*#&lt;br /&gt;
##**#***##*##&lt;br /&gt;
#*#*******#*#&lt;br /&gt;
*###########*&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It had been two days.  Kogan was dehydrated, and he had begun mumbling to himself.  &amp;quot;Whiskey...  my dear whiskey...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly his fall was arrested by a force which seemed to hold him by the arms and legs.  He still fell, but slower, and slower still, until he stopped entirely and hung in space.  The dwarf tried to spin, but he was unable to move.  Thick, translucent ropes held him.  The reality of the situation dawned on him, and he felt sick.  It was a giant web.  He had been ensnared by one of the dark huntresses of the deep.&lt;br /&gt;
&lt;br /&gt;
As he strained his eyes in the near-total darkness, Kogan could see her.  A bloated many-legged creature, her body clear, her organs visible within.  She was already moving toward Kogan, deliberately picking her way along the lines that were safe for her to grasp with her cruel claws.  The creature chittered in anticipation as the dwarf struggled against the webs. &lt;br /&gt;
&lt;br /&gt;
===(20 September 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;*###*****##**&lt;br /&gt;
#*#*##*##**##&lt;br /&gt;
##*#*****#*##&lt;br /&gt;
#*#*##*##*#*#&lt;br /&gt;
#*#*#####*#*#&lt;br /&gt;
#*#*#*#*S*#*#&lt;br /&gt;
#*##*###*@!!!&lt;br /&gt;
##**#***##*##&lt;br /&gt;
#*#*******#*#&lt;br /&gt;
*###########*&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The spider was upon him.  With what little motion Kogan had in his arms, he tried to bring the wings between himself and the voracious beast.  He flailed helplessly, marshalling a defence that would embarrass even a child of his people.&lt;br /&gt;
&lt;br /&gt;
Yet the spider stopped.  She looked upon him with her many emotionless eyes.  The dwarf could discern nothing.  The spider's head bobbed up and down slowly, and she lifted several of her legs and waved them in simple patterns above the web.&lt;br /&gt;
&lt;br /&gt;
A sudden realization struck Kogan -- the spider legs in the wing frames.  She thinks I'm trying to speak to her!  Kogan continued to wave his arms around as best he could, and she responded in kind.  Giant cave spiders are solitary creatures, Kogan thought, so it must be a mating ritual.  &amp;quot;But giant spiders eat their mates after breeding with them,&amp;quot; Kogan muttered in horror.  &amp;quot;I can't think of a worse way to die!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===(13 November 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+g++%@%%+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The movement of the spider's legs had ceased.  Now she simply looked&lt;br /&gt;
upon Kogan with her cold, glassy eyes.  Her sinews tensed -- she was&lt;br /&gt;
ready to pounce!  To what end, none dare say, though many a gruesome&lt;br /&gt;
and unseemly scenario had played themselves out in the recesses of&lt;br /&gt;
Kogan's strained mind.&lt;br /&gt;
&lt;br /&gt;
A moment passed, and the bloated thing leapt forward!  As she landed&lt;br /&gt;
on Kogan with the full weight of her body, the dwarf felt himself tear&lt;br /&gt;
free, and the web and spider passed up and beyond his sight as he&lt;br /&gt;
plummeted downward.  Oh, what happy chance is this!  Kogan thought.&lt;br /&gt;
He was free from fear now.  If his body was broken into a thousand&lt;br /&gt;
pieces on some protruding rock, what would matter?  At least he would&lt;br /&gt;
no longer sire an army of evil.&lt;br /&gt;
&lt;br /&gt;
Soon enough, Kogan sensed that the walls were closing in.  He could&lt;br /&gt;
not see well enough in the oppressive darkness of this deepest part of&lt;br /&gt;
the earth, but he felt their nearness.  The dwarf said a prayer to the&lt;br /&gt;
Lordaxe to grant him a swift death.&lt;br /&gt;
&lt;br /&gt;
Kogan felt his bottom smack hard into a smooth slope and he slid&lt;br /&gt;
disoriented into a twisting tunnel.  The friction burned, but his&lt;br /&gt;
descent was slowed, and Kogan found himself gliding down an obsidian&lt;br /&gt;
tube.  Out of a hatch he fell, landing face first in a pile of stone&lt;br /&gt;
trinkets.  Uninjured, but sore, the dwarf stood.  It still felt as if&lt;br /&gt;
the air was rushing by him, but he was teetering on solid ground.&lt;br /&gt;
&lt;br /&gt;
The chamber was lit by torches.  It was almost cheerful.  The trinkets&lt;br /&gt;
were all finely crafted.  It wasn't dwarven work, but each object had&lt;br /&gt;
its own peculiar charm.  Kogan picked up a slate carving.  It was a&lt;br /&gt;
rabbit wearing a jester's hat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey oh, what are you doing in the figure room?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan looked up.  A mountain gnome was peering around a doorway.  Only&lt;br /&gt;
its tilted head was visible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I fell,&amp;quot; Kogan said, indicating the hatch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh my!&amp;quot; the gnome said with an equal measure of elation and surprise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You're our first visitor in years!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Visitor?&amp;quot; Kogan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, my friend!  I'm Largee Pottums!  Welcome to Toy Land!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(27 February 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+g+@+%%%%+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toy Land,&amp;quot; Kogan said flatly, utterly dumbfounded.  The sheer&lt;br /&gt;
implausibility of the situation managed to drive all feelings of&lt;br /&gt;
hunger and thirst from his body.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Kogan, it's Toy Land!&amp;quot; Largee Pottums exclaimed, jumping out&lt;br /&gt;
into full view.  &amp;quot;Where do you think all of your toys come from?  Your&lt;br /&gt;
crafts shops?  Hoy hey!  That would be the day!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, our cr...  wait, how did you know my name?&amp;quot; Kogan scratched his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you remember the miniforge you got when you were six?&amp;quot; Largee Pottums asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Th..  yes,&amp;quot; Kogan finally resolved to think a little less about his situation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gnomes!&amp;quot; Largee Pottums said proudly.  &amp;quot;And the toy axe you got when&lt;br /&gt;
you were eight?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That too?!&amp;quot; Kogan exclaimed.  He had such fond memories of the axe.&lt;br /&gt;
He used to beat his friends with it mercilessly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gnomes,&amp;quot; Largee Pottums replied, nodding in satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What about the puzzle box I got when I was nine?&amp;quot; Kogan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That was your uncle Dorol.  And you just hated it didn't you?  Oh&lt;br /&gt;
ho!&amp;quot; Largee said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Y... yes,&amp;quot; Kogan said, disappointed.  He had hoped to have somebody&lt;br /&gt;
to blame after all these years.  At least he could confront Dorol&lt;br /&gt;
should he ever return home.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gnomes make the best toys!&amp;quot; Largee concluded.  &amp;quot;Mountain gnomes for&lt;br /&gt;
the dwarves, garden gnomes for the humans, and dark gnomes for the&lt;br /&gt;
goblins.  Toys, toys and more toys!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gob... what about the elves?&amp;quot; Kogan asked, not knowing why he cared.&lt;br /&gt;
Like any able-bearded dwarf, he held elves in contempt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The elves?  Hey oh!  The garden gnomes used to make their toys.  But&lt;br /&gt;
they're so finicky!  One deer bone figurine and they found us out.&lt;br /&gt;
Humans can appreciate a deer bone figurine.  The garden gnomes are&lt;br /&gt;
much happier now, if I do say so myself.  And I do!  Oo hoo!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan grunted in affirmation.  He could emphathize with the garden&lt;br /&gt;
gnomes.  Elves were nonsensical creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, my friend, it's time to talk to the Boss,&amp;quot; Largee Pottums&lt;br /&gt;
announced, clapping his hands.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Boss?&amp;quot; Kogan asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can't make toys without a Boss.  Let's go!  We haven't had a&lt;br /&gt;
visitor in so long, he'll be excited to see you.  Oh yes he will, sure&lt;br /&gt;
as sweet pods!&amp;quot;  With that, Largee Pottums skipped through the&lt;br /&gt;
doorway, with Kogan following after him.&lt;br /&gt;
&lt;br /&gt;
===(1 July 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##################&lt;br /&gt;
###.........%....#&lt;br /&gt;
###....%.......%.#&lt;br /&gt;
###..............#&lt;br /&gt;
gg@+++g+=g%g=%/=|#&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now tell me, Kogan,&amp;quot; said the white-bearded gnome from his plush&lt;br /&gt;
gaudy chair, &amp;quot;why you leapt into the chasm in the first place.&amp;quot;  The&lt;br /&gt;
Boss's coat was nearly bursting at the buttons; the red fabric made&lt;br /&gt;
his belly looked like one of his puffy cheeks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was my dream.  I wanted to fly,&amp;quot; Kogan said sheepishly, &amp;quot;like a&lt;br /&gt;
bat, soaring through the still air free as a spark, but my&lt;br /&gt;
calculations failed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ho ho ho,&amp;quot; the plump gnome merrily laughed.  &amp;quot;What a brave dwarf you&lt;br /&gt;
are!  Now that you're here in our secret workshop, I was concerned&lt;br /&gt;
about letting you return home, but perhaps you wouldn't stay up above&lt;br /&gt;
very long before daring the chasm again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The chasm...  the spider...&amp;quot;  The dwarf shuddered at the memory.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Largee!  Largee Pottums!&amp;quot; the Boss of Toy Land shouted.  &amp;quot;Our friend&lt;br /&gt;
Kogan needs some ease for his troubled mind.  Why don't you show him&lt;br /&gt;
around Wimble Wizzer's workshop?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hoo hey!  Right away!&amp;quot; came the familiar voice from the doorway.&lt;br /&gt;
Kogan bowed awkwardly to the Boss and followed Largee out of the cozy&lt;br /&gt;
room.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Kogan was awestruck.  It was like a scene out of his wildest&lt;br /&gt;
imaginings during one of those late nights at the drawing table.&lt;br /&gt;
Airborne contraptions looped and soared beneath the high stone ceiling&lt;br /&gt;
as gears turned and wings flapped or rotated according to the whims of&lt;br /&gt;
a particular design.  Down below, three gnomes repaired and tinkered&lt;br /&gt;
with the devices on creaky wooden tables.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wimble-wee, Wimble-woo!&amp;quot;  Largee shouted into the workshop.  &amp;quot;I have&lt;br /&gt;
a guest for you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One of the gnomes inside turned toward the door and smiled weakly&lt;br /&gt;
while shaking his head, &amp;quot;Largee, my boy, who ever taught you to speak&lt;br /&gt;
in such a manner?  Surely it was a gnome no less exuberant than&lt;br /&gt;
yourself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Largee presented the still-stunned Kogan to the master of the&lt;br /&gt;
workshop.  &amp;quot;This is Kogan, a dwarf, as you can see (hoo-ee!), and a&lt;br /&gt;
fellow maker of flying machines.  The Boss has sent him down here to&lt;br /&gt;
have a look.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah?  So it's to be an inspection, is it?&amp;quot; Wimble replied gruffly.&lt;br /&gt;
&amp;quot;Well, you won't find these topside, but we're planning to sneak a few&lt;br /&gt;
of the truest models in during the next festival.  The timetable is a&lt;br /&gt;
strict one, and we're still struggling with accidents.&amp;quot;  At this,&lt;br /&gt;
there was the sound of metal grinding on metal above as one of the&lt;br /&gt;
machines lurched and crashed into a table below.  &amp;quot;The Boss is jolly&lt;br /&gt;
as they come, but he is also a grueling taskmaster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ho ho ho,&amp;quot; came the laughter from the doorway.  &amp;quot;Wimble Wizzer, you&lt;br /&gt;
grumpus, is that the way to greet a new worker?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan turned toward the Boss, who was now standing beside him.  A new&lt;br /&gt;
worker?  The dwarf's eyes were wider than ever, and he turned slowly&lt;br /&gt;
back to the workshop, wearing a smile more full of unabashed joy than&lt;br /&gt;
any he had worn in his entire life.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, you know, Largee,&amp;quot; the Boss said, turning to the other gnome&lt;br /&gt;
standing at the door.  &amp;quot;If he wants, we could just let him go back&lt;br /&gt;
home, if we found a way to make him forget all about Toy Land.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We could bonk him on the head!  Hee-whoa...  bonk!&amp;quot; Largee yelled,&lt;br /&gt;
snapping his hand at the wrist.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ho ho ho,&amp;quot; the Boss chuckled.  &amp;quot;Don't you remember?  Sometimes you&lt;br /&gt;
have to bonk them again and again, and they still won't forget!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kogan missed all of this banter, bent over the tables as he was,&lt;br /&gt;
looking over the damaged machine with Wimble and the others.  After a&lt;br /&gt;
moment, Largee and the Boss slipped out of the room, leaving the new&lt;br /&gt;
worker to his workshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The End&lt;br /&gt;
&lt;br /&gt;
==[[User:Darksaiyan|Darkie]]==&lt;br /&gt;
===(14 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,.O@T,...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Surrounded by a troll on one side and an ogre on the other, dwarf&lt;br /&gt;
master Alrin knew these could be the last seconds of his life.  As he&lt;br /&gt;
gripped the handle of his axe he recalled the teachings of Azrom, god&lt;br /&gt;
of war.  Matters of great importance should be given the slightest&lt;br /&gt;
thought.  It was only the minor matters that must be given the most&lt;br /&gt;
delicate care.  So, without conscious thought, Alrin slammed his axe&lt;br /&gt;
handle into the ogre's toe.  Swiftly, the dwarf ran between the&lt;br /&gt;
monster's legs and delivered a swift kick to its backside.  As the&lt;br /&gt;
ogre toppled over, the hairy troll launched over the fallen monster&lt;br /&gt;
and leaped toward Alrin.  As time slowed in an adrenalin rush, Alrin&lt;br /&gt;
readied his axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Draigh|Draigh]]==&lt;br /&gt;
===(13 Augustus 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.@@|,-.-.kk,k,.k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Malgar, warrior dwarf woman, fought on against the onslaught of&lt;br /&gt;
kobolds, her newborn baby still strapped to her back.  She lifted her&lt;br /&gt;
shield to block another volley of poison darts.  She had been hunting,&lt;br /&gt;
far from the entrance of the fortress, when she stumbled upon the&lt;br /&gt;
skulking trash, no doubt planning a cowardly raid on the fortress&lt;br /&gt;
vault.  She had to warn the others.  With one hand she held the bugle&lt;br /&gt;
to her lips, while with the other she parried another deadly strike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=25444</id>
		<title>40d:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=25444"/>
		<updated>2008-12-19T09:12:20Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* See also */ Linked Clothing Industry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Clothing''' is material made out of [[cloth]] or [[leather]] which is worn by sentient [[humanoid]] [[creatures]] to protect them from the elements.  Articles of clothing are similar in concept to [[armor]] and distinguished only by the fact that they do not provide significant protection against melee attacks; clothing is intended for comfort, not combat.&lt;br /&gt;
&lt;br /&gt;
Clothes are stored as finished goods, and may be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[dwarves]], and [[elf|elves]] do not distinguish between articles of clothing with regards to gender, so it is common to see females wearing tunics and trousers and males wearing dresses and skirts{{version|0.28.181.40d}}.  One could call Dwarf Fortress a paragon of gender equality.&lt;br /&gt;
&lt;br /&gt;
== Size does matter ==&lt;br /&gt;
Clothing and armor marked as 'large' can not be made or worn by dwarves, but will still be offered by human and elven [[caravan]]s. 'Small' articles of clothing and armor usually come from killed [[kobold]]s and are also unusable. Items labeled as 'narrow' come from [[goblin]]s and can't be made or worn either. However, all of these can be sold to caravans for a nice price.&lt;br /&gt;
&lt;br /&gt;
==Articles==&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, the following articles of clothing exist:&lt;br /&gt;
&lt;br /&gt;
; Bodywear&lt;br /&gt;
: Coat &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Shirt &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cloak &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Tunic &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Toga &amp;amp;ndash; uncommon for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cape &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Vest &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Dress &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Robe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
; Legwear&lt;br /&gt;
: Trousers &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Loincloth &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Thong &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Short Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Long Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Braies &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Headwear&lt;br /&gt;
: Cap &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Hood &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Turban &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Mask &amp;amp;ndash; uncommon for [[goblin]]s, rare for [[human]]s&lt;br /&gt;
: Head Veil &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Face Veil &amp;amp;ndash; rare for [[human]]s only&lt;br /&gt;
: Headscarf &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Handwear&lt;br /&gt;
: Glove &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Mitten &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Footwear&lt;br /&gt;
: Shoe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: High Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Low Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Sandal &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Chausse &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Sock &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
==Pairs==&lt;br /&gt;
&lt;br /&gt;
Some articles of clothing or armor, when made at a [[clothier's shop]], [[leather works]] or [[craftdwarf's workshop]], will produce pairs.  Specifically, all handwear and footwear will be produced in pairs: each job tasked at such a workshop will always make two out of a single piece of [[cloth]] or [[leather]], one for each limb. [[Greaves]] also come in pairs but are not made from one piece.&lt;br /&gt;
&lt;br /&gt;
==Layering of clothing==&lt;br /&gt;
&lt;br /&gt;
Clothing in the game has four layers: ''under'', ''over'', ''armor'', and ''cover''.  Each article of clothing is intended for only one of these purposes.&lt;br /&gt;
&lt;br /&gt;
* Clothing identified as ''under'' is intended to be worn directly against the skin.&lt;br /&gt;
* Clothing specified as ''over'' is a thin covering to be worn over top of under wear.&lt;br /&gt;
* Clothing classified for ''armor'' is intended to be worn over top of clothing to protect the person more generally.&lt;br /&gt;
* Clothing categorised as ''cover'' is worn over top of everything, including armour, usually for insulation against cold climates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Under&lt;br /&gt;
! Over&lt;br /&gt;
! Armor&lt;br /&gt;
! Cover&lt;br /&gt;
|-&lt;br /&gt;
|Bodywear||Shirt, Dress, Tunic||Coat, Toga, Vest, Robe||Plate mail, Chain mail||Cloak, Cape&lt;br /&gt;
|-&lt;br /&gt;
|Legwear||Loincloth, Thong, Braies||Pants, Skirt, Short skirt, Long skirt||Greaves, Leggings||&lt;br /&gt;
|-&lt;br /&gt;
|Handwear||Gloves||||Gauntlets||Mittens&lt;br /&gt;
|-&lt;br /&gt;
|Headwear||Mask, Face veil||Cap, Turban, Head veil, Headscarf||Helm||Hood&lt;br /&gt;
|-&lt;br /&gt;
|Footwear||Chausses, Socks||Shoes, High boots, Low boots, Sandals||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Clothier's shop]]&lt;br /&gt;
* [[Leather works]]&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Clothing industry]]&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46385</id>
		<title>User:LucienSadi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46385"/>
		<updated>2008-12-19T04:21:03Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: The Hermit Challenge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the span of three seconds, a river of carp slaughtered seven hunting dogs, three war dogs, four dwarves and a passing fox.&lt;br /&gt;
&lt;br /&gt;
...wait, what?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Hermit Challenge ==&lt;br /&gt;
&lt;br /&gt;
So, I undertook that Hermit challenge.  It went well for three years.  My Hermit was multi-legendary and ready to overthrow the Dwarven government (or whatever her end goal in life was).&lt;br /&gt;
&lt;br /&gt;
An immigrant wave comes along.  I squish them all in a drawbridge except for the child who refused to stand on it.&lt;br /&gt;
&lt;br /&gt;
Child tantrums.&lt;br /&gt;
&lt;br /&gt;
Hermit gets absolutely trashed and suffocates in bed.&lt;br /&gt;
&lt;br /&gt;
(Child is unharmed...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outpost Oddomngotol, &amp;quot;Cloisteredghosts&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
=== 3rd Malachite, 296 ===&lt;br /&gt;
:Have you ever done something purely on a dare, something you know is absolutely batshit insane but that you can't resist doing anyways?  Really?  Bet mine can top yours.  See, right now I'm standing on top of some mountain out in the puckered sphincter of nowhere, holding a pick and looking at the six other chumps who I convinced to follow me here.  My job:  Dig the largest, most badass underground city the Mountainhome has ever seen.&lt;br /&gt;
&lt;br /&gt;
:It all started maybe two years ago when me and my friend Shorast Novalsuthmam (you read that right, 'Bridebreeches') were having a barrel of rum at that hole-in-the-wall bar in the Mountainhome.  We were screwing around, havin' fun, messing with the wenches a bit, when my friend Shorast suddenly gets that evil little twinkle in his eye, the one that says he's about to screw someone over.  He turns to me and says, &amp;quot;Unib, you think you're a pretty hardcore dwarf, eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now what am I supposed to say to that?  Hell, I know this guy's gonna go and land me in some deep shit, but I just can't resist a challenge like this, and the bastard knows it.  I rolled my eyes and chugged another mug of rum before I growled back, &amp;quot;Yeah, that's right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;See, I heard of this mountain out in the middle of nowhere that's supposed to have a vein of platinum running under it- pure stuff, worth millions, they say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;And?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;I don't think you have the balls to go dig it up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now he's done it.  He knows I can't turn down a challenge.  He probably just wants me out of the halls for a while so he can go after my =goblin bone totem= collection again.  Bastard.  Still... &amp;quot;Pfft.  It's mine the moment I want it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Oh really?  I'll bet you five years' supply of rum that you don't go out and get that shit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;...Done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:And such was the beginning of the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I grabbed a few drunks and some passing strangers, loaded up a wagon with a year's supply of booze and a few cows and trundled off towards that damn mountain, looking for a good spot to set down.  Finally found it after over a month of searching- a little flat spot just wide enough to park the wagon and not have the cows practice their sky-diving off the cliffs.  Grabbed my pick, smashed a good-sized crater in the ground and yelled at the slackers who came along to start digging.  Then I took a nap in the shade of the wagon while they worked.  A leader's gotta have his perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:More later, I'll need to slaughter another cow for the leather for this journal.&lt;br /&gt;
&lt;br /&gt;
--Unib&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 6th Galena, 296 ===&lt;br /&gt;
:The dig's going well, lazy-ass dwarves aside.  My advisor informs me that we haven't attracted any migrants for the season.  No shit.&lt;br /&gt;
&lt;br /&gt;
:Farmer's complaining about not having seeds to plant with.  Slackers are refusing to eat their plump helmets.  I don't blame 'em, but as the only alternative is turtle, I don't see the problem either.  Food's food, eat it or die.&lt;br /&gt;
&lt;br /&gt;
:Haven't told my miners the full scope of their job yet.  Maybe they won't figure it out until the three of 'em 've single-handedly dug out an entire city.&lt;br /&gt;
&lt;br /&gt;
:...Oh look, we struck Pitchblende.  Time to commission purple statues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 18th Sandstone, 296 ===&lt;br /&gt;
:Ah, Autumn.  That happy, happy time where my friends the Traders come and visit, bearing wagonloads of steel and armor to trade for trinkets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I promptly ordered all their trade goods 'appropriated' for the good of the city.  I think this leadership business is starting to go to my head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:We've not seen any action yet- one Kobold tried to steal a mug, but the Woodcutter pureed him for me.  Damn Kobolds.  Hope that axe doesn't rust; we've not got any sort of metalworking operation up.  Not that we've found anything worth smelting, just some Cassiterite in the food stock.  Almost as useless as these Pitchblende patches we keep hitting.  Maybe I'll decorate the Fish Dissector's quarters in purple.  Serve him right for being useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2nd Timber, 296 ===&lt;br /&gt;
:Immigrants.  Never thought I'd see the day where other dwarves would -want- to live in this shithole.  'Least I got some slave labor for hauling stones to stockpiles now.  I'll draft a few useless peasants into the Bearded Army, lock them in the barracks and make them learn to spar unarmored.  With axes.&lt;br /&gt;
&lt;br /&gt;
:Maybe we'll live up to our name after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 21st Felsite, 297 ===&lt;br /&gt;
:It's going slow.  We've got three Legendary miners, and none of the slackers are even willing to put their backs into diggin' out the rest of the city.  Main square's finished and filled with Mason 'shops to grind out blocks for the stockpile; we're sitting on seventeen metric asstons of granite with no end in sight.   Tempted to assign a few fisherdwarves and have them meet the carp river for some comic relief.&lt;br /&gt;
&lt;br /&gt;
:'n other news, there's something amusing about drafting every immigrant into the masonry corps and walling the insane moody weaver where he stands.  Maybe now he won't go punching the cow calves because we didn't give him silk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I'll draw up a sketch of the place in a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 16th Galena, 297 ===&lt;br /&gt;
:Damn kitchen dwarves cooked the last of the crop seeds, and this mountain doesn't have enough fish to feed us all.  Weaver broke out of his cell and slaughtered our few livestock, and now I've got forty starving dwarves glaring at me when I walk past with a drumstick in hand.  Hey, leader gets the perks.&lt;br /&gt;
&lt;br /&gt;
:Thinkin' about leavin' these chumps to fend for themselves- hey, they made the mess, they clean it up- and calling in a few favors back home to get a fresh start and a wagonload of food.  Bring in a claimin' party, see if I can't get this place to keep going.  Damned if I'm gonna give Bridebreeches free booze for five years.&lt;br /&gt;
&lt;br /&gt;
:Jeweler just went nuts and hacked out a table from a single cat's eye gem.  Rickety little thing, and it's got three-inch spikes all over it.  Hard to eat on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 24th Galena, 297 ===&lt;br /&gt;
:Convinced the mechanic to make a set of doors with a lever on the outside to seal the place up.  Maybe it'll keep the goodies I'm leavin' in the fort safe long enough for me to grab some burly dwarves from back home and bring them here to set up shop.  Better than flooding the place and setting up a pump system to drain it out after, I figure.  Least the chumps get a chance of survivin' this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Good luck ta you all.&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=40653</id>
		<title>40d Talk:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=40653"/>
		<updated>2008-12-18T10:28:43Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Infinite Power Not An Exploit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadly bridges ==&lt;br /&gt;
&lt;br /&gt;
As far as I recall megabeasts can't be killed with bridge, and they destroy it when it tries to smash them. Article does state that bridge can destroy everything. --[[User:Someone-else|Someone-else]] 00:24, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You fire the stone into the wall, which then falls into the trench.  As the trench is limited in space, stones start piling up.  (Apparently, catapults are no good at doing what they were historically used for - destroying walls...  And they fire in flat trajectories - i would have honestly expected stones to travel up z-levels - but having tested catapults with roofs over them, they work, which i find silly but what the heck...).  Note that this is only a quantum stockpile for stone, as opposed to dump, which is much more versatile, but there's also no need to reclaim.  --[[User:Squirrelloid|Squirrelloid]] 02:15, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I'll add that in.--[[User:Richards|Richards]] 02:37, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ha! Nevermind, fixed it myself. I didn't realize DF toggled &amp;quot;Dwarves ignore Refuse from outside&amp;quot; by default. --[[User:Anfini|Anfini]] 00:58, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ideological point of views ==&lt;br /&gt;
&lt;br /&gt;
Given the endless discussions on the net on what is considered or not cheating (as opposed to modding, or fair use of game mechanics, etc.), I suggest being extra careful of not asserting what is or what is not [[cheating]].&lt;br /&gt;
&lt;br /&gt;
 Exploits are distinct from cheating because ...&lt;br /&gt;
&lt;br /&gt;
Some would say&lt;br /&gt;
&lt;br /&gt;
 Exploits are a distinct form of cheating because ...&lt;br /&gt;
&lt;br /&gt;
Plus, the justification&lt;br /&gt;
 Whether a player chooses to make use of an exploit or not depends on their personal taste;&lt;br /&gt;
 given that Dwarf Fortress is a single-player game, no one is actually harmed when you use an exploit.&lt;br /&gt;
&lt;br /&gt;
equally applies to all forms of cheating (or non-cheating).&lt;br /&gt;
&lt;br /&gt;
I would also stress that DF is currently more of a sandbox than a game with difficult goals, and that players boast more about their devious schemes and grand projects than about ''winning''.&lt;br /&gt;
&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 05:20, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget, many cheaters 'cheat' because they want to find out how particular functions work or to 'test out theories'. Then of course there's the people who cheat to simply save time. These are different from the people who would cheat just for 'kicks'. --[[User:AlexFili|AlexFili]] 05:31, 10 July 2008 (EDT)&lt;br /&gt;
:I would say that it's indeed true that exploits are distinct from cheating.  Cheating in a game involves breaking the rules; in a computer game, the program itself is &amp;quot;the rules&amp;quot; that one plays by.  In fact, in some cases the &amp;quot;exploits&amp;quot; are unavoidable (such as children being legendary in six or more skills before they reach adulthood).&lt;br /&gt;
&lt;br /&gt;
:It's like in gridiron football, if the ball carrier goes out of bounds the clock stops.  This can be considered an exploitation of the rules to keep time from running out in the half, but it certainly isn't cheating.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 14:01, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Legendary Wrestler (Adventure) ==&lt;br /&gt;
&lt;br /&gt;
I found a bug in Adventure mode that could be quite readily exploited. I wasn't sure if I just plonked it on the page, or chucked it here, so I'm just putting it here for now.&lt;br /&gt;
&lt;br /&gt;
When strangling anything, you get 10xp for every 'choke'. If you hold down the directional button towards the creature, it will still get choked, but time will no pass, and the creature will never die. By placing something heavy(ish) on your keyboard, you can pretty much leave your adventurer to strangle for about 10 minutes, while you go get a drink. You come back, press Z to check your status, and, whadya know, you are now a Legendary Wrestler.&lt;br /&gt;
&lt;br /&gt;
For reference, I use Windows XP. Don't know if that helps at all.&lt;br /&gt;
&lt;br /&gt;
Thanks, Doom.&lt;br /&gt;
&lt;br /&gt;
==Infinite Power Not An Exploit==&lt;br /&gt;
No really.  I know it makes no physical sense, but as there is little good way to create power generation on most maps otherwise, and power can be used for all sorts of fun projects, the possibility of creating a battery anywhere you need it makes all sorts of fun things possible.  I also doubt implementing a realistic physics model of energy is at all possible, much less sensical in a game which allows productive underground farming - which is honestly a far more serious violation of conservation of energy than waterwheel batteries.  Doesn't work like reality does not imply it isn't intended or its exploitive of the system.  The fact that the easy availability of power leads to more fun projects strongly argues it is a feature, not an exploit.  --[[User:Squirrelloid|Squirrelloid]] 17:29, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The line between Exploit and Feature is entirely subjective. The fact that a significant player population considers something an exploit makes it so, I would think. It's not like &amp;quot;exploit&amp;quot; in this sense is a pejorative term. --[[User:Erom|Erom]] 14:58, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seeing as it violates fairly basic laws of physics (unlike underground farming, what with fungi not requiring sunlight), I'd say that the infinite power thing is as much of an exploit as any other mechanism that generates an arbitrary amount of an otherwise-limited resource. You are, after all, exploiting the gaps in the game's physics engine.&amp;lt;br /&amp;gt;This isn't explicitly a bad thing, though; this game would be far less [[fun]] if it didn't have any hilarious bugs. Since there's no real goal of the game except to do something interesting or amusing before everything dies when your magma-pumping system suffers a mechanical failure and spews lava into the sleeping quarters, I don't really see any particular grounds to not take advantage of these holes in reality. As long as you don't go &amp;quot;hey, look, I built an entire fortress out of adamantine&amp;quot; without telling people that you turned your smelters into molecular forges that produce thousands of wafers from, say, sand, it's fine. Some people want to challenge themselves and do it the &amp;quot;right&amp;quot; way, others want to challenge themselves and do it the &amp;quot;weird&amp;quot; way, and both are equally valid approaches. After all, there are plenty of people who make &amp;quot;anti-walkthroughs&amp;quot; for games which involve bending the game in question into strange ten-dimensional shapes whilst still getting to the end, and that's just as fun as doing it properly. Maybe it'll get fixed, but in the meantime feel free to dig out the bottom of the mountain and hold up a million tonnes of rock with a single glass pillar, or channel your magma with wooden walls.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;The exploits mentioned in these paragraphs may or may not have been performed by the author. No responsibility is accepted for attempting to perform said exploits. [[Catsplosion#Thermonuclear_catsplosion|Do not attempt to modify cats to produce temperatures exceeding 16939.81667 degrees Kelvin.]]&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 15:37, 17 December 2008 (EST)&lt;br /&gt;
::Productive underground farming is a violation of the laws of physics.  Specifically conservation of energy.  Farming generally works because plants turn sunlight into energy.  You're right, fungi don't do this.  However, fungi turn dead stuff into energy - a rather inefficient process.  Growing fungi in solid rock, no matter how wet, shouldn't do anything, and fungal farms should require massive amounts of fertilizer.  (Its not like people don't farm mushrooms today).  I also don't think Quarry Bush, Sweet Pods, or Cave Wheat are fungi at all, and the only one I know that is would be Plump Helmet.  &lt;br /&gt;
::Regardless, underground farming in the game produces energy from nothing.  I consider this a more severe physics violation than perpetual motion machines, made more egregious because it doesn't actually lead to fun like Rube Goldberg devices.&lt;br /&gt;
::Finally, exploit technically means its not intended to occur.  Violating the laws of physics does not imply game exploit if those violations are intended.  Obviously underground farming is intended, so despite being a severe violation of conservation of energy its not actually an exploit.  Similarly, arbitrary power seems perfectly intended by the way power works in the game.  Exploits are not determined by vote, they are determined by the designer's intention - so the only vote that counts here would by ToadyOne's.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 16:02, 17 December 2008 (EST)&lt;br /&gt;
:::''should require massive amounts of fertilizer''&lt;br /&gt;
:::Where do you think your dwarves do their business? --[[User:Juckto|juckto]] 16:06, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This should have diminishing returns.  Eat food, body removes energy, expel remaining mass which contains some amount of energy to be used.  If you feed your dwarves with nothing but farming (perfectly possible in game) you should be faced with diminishing yields as consumption pulls energy out of the system which then gets used for activities (so no, disposing of the dead as fertilizer does not solve the problem).  Ie, a sealed fortress with no access to the surface should be faced with an ever-decreasing energy budget, and thus ever-decreasing food production.  Instead, in-game you have exponentially increasing potential food production, which is crazy since there is no outside energy input.  --[[User:Squirrelloid|Squirrelloid]] 16:44, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::On the other hand, DF is semi-mythical, and the concept of dwarves maintaining underground farms that work as well for them as above-ground farms work for humans is a great game element, even if it does not match what exists in our world.--[[User:Maximus|Maximus]] 17:21, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Why do the same arguments not also support arbitrary physical power if arbitrary energy is allowed otherwise?  Its the same thing - both violate conservation of energy.  --[[User:Squirrelloid|Squirrelloid]] 17:26, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::If things didn't grow in dark, seemingly nutrientless places, preparing petri dishes would be far, far easier. As it is, since things become &amp;quot;muddy&amp;quot; when irrigated, presumably a suitable layer of fertile silt is being deposited on the surface of the rock to grow mythical subterranean plants that thrive well enough to be a suitable crop. There is, however, a subtle difference between magical crops and magical water, in that one is a somewhat hand-waved but ultimately convenient mechanism for growing crops, along the same lines as the massive time acceleration and strange Dwarven sleeping habits, while the other is a device that has no actual, functioning, real-world equivalent and is instead a quirk of the simulation, similar to, say, the deadly !![[fire imp]] fat!! that is produced by strange object property inheritance. It's essentially the same thing as opening up the reaction_standard.txt file and removing the requirement for fuel and adamantine threads from the adamantine production reaction, which happens to give you as much adamantine as you like straight from your smelter. The developer left the raws in simple text format, so he must have intended for people to do that, surely?&lt;br /&gt;
::::::Really, though, I don't see the need to argue about this. It's not like the Exploit Police are going to come and arrest people for building perpetual motion machines, nor are they going to arrest me for making a species that can rip people to pieces with their bare hands and wield +adamantine rocket launcher+s in both hands.--[[User:Quil|Quil]] 17:51, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If we can agree that Toady did not intend for perpetual motion machines to be possible, then we can safely classify this as an exploit. If we can't, I'm sure there is a thread with comments from him on the issue around the forums somewhere. [[User:VengefulDonut|VengefulDonut]] 22:17, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::''Why'' does any of this matter?  Perpetual motion can be done, we document it.  Make use of it if you like, don't if you don't.--[[User:Maximus|Maximus]] 23:47, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Agreed with [[User:Maximus|Maximus]], we're arguing over a classification that simply isn't included in the scope of the wiki.  Whether it's classified as an exploit or not, the ability to create power via perpetual motion exists and has been documented; therefor, it deserves a place in the wiki.  Let's just leave it where it is and agree that if someone doesn't personally think it's an exploit, then it's not an exploit for them.  --[[User:LucienSadi|LucienSadi]] 05:28, 18 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1469</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1469"/>
		<updated>2008-12-18T10:03:39Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Water depth */ Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become &amp;quot;[[Contaminant|contaminated]]&amp;quot; with it. [[Soil]] and [[stone]] becomes [[damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include[[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like pump out a hole in the middle of a river.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.27.176.38c}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill.  Dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls or floor, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries.&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46363</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46363"/>
		<updated>2008-12-16T12:07:42Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Catsplosion advisable? */ Belated reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&lt;br /&gt;
&lt;br /&gt;
:I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. [[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
::That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
::*Bedrooms complete&lt;br /&gt;
::*Dining hall setup&lt;br /&gt;
::*All dwarves idle in meeting hall&lt;br /&gt;
::**Miners just about to dig out a new passage&lt;br /&gt;
::**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
::*???&lt;br /&gt;
::*Profit&lt;br /&gt;
::--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Catsplosion advisable? ===&lt;br /&gt;
Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem?  By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do.  I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)&lt;br /&gt;
:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)&lt;br /&gt;
::Sure, just tag on a warning as well (if you haven't done so already) --[[User:LucienSadi|LucienSadi]] 07:07, 16 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46361</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46361"/>
		<updated>2008-12-14T07:56:18Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Catsplosion removal advisory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&lt;br /&gt;
&lt;br /&gt;
:I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. [[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
::That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
::*Bedrooms complete&lt;br /&gt;
::*Dining hall setup&lt;br /&gt;
::*All dwarves idle in meeting hall&lt;br /&gt;
::**Miners just about to dig out a new passage&lt;br /&gt;
::**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
::*???&lt;br /&gt;
::*Profit&lt;br /&gt;
::--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Catsplosion advisable? ===&lt;br /&gt;
Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem?  By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do.  I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbowman&amp;diff=46464</id>
		<title>40d Talk:Crossbowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbowman&amp;diff=46464"/>
		<updated>2008-12-14T07:45:46Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do you think this info can't just be kept on the [[crossbow]] page? --[[User:Juckto|juckto]] 00:55, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not consistent. All of the other weapon skills have individual pages. Presumably, they could all be merged into [[weapon]] or their respective weapon articles, but that seems like a worse solution. The weapon skill and the weapon itself are different things. Also, [[crossbow]] seems a bit cluttered with non-crossbow info. Related topics are usually handled with links. [[User:VengefulDonut|VengefulDonut]] 01:11, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Inaccurate; I don't believe embarking marksdwarves start out with a bolt/crossbow stock.  That'd be ambushers.&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46384</id>
		<title>User:LucienSadi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46384"/>
		<updated>2008-12-13T02:24:41Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: 16th, 24th Galena, 297: Abandonment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the span of three seconds, a river of carp slaughtered seven hunting dogs, three war dogs, four dwarves and a passing fox.&lt;br /&gt;
&lt;br /&gt;
...wait, what?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outpost Oddomngotol, &amp;quot;Cloisteredghosts&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
=== 3rd Malachite, 296 ===&lt;br /&gt;
:Have you ever done something purely on a dare, something you know is absolutely batshit insane but that you can't resist doing anyways?  Really?  Bet mine can top yours.  See, right now I'm standing on top of some mountain out in the puckered sphincter of nowhere, holding a pick and looking at the six other chumps who I convinced to follow me here.  My job:  Dig the largest, most badass underground city the Mountainhome has ever seen.&lt;br /&gt;
&lt;br /&gt;
:It all started maybe two years ago when me and my friend Shorast Novalsuthmam (you read that right, 'Bridebreeches') were having a barrel of rum at that hole-in-the-wall bar in the Mountainhome.  We were screwing around, havin' fun, messing with the wenches a bit, when my friend Shorast suddenly gets that evil little twinkle in his eye, the one that says he's about to screw someone over.  He turns to me and says, &amp;quot;Unib, you think you're a pretty hardcore dwarf, eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now what am I supposed to say to that?  Hell, I know this guy's gonna go and land me in some deep shit, but I just can't resist a challenge like this, and the bastard knows it.  I rolled my eyes and chugged another mug of rum before I growled back, &amp;quot;Yeah, that's right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;See, I heard of this mountain out in the middle of nowhere that's supposed to have a vein of platinum running under it- pure stuff, worth millions, they say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;And?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;I don't think you have the balls to go dig it up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now he's done it.  He knows I can't turn down a challenge.  He probably just wants me out of the halls for a while so he can go after my =goblin bone totem= collection again.  Bastard.  Still... &amp;quot;Pfft.  It's mine the moment I want it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Oh really?  I'll bet you five years' supply of rum that you don't go out and get that shit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;...Done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:And such was the beginning of the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I grabbed a few drunks and some passing strangers, loaded up a wagon with a year's supply of booze and a few cows and trundled off towards that damn mountain, looking for a good spot to set down.  Finally found it after over a month of searching- a little flat spot just wide enough to park the wagon and not have the cows practice their sky-diving off the cliffs.  Grabbed my pick, smashed a good-sized crater in the ground and yelled at the slackers who came along to start digging.  Then I took a nap in the shade of the wagon while they worked.  A leader's gotta have his perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:More later, I'll need to slaughter another cow for the leather for this journal.&lt;br /&gt;
&lt;br /&gt;
--Unib&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 6th Galena, 296 ===&lt;br /&gt;
:The dig's going well, lazy-ass dwarves aside.  My advisor informs me that we haven't attracted any migrants for the season.  No shit.&lt;br /&gt;
&lt;br /&gt;
:Farmer's complaining about not having seeds to plant with.  Slackers are refusing to eat their plump helmets.  I don't blame 'em, but as the only alternative is turtle, I don't see the problem either.  Food's food, eat it or die.&lt;br /&gt;
&lt;br /&gt;
:Haven't told my miners the full scope of their job yet.  Maybe they won't figure it out until the three of 'em 've single-handedly dug out an entire city.&lt;br /&gt;
&lt;br /&gt;
:...Oh look, we struck Pitchblende.  Time to commission purple statues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 18th Sandstone, 296 ===&lt;br /&gt;
:Ah, Autumn.  That happy, happy time where my friends the Traders come and visit, bearing wagonloads of steel and armor to trade for trinkets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I promptly ordered all their trade goods 'appropriated' for the good of the city.  I think this leadership business is starting to go to my head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:We've not seen any action yet- one Kobold tried to steal a mug, but the Woodcutter pureed him for me.  Damn Kobolds.  Hope that axe doesn't rust; we've not got any sort of metalworking operation up.  Not that we've found anything worth smelting, just some Cassiterite in the food stock.  Almost as useless as these Pitchblende patches we keep hitting.  Maybe I'll decorate the Fish Dissector's quarters in purple.  Serve him right for being useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2nd Timber, 296 ===&lt;br /&gt;
:Immigrants.  Never thought I'd see the day where other dwarves would -want- to live in this shithole.  'Least I got some slave labor for hauling stones to stockpiles now.  I'll draft a few useless peasants into the Bearded Army, lock them in the barracks and make them learn to spar unarmored.  With axes.&lt;br /&gt;
&lt;br /&gt;
:Maybe we'll live up to our name after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 21st Felsite, 297 ===&lt;br /&gt;
:It's going slow.  We've got three Legendary miners, and none of the slackers are even willing to put their backs into diggin' out the rest of the city.  Main square's finished and filled with Mason 'shops to grind out blocks for the stockpile; we're sitting on seventeen metric asstons of granite with no end in sight.   Tempted to assign a few fisherdwarves and have them meet the carp river for some comic relief.&lt;br /&gt;
&lt;br /&gt;
:'n other news, there's something amusing about drafting every immigrant into the masonry corps and walling the insane moody weaver where he stands.  Maybe now he won't go punching the cow calves because we didn't give him silk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I'll draw up a sketch of the place in a while.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 16th Galena, 297 ===&lt;br /&gt;
:Damn kitchen dwarves cooked the last of the crop seeds, and this mountain doesn't have enough fish to feed us all.  Weaver broke out of his cell and slaughtered our few livestock, and now I've got forty starving dwarves glaring at me when I walk past with a drumstick in hand.  Hey, leader gets the perks.&lt;br /&gt;
&lt;br /&gt;
:Thinkin' about leavin' these chumps to fend for themselves- hey, they made the mess, they clean it up- and calling in a few favors back home to get a fresh start and a wagonload of food.  Bring in a claimin' party, see if I can't get this place to keep going.  Damned if I'm gonna give Bridebreeches free booze for five years.&lt;br /&gt;
&lt;br /&gt;
:Jeweler just went nuts and hacked out a table from a single cat's eye gem.  Rickety little thing, and it's got three-inch spikes all over it.  Hard to eat on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 24th Galena, 297 ===&lt;br /&gt;
:Convinced the mechanic to make a set of doors with a lever on the outside to seal the place up.  Maybe it'll keep the goodies I'm leavin' in the fort safe long enough for me to grab some burly dwarves from back home and bring them here to set up shop.  Better than flooding the place and setting up a pump system to drain it out after, I figure.  Least the chumps get a chance of survivin' this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Good luck ta you all.&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46383</id>
		<title>User:LucienSadi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46383"/>
		<updated>2008-12-13T01:27:37Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Outpost Oddomngotol, &amp;quot;Cloisteredghosts&amp;quot; */ 21st Felsite, 297&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the span of three seconds, a river of carp slaughtered seven hunting dogs, three war dogs, four dwarves and a passing fox.&lt;br /&gt;
&lt;br /&gt;
...wait, what?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outpost Oddomngotol, &amp;quot;Cloisteredghosts&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
=== 3rd Malachite, 296 ===&lt;br /&gt;
:Have you ever done something purely on a dare, something you know is absolutely batshit insane but that you can't resist doing anyways?  Really?  Bet mine can top yours.  See, right now I'm standing on top of some mountain out in the puckered sphincter of nowhere, holding a pick and looking at the six other chumps who I convinced to follow me here.  My job:  Dig the largest, most badass underground city the Mountainhome has ever seen.&lt;br /&gt;
&lt;br /&gt;
:It all started maybe two years ago when me and my friend Shorast Novalsuthmam (you read that right, 'Bridebreeches') were having a barrel of rum at that hole-in-the-wall bar in the Mountainhome.  We were screwing around, havin' fun, messing with the wenches a bit, when my friend Shorast suddenly gets that evil little twinkle in his eye, the one that says he's about to screw someone over.  He turns to me and says, &amp;quot;Unib, you think you're a pretty hardcore dwarf, eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now what am I supposed to say to that?  Hell, I know this guy's gonna go and land me in some deep shit, but I just can't resist a challenge like this, and the bastard knows it.  I rolled my eyes and chugged another mug of rum before I growled back, &amp;quot;Yeah, that's right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;See, I heard of this mountain out in the middle of nowhere that's supposed to have a vein of platinum running under it- pure stuff, worth millions, they say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;And?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;I don't think you have the balls to go dig it up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now he's done it.  He knows I can't turn down a challenge.  He probably just wants me out of the halls for a while so he can go after my =goblin bone totem= collection again.  Bastard.  Still... &amp;quot;Pfft.  It's mine the moment I want it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Oh really?  I'll bet you five years' supply of rum that you don't go out and get that shit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;...Done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:And such was the beginning of the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I grabbed a few drunks and some passing strangers, loaded up a wagon with a year's supply of booze and a few cows and trundled off towards that damn mountain, looking for a good spot to set down.  Finally found it after over a month of searching- a little flat spot just wide enough to park the wagon and not have the cows practice their sky-diving off the cliffs.  Grabbed my pick, smashed a good-sized crater in the ground and yelled at the slackers who came along to start digging.  Then I took a nap in the shade of the wagon while they worked.  A leader's gotta have his perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:More later, I'll need to slaughter another cow for the leather for this journal.&lt;br /&gt;
&lt;br /&gt;
--Unib&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 6th Galena, 296 ===&lt;br /&gt;
:The dig's going well, lazy-ass dwarves aside.  My advisor informs me that we haven't attracted any migrants for the season.  No shit.&lt;br /&gt;
&lt;br /&gt;
:Farmer's complaining about not having seeds to plant with.  Slackers are refusing to eat their plump helmets.  I don't blame 'em, but as the only alternative is turtle, I don't see the problem either.  Food's food, eat it or die.&lt;br /&gt;
&lt;br /&gt;
:Haven't told my miners the full scope of their job yet.  Maybe they won't figure it out until the three of 'em 've single-handedly dug out an entire city.&lt;br /&gt;
&lt;br /&gt;
:...Oh look, we struck Pitchblende.  Time to commission purple statues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 18th Sandstone, 296 ===&lt;br /&gt;
:Ah, Autumn.  That happy, happy time where my friends the Traders come and visit, bearing wagonloads of steel and armor to trade for trinkets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I promptly ordered all their trade goods 'appropriated' for the good of the city.  I think this leadership business is starting to go to my head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:We've not seen any action yet- one Kobold tried to steal a mug, but the Woodcutter pureed him for me.  Damn Kobolds.  Hope that axe doesn't rust; we've not got any sort of metalworking operation up.  Not that we've found anything worth smelting, just some Cassiterite in the food stock.  Almost as useless as these Pitchblende patches we keep hitting.  Maybe I'll decorate the Fish Dissector's quarters in purple.  Serve him right for being useless.&lt;br /&gt;
&lt;br /&gt;
=== 2nd Timber, 296 ===&lt;br /&gt;
:Immigrants.  Never thought I'd see the day where other dwarves would -want- to live in this shithole.  'Least I got some slave labor for hauling stones to stockpiles now.  I'll draft a few useless peasants into the Bearded Army, lock them in the barracks and make them learn to spar unarmored.  With axes.&lt;br /&gt;
&lt;br /&gt;
:Maybe we'll live up to our name after all.&lt;br /&gt;
&lt;br /&gt;
=== 21st Felsite, 297 ===&lt;br /&gt;
:It's going slow.  We've got three Legendary miners, and none of the slackers are even willing to put their backs into diggin' out the rest of the city.  Main square's finished and filled with Mason 'shops to grind out blocks for the stockpile; we're sitting on seventeen metric asstons of granite with no end in sight.   Tempted to assign a few fisherdwarves and have them meet the carp river for some comic relief.&lt;br /&gt;
&lt;br /&gt;
:'n other news, there's something amusing about drafting every immigrant into the masonry corps and walling the insane moody weaver where he stands.  Maybe now he won't go punching the cow calves because we didn't give him silk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I'll draw up a sketch of the place in a while.&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:LucienSadi&amp;diff=46415</id>
		<title>User talk:LucienSadi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:LucienSadi&amp;diff=46415"/>
		<updated>2008-12-13T01:22:00Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Pitchblende */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pitchblende ==&lt;br /&gt;
Pitchblende is Uranium.  The Glowing Dwarves of Cloisteredghosts! --[[User:Corona688|Corona688]] 16:04, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Arr, it makes even -more- sense to floor the Fish Dissector's room with it then :D --[[User:LucienSadi|LucienSadi]] 20:22, 12 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33828</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33828"/>
		<updated>2008-12-12T01:40:02Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Eating while swimming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jikor|Jikor]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Learn to swim ==&lt;br /&gt;
&lt;br /&gt;
If someone can improve the design, make a clearer image, or write better instructions, please do so. I don't know if what I wrote makes complete sense (it does to me, but then I already *know* what I mean), but it's a start at least. -[[User:Groveller|Groveller]] 14:58, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:How much swimming skill do they tend to gain from the setup?--[[User:Maximus|Maximus]] 17:24, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've not had much time to play with it since getting it working, but I think it'll be a fairly slow process. It could be sped up by widening the inlet channel, enlarging the reservoir and having less grates for drainage, but it also increases the risk of drowning. -[[User:Groveller|Groveller]] 06:11, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Washing ==&lt;br /&gt;
&lt;br /&gt;
Is there any actual way to wash blood splatters off a dwarf, in either adventure or fortress mode? Or is Grov's system just for fun? --[[User:RomeoFalling|RomeoFalling]] 21:52, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Surface definition ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that air-breathers will be unable to breathe two levels beneath the surface.&amp;quot; What exactly is the surface? The empty space above the water or the topmost level of water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I think it actually means that air-breathers can't breathe in water deeper than 5/7, although I'll admit I could be wrong. -[[User:Fuzzy|Fuzzy]] 09:21, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe it means that you can't breathe in the bottom layer of a 2-layer reservoir?  But that's kinda obvious, since it's always 7/7.--[[User:Maximus|Maximus]] 13:16, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Underwater Nom ==&lt;br /&gt;
&lt;br /&gt;
Placing a military dwarf previously ordered to carry two rations and a waterskin in a flooding chamber to teach him to swim, I discovered that dwarves are quite content to eat and drink while swimming, causing the floor of the chamber to be littered with turtle bones and shells from his pack.  Is this the usual behavior, or was my dwarf just confused? --[[User:LucienSadi|LucienSadi]] 20:40, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Frames_per_second&amp;diff=42900</id>
		<title>40d:Frames per second</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Frames_per_second&amp;diff=42900"/>
		<updated>2008-12-12T01:36:06Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Added 'FPS counter doesn't work on macs' info.  Source: Mac readme file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Frames per second''' (frequently abbreviated to '''FPS''') is a measurement of how many steps per second the program runs at. &lt;br /&gt;
&lt;br /&gt;
To view your frame rate, open your [[init.txt]] file, scroll down to &amp;lt;nowiki&amp;gt;[FPS:NO], change it to [FPS:YES]&amp;lt;/nowiki&amp;gt; and save the file.  Note that this does not work on the DF Mac port.&lt;br /&gt;
&lt;br /&gt;
For tips on maximizing framerate, see [[Maximizing framerate]].&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46382</id>
		<title>User:LucienSadi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46382"/>
		<updated>2008-12-12T01:17:49Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Outpost Oddomngotol, &amp;quot;Cloisteredghosts&amp;quot; */ 18th Sandstone + 2nd Timber, 296&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the span of three seconds, a river of carp slaughtered seven hunting dogs, three war dogs, four dwarves and a passing fox.&lt;br /&gt;
&lt;br /&gt;
...wait, what?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outpost Oddomngotol, &amp;quot;Cloisteredghosts&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
=== 3rd Malachite, 296 ===&lt;br /&gt;
:Have you ever done something purely on a dare, something you know is absolutely batshit insane but that you can't resist doing anyways?  Really?  Bet mine can top yours.  See, right now I'm standing on top of some mountain out in the puckered sphincter of nowhere, holding a pick and looking at the six other chumps who I convinced to follow me here.  My job:  Dig the largest, most badass underground city the Mountainhome has ever seen.&lt;br /&gt;
&lt;br /&gt;
:It all started maybe two years ago when me and my friend Shorast Novalsuthmam (you read that right, 'Bridebreeches') were having a barrel of rum at that hole-in-the-wall bar in the Mountainhome.  We were screwing around, havin' fun, messing with the wenches a bit, when my friend Shorast suddenly gets that evil little twinkle in his eye, the one that says he's about to screw someone over.  He turns to me and says, &amp;quot;Unib, you think you're a pretty hardcore dwarf, eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now what am I supposed to say to that?  Hell, I know this guy's gonna go and land me in some deep shit, but I just can't resist a challenge like this, and the bastard knows it.  I rolled my eyes and chugged another mug of rum before I growled back, &amp;quot;Yeah, that's right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;See, I heard of this mountain out in the middle of nowhere that's supposed to have a vein of platinum running under it- pure stuff, worth millions, they say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;And?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;I don't think you have the balls to go dig it up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now he's done it.  He knows I can't turn down a challenge.  He probably just wants me out of the halls for a while so he can go after my =goblin bone totem= collection again.  Bastard.  Still... &amp;quot;Pfft.  It's mine the moment I want it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Oh really?  I'll bet you five years' supply of rum that you don't go out and get that shit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;...Done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:And such was the beginning of the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I grabbed a few drunks and some passing strangers, loaded up a wagon with a year's supply of booze and a few cows and trundled off towards that damn mountain, looking for a good spot to set down.  Finally found it after over a month of searching- a little flat spot just wide enough to park the wagon and not have the cows practice their sky-diving off the cliffs.  Grabbed my pick, smashed a good-sized crater in the ground and yelled at the slackers who came along to start digging.  Then I took a nap in the shade of the wagon while they worked.  A leader's gotta have his perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:More later, I'll need to slaughter another cow for the leather for this journal.&lt;br /&gt;
&lt;br /&gt;
--Unib&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 6th Galena, 296 ===&lt;br /&gt;
:The dig's going well, lazy-ass dwarves aside.  My advisor informs me that we haven't attracted any migrants for the season.  No shit.&lt;br /&gt;
&lt;br /&gt;
:Farmer's complaining about not having seeds to plant with.  Slackers are refusing to eat their plump helmets.  I don't blame 'em, but as the only alternative is turtle, I don't see the problem either.  Food's food, eat it or die.&lt;br /&gt;
&lt;br /&gt;
:Haven't told my miners the full scope of their job yet.  Maybe they won't figure it out until the three of 'em 've single-handedly dug out an entire city.&lt;br /&gt;
&lt;br /&gt;
:...Oh look, we struck Pitchblende.  Time to commission purple statues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 18th Sandstone, 296 ===&lt;br /&gt;
:Ah, Autumn.  That happy, happy time where my friends the Traders come and visit, bearing wagonloads of steel and armor to trade for trinkets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I promptly ordered all their trade goods 'appropriated' for the good of the city.  I think this leadership business is starting to go to my head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:We've not seen any action yet- one Kobold tried to steal a mug, but the Woodcutter pureed him for me.  Damn Kobolds.  Hope that axe doesn't rust; we've not got any sort of metalworking operation up.  Not that we've found anything worth smelting, just some Cassiterite in the food stock.  Almost as useless as these Pitchblende patches we keep hitting.  Maybe I'll decorate the Fish Dissector's quarters in purple.  Serve him right for being useless.&lt;br /&gt;
&lt;br /&gt;
=== 2nd Timber, 296 ===&lt;br /&gt;
:Immigrants.  Never thought I'd see the day where other dwarves would -want- to live in this shithole.  'Least I got some slave labor for hauling stones to stockpiles now.  I'll draft a few useless peasants into the Bearded Army, lock them in the barracks and make them learn to spar unarmored.  With axes.&lt;br /&gt;
&lt;br /&gt;
:Maybe we'll live up to our name after all.&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20820</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20820"/>
		<updated>2008-12-12T00:55:49Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Bolts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;br /&gt;
&lt;br /&gt;
== Out of ammo ==&lt;br /&gt;
&lt;br /&gt;
Is it worth noting (on this page) that dwarves will use the hammer skill to bludgeon with their crossbow if they run out of ammo? --[[User:Matryx|Matryx]] 09:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it is, if only to warn that if they run out of bolts while they're fighting something, they won't immediately run back to the stockpile to get more. --[[User:Xazak|Xazak]] 09:26, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Xbow material==&lt;br /&gt;
Do someone know if your crossbow hit harder, or do more damage, when it's made of metal rather than wood or bone in the same way a melee weapon would? --[[User:Eagle of Fire|Eagle of Fire]] 02:42, 28 November 2007 (EST)&lt;br /&gt;
:When it is used in melee - crossbow material is important as all other melee weapons. In ranged only material and quality of the bolt affect it's damage potential. Crossbow's quality level is directly added to the soldier's effective marksdwarf skill increasing his accuracy and rate of fire.--[[User:Another|Another]] 13:11, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== training ===&lt;br /&gt;
&lt;br /&gt;
Does say, hunting with a crossbow increase marksdwarf skill?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: Yes it does. Unfortunately it will also increase hammerdwarf skill ;) --[[User:Koltom|Koltom]] 23:53, 27 February 2008 (EST)&lt;br /&gt;
: Interestingly enough, the converse isn't true- target practice at the archery range has had no effect on my hunter's ambushing skill.  Article update? [[User:LucienSadi|LucienSadi]] 05:45, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== dual wielding ==&lt;br /&gt;
&lt;br /&gt;
I set one of my marksdwarves to wield 2 crossbows, and he's currently holding them both in the same hand. Can he use them both like this or does it mean he'll just going to be using one of them? --[[User:Tachyon|Tachyon]] 18:18, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Late as hell, but for the record no dwarves truly dual wield in DF.  When they carry 2 weapons, it's just in case they lose one in an enemy or it shatters in the middle of a fight. --[[User:ThunderClaw|ThunderClaw]] 14:59, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Shatter?  Wow, I've never seen that.--[[User:Maximus|Maximus]] 15:20, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Two-handed?==&lt;br /&gt;
Are crossbows two-handed when used at range? You'd think they'd be two-handed for re-loading, and one-handed (at the very least, two hands are more accurate) for firing, but I don't know if DF supports this.[[User:StrawberryBunny|StrawberryBunny]] 10:34, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a more important issue; will a Dwarf be capable of carrying a shield while using a crossbow in case he was forced into melee? Would he only equip the shield up close? How would it affect his ability to carry bolts in his off-hand?&lt;br /&gt;
&lt;br /&gt;
== Z-levels and Range ==&lt;br /&gt;
&lt;br /&gt;
How does firing up or down affect the range of a marksdwarf?  [[User:Gairabad|Gairabad]] 17:15, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From what I've seen, marksdwarves can shoot up or down with little problem.  The range of a marksdwarf is pretty finite anyway, something like 20 squares.--[[User:Maximus|Maximus]] 17:36, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bolts==&lt;br /&gt;
Do bolts even have a quality rating, and if so does it affect damage? --[[User:Juckto|Juckto]] 00:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do have a quality rating. It's hard to tell for the other question, but it should. Ammo is treated like weapons in most other respects. --[[User:Navian|Navian]] 00:55, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:To me, it's grades of ammo- no-quality is pretty much wooden chopsticks, masterwork is fluted and grooved with slight serrations at the tip for maximum pain... --[[User:LucienSadi|LucienSadi]] 19:55, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=36853</id>
		<title>40d Talk:Cow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cow&amp;diff=36853"/>
		<updated>2008-12-12T00:38:47Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Calves even earlier than autumn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Husbandry queries==&lt;br /&gt;
Is it possible to raise cattle? - I have a bull and a cow - will they eventually mate? do i have to cage them or smth? there doesnt seem to be a related workshop (except the butcher 'f course ;)) or skill ? is there an article covering this? --[[User:Koltom|Koltom]] 17:39, 8 February 2008 (EST)&lt;br /&gt;
:Yeah the cow will have some calves sooner or later.--[[User:Ikkonoishi|Ikkonoishi]] 17:46, 8 February 2008 (EST)&lt;br /&gt;
::They ''should be'' [[milk]]able at a [[farmers workshop]] but it seems it is not implemented yet. Do you really want to run a dairy farm, or a [[Dwarf Fortress:About|dwarven fortress]]?? ;) [[User:GarrieIrons|GarrieIrons]] 22:01, 8 February 2008 (EST)&lt;br /&gt;
Yes, it is not implemented yet. My question however was aimed at meat. But actually i would '''love''' to run a dairy ''inside'' a dwarven fortress ;) imagine the happy thoughts of Tobul drinking her first cup of home-made cow milk she so loves.. --[[User:Koltom|Koltom]] 12:41, 9 February 2008 (EST)&lt;br /&gt;
:I guess a related question is, does the game follow real-world herd management: 1 bull can mate with about 30 cows, or as the article currently implies do you need &amp;quot;breeding pairs&amp;quot; (which actually makes expanding a herd a quite difficult task).&lt;br /&gt;
:So far it is hard to monitor this because you don't know which is the mother cow and if you cage animals they just don't breed. And without caging them, it is difficult to keep animals from wandering over the whole map (mine seem to spend most of their time in my dining rooms though... yum yum cat tallow biscuits surrounded by the aroma of cow shit!)[[User:GarrieIrons|GarrieIrons]] 23:13, 15 February 2008 (EST)&lt;br /&gt;
::One male is enough. I had twenty cows popping calves almost simultaneously (inn a couple of days), with only one bull.&lt;br /&gt;
I bet that bulls will be milkable for few versions after milking cows will be implemented... --[[User:Someone-else|Someone-else]] 00:15, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Placing a 3x3 grid of chains/ropes and then chaining a bull in the center tile, surrounded by cows, is an excellent husbandry system. I refer to this as my Meat Harem. --[[User:RomeoFalling|RomeoFalling]] 23:17, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Is proximity important?  People have described animals getting pregnant despite being alone behind a locked door.  Alhough the rope corral system in general is probably the best way to go.--[[User:Maximus|Maximus]] 18:42, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I've never actually checked. Although I was using my lone female horse as a chained sentry on the path to my depot (seven squares from the depot), and she's given birth. I'm assuming that's from the caravan horses. *avoids making obvious jokes* --[[User:RomeoFalling|RomeoFalling]] 19:26, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I started a game with 1 female one-humped camel, and two female + 1 male two-humped camels. After 1.5 years, the two-humped camels have each given birth twice or three times, while I still have only a single one-humped camel. I guess breeding works as soon as you have a male (not necessarily yours) somewhere on the map. [[User:Qwertyu|Qwertyu]] 07:44, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: It has to be slightly more complex than that. Otherwise a tame female camel on a map with wild camels will give birth. *checks* No, my starting camel is male (I remember reading somewhere that this is always the case). Has anyone tried this? Is anyone willing to try? If I get a female camel, I'll cage my male and stake the female out and see what happens. --[[User:RomeoFalling|RomeoFalling]] 08:55, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade for a bull? The liaison screen only lets you request &amp;quot;cow&amp;quot;, so I assume this will also (randomly) include bulls?&lt;br /&gt;
I started with one female cow, and managed to trade for another. Then one of my cows gave birth (mated with a caravan bull perhaps?) - to two happy, healthy... ''female'' calves. Now I've just traded for ''another'' female cow. At the moment all I can do is keep them tied up in my paddock, and enjoy their haunting moos... --[[User:Raumkraut|Raumkraut]] 22:36, 20 June 2008 (EDT)&lt;br /&gt;
:I think it says in one of the tutorials, and I've found it to be the case, that animals selected at embark alternate gender. So, if you get two cows, one will be a bull. If you get four, two will be, and so on. --[[User:Zombiejustice|Zombiejustice]] 22:57, 20 June 2008 (EDT)&lt;br /&gt;
::Yes, but embarkation cows are '''expensive'''! I was operating under the assumption that animals alternated gender throughout the game, not just during initial selection, which from memory seemed to be the case - until that particular game! --[[User:Raumkraut|Raumkraut]] 19:23, 21 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cow ages? ==&lt;br /&gt;
&lt;br /&gt;
What's the age a calf must become to grow into a cow or bull? I've read the .txt but I can't find a [CHILD] or [BABY] token.&lt;br /&gt;
:They have the [CHILD:1] token, so I think they go straight from calves to adults when they turn 1 year old. --[[User:BahamutZERO|BahamutZERO]] 01:50, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smelting Cows? ==&lt;br /&gt;
I've heard the phrase tossed about, can you actually pop cows out of the smelter? How does that work? [[User:Rkyeun|Rkyeun]] 21:55, 4 October 2008 (EDT)&lt;br /&gt;
: I ''think'' that's only meant to be humorous, but there are a number of things you can pop out of the smelter with a bit of editing (See the [[Cheating#Make_Stone_Into_Logs|stone-to-logs cheat]] for more details). I want to say that cows, being living beings, are unsmeltable... although again, could be wrong. I'm not at a computer with DF installed at the moment. -[[User:Fuzzy|Fuzzy]] 08:56, 6 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Even Earlier than Autumn ==&lt;br /&gt;
My cows popped out babies in late summer.  Seems my bulls have been busy.  Worthy of a page update?  --[[User:LucienSadi|LucienSadi]] 19:38, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=26277</id>
		<title>40d Talk:Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Island&amp;diff=26277"/>
		<updated>2008-12-12T00:31:27Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Deletion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, I'm a complete newbie, and I want to make my first fortress on an island. What about the fact that you are immune to goblin attacks if you are on an island? What about some tips on how to make a fortress on an island? Help! -- Cayzle&lt;br /&gt;
&lt;br /&gt;
This should be added to the &amp;lt;nowiki&amp;gt;{{world}}&amp;lt;/nowiki&amp;gt; categories.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 17:55, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh wait. I figured out how to do it.&lt;br /&gt;
&lt;br /&gt;
--[[User:JPolito|JPolito]] 18:02, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure an island isn't a biome type. Also, I've yet to see the game mention islands at all. Like a valley, this is a feature that is created and then recieves no reference. [[User:VengefulDonut|VengefulDonut]] 09:27, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Complete nonsense ==&lt;br /&gt;
&lt;br /&gt;
As far as I can tell there is nothing useful about this article. The facts listed are all either completely untrue, utterly misleading, or don't related specifically to islands.&lt;br /&gt;
&lt;br /&gt;
As mentioned, islands are not a feature in the game, there is nothing special about islands at all. If there is anything truly unique about them, then it is the comment about volcanoes:&lt;br /&gt;
&lt;br /&gt;
# Often has a volcano &lt;br /&gt;
&lt;br /&gt;
But I'm not even really convinced that is very accurate.[[User:Qalnor|Qalnor]] 14:27, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I agree.  Delete this page.  [[User:Bouchart|Bouchart]] 20:07, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rewrote the page. ==&lt;br /&gt;
&lt;br /&gt;
I made the article a little less cluttered, but other than that not much. Islands really aren't all that different from other coastline, even if I like the aesthetics :P I suppose islands could be useful for escaping the hippy menace though. Can anyone verify what sea level is?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your first fortress&amp;quot; says that goblins will settle nearby you at a certain point if there weren't any to begin with. --[[User:Xonara|Xonara]] 00:22, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Is that true?  I'm not aware of a mechanism by which this happens.  They don't siege until you have 80 dwarves -- maybe that's what the author of that line had in mind?--[[User:Maximus|Maximus]] 02:29, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've built in a remote corner of the map with my fortress population approaching 400 and no hostiles have ever showed up, haha. It's been eight years, so if there's a trigger, it has to be pretty obscure. --[[User:Navian|Navian]] 09:46, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
This page appears to have been deleted once already with the reason that it was useless and unimportant. I still don't see why it should be kept. Anyone? --[[User:Savok|Savok]] 17:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Doesn't seem that bad to me in its current form.--[[User:Maximus|Maximus]] 19:23, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's got info about the volcanoes and about how civs have a hard time trading over the seas.  It's well-written enough, notes the general salinity of the aquifer and provides a place to gather info for new players who want to build on an island.  I don't see a reason -to- delete it. --[[User:LucienSadi|LucienSadi]] 19:31, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46381</id>
		<title>User:LucienSadi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46381"/>
		<updated>2008-12-12T00:28:49Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Journal of Unib Orruncerol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the span of three seconds, a river of carp slaughtered seven hunting dogs, three war dogs, four dwarves and a passing fox.&lt;br /&gt;
&lt;br /&gt;
...wait, what?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outpost Oddomngotol, &amp;quot;Cloisteredghosts&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
=== 3rd Malachite, 296 ===&lt;br /&gt;
:Have you ever done something purely on a dare, something you know is absolutely batshit insane but that you can't resist doing anyways?  Really?  Bet mine can top yours.  See, right now I'm standing on top of some mountain out in the puckered sphincter of nowhere, holding a pick and looking at the six other chumps who I convinced to follow me here.  My job:  Dig the largest, most badass underground city the Mountainhome has ever seen.&lt;br /&gt;
&lt;br /&gt;
:It all started maybe two years ago when me and my friend Shorast Novalsuthmam (you read that right, 'Bridebreeches') were having a barrel of rum at that hole-in-the-wall bar in the Mountainhome.  We were screwing around, havin' fun, messing with the wenches a bit, when my friend Shorast suddenly gets that evil little twinkle in his eye, the one that says he's about to screw someone over.  He turns to me and says, &amp;quot;Unib, you think you're a pretty hardcore dwarf, eh?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now what am I supposed to say to that?  Hell, I know this guy's gonna go and land me in some deep shit, but I just can't resist a challenge like this, and the bastard knows it.  I rolled my eyes and chugged another mug of rum before I growled back, &amp;quot;Yeah, that's right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;See, I heard of this mountain out in the middle of nowhere that's supposed to have a vein of platinum running under it- pure stuff, worth millions, they say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;And?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;I don't think you have the balls to go dig it up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Now he's done it.  He knows I can't turn down a challenge.  He probably just wants me out of the halls for a while so he can go after my =goblin bone totem= collection again.  Bastard.  Still... &amp;quot;Pfft.  It's mine the moment I want it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Oh really?  I'll bet you five years' supply of rum that you don't go out and get that shit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;...Done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:And such was the beginning of the end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I grabbed a few drunks and some passing strangers, loaded up a wagon with a year's supply of booze and a few cows and trundled off towards that damn mountain, looking for a good spot to set down.  Finally found it after over a month of searching- a little flat spot just wide enough to park the wagon and not have the cows practice their sky-diving off the cliffs.  Grabbed my pick, smashed a good-sized crater in the ground and yelled at the slackers who came along to start digging.  Then I took a nap in the shade of the wagon while they worked.  A leader's gotta have his perks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:More later, I'll need to slaughter another cow for the leather for this journal.&lt;br /&gt;
&lt;br /&gt;
--Unib&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 6th Galena, 296 ===&lt;br /&gt;
:The dig's going well, lazy-ass dwarves aside.  My advisor informs me that we haven't attracted any migrants for the season.  No shit.&lt;br /&gt;
&lt;br /&gt;
:Farmer's complaining about not having seeds to plant with.  Slackers are refusing to eat their plump helmets.  I don't blame 'em, but as the only alternative is turtle, I don't see the problem either.  Food's food, eat it or die.&lt;br /&gt;
&lt;br /&gt;
:Haven't told my miners the full scope of their job yet.  Maybe they won't figure it out until the three of 'em 've single-handedly dug out an entire city.&lt;br /&gt;
&lt;br /&gt;
:...Oh look, we struck Pitchblende.  Time to commission purple statues.&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Archery_target&amp;diff=22969</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=22969"/>
		<updated>2008-12-11T11:11:05Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* Fortifications / Channels on Range */&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;br /&gt;
:You are correct. In my new fortress, the dorves only practice when I finally built bone/wood bolts. [[User:FFLaguna|FFLaguna]] 17:53, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
Does the distance to the target have any effect on how effective the training is?  Are longer distances better, or shorter?  Does it depend on the dwarf's skill (i.e. shorter for novices, longer for professionals)?--[[User:Draco18s|Draco18s]] 01:23, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, am i the only one who is disturbed by the archers happily firing away at the dwarves cleaning up their training bolts? Is this the kind of respect we should show our cleaning personal? --[[User:Koltom|Koltom]] 20:22, 5 March 2008 (EST)&lt;br /&gt;
:I've thought it odd, but as they don't get hurt its only a minor cosmetic bug.--[[User:Draco18s|Draco18s]] 20:19, 7 March 2008 (EST)&lt;br /&gt;
:: I dont think its a bug at all. I was kidding ;) --[[User:Koltom|Koltom]] 09:48, 11 March 2008 (EDT)&lt;br /&gt;
::: It teaches them to shoot around friendlies... it's a feature, yeah, a feature.  --[[User:Jurph|Jurph]] 13:26, 20 November 2008 (EST)&lt;br /&gt;
::::Used ammunition immediately becomes 'forbidden by default... It'd be fun if the reason was to protect haulers from being forced to carry an uncomfortable number of bolts back in some uncomfortable places, but really it's just that stacks can't recombine yet! Training with one bolt at a time isn't very efficient, nor is carrying only one in your quiver... --[[User:Navian|Navian]] 15:00, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
&lt;br /&gt;
Anyone know the minimum/maximum distance an archer will train from? --[[User:Bouchart|Bouchart]] 20:06, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, they won't stand directly adjacent to the target. &amp;quot;... cancels Shooting at Archery Range: No floor space.&amp;quot; One space in between is enough. The archery range room has a maximum size too -- can't designate beyond that. They'll still train at the maximum distance. [[User:Anydwarf|Anydwarf]] 23:27, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Any benefit from using a smaller archery range?  Do the dwarves wait for the bolt to hit the target before firing a new one?  If so, a smaller range may imply faster training.&lt;br /&gt;
&lt;br /&gt;
:Dorfs will fire as many shots as they want without waiting for their shots to hit their intended mark. I've seen this both with targets as well as fleeing goblins (heh heh heh.). Firing speed seems to vary from shot to shot, dorf to dorf (i've seen anywhere from 30 to 60 (k|.) presses before a second shot is unleashed). So on the contrary, a larger range may imply faster training since it allows them to practice their archery. Additionally, when faced with a small range and a large range, they usually take the longer range, even when it's further out of the way. --[[User:JeebusSez|JeebusSez]] 23:47, 20 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minimal Practice ==&lt;br /&gt;
&lt;br /&gt;
When I have a barracks set up, my melee dwarves all spar like mad and happily paint the walls red with each other's blood. However, in my latest fort I had 22 archery ranges, yet only one or two of my twenty-four marksdwarves would practice at a time, despite an abundance of bone bolts (hundreds and hundreds). Is this a bug, am I doing it wrong, or what? I even tried separating the ranges with a wall between each. Do they need to be in distinct rooms with a door? What's going on here? --[[User:Xaddak|Xaddak]] 18:00, 12 October 2008 (EDT)&lt;br /&gt;
:Does each target have its own room defined? [[User:HeWhoIsPale|HeWhoIsPale]] 19:17, 12 October 2008 (EDT)&lt;br /&gt;
::Yes they do, and all of my dwarves are off-duty or in the Fortress Guard, too. --[[User:Xaddak|Xaddak]] 19:26, 12 October 2008 (EDT)&lt;br /&gt;
:::I had the exact same problem. It turned out that most of my small army was wearing TWO backpacks: one for food, the other one empty or loaded with bizarre stuff (one of them had blood from various species of humanoids and animals; Another one had like two dozens of ''live rats and roaches'' inside his pack. I went &amp;quot;lol, WTF?&amp;quot;). After I marking the extra backpacks for dumping, I had to expand the shooting range :) [[User:Tann|Tann]] 17:21, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fortifications / Channels on Range ==&lt;br /&gt;
&lt;br /&gt;
Experimenting with fortifications and channels to preserve bolts, I found that my dwarves would not shoot down a range with a channel or fortification in it- indeed, when I tried to re-make the room to make sure it was done right, it refused to expand past the channel / fortification.  It's been suggested in various places to build channel/fortification types of things to preserve bolts; it might be good to add a note to this article about the counterintuitive blockage.   [[User:LucienSadi|LucienSadi]] 03:15, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The intent was to have your channel behind the targets, not in front. E.G.:&lt;br /&gt;
 ▒_...&lt;br /&gt;
 ▒_X..&lt;br /&gt;
 ▒_...&lt;br /&gt;
 ^^&lt;br /&gt;
 | \Bolts fall here,&lt;br /&gt;
 after hitting this wall.&lt;br /&gt;
&lt;br /&gt;
:Hope that helps! --[[User:N9103|Edward]] 05:53, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It does, but my dwarves are too accurate to -not- hit the target now, even with them shooting from the furthest distance ;_; --[[User:LucienSadi|LucienSadi]] 06:11, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20819</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20819"/>
		<updated>2008-12-11T10:45:39Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: /* training = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;br /&gt;
&lt;br /&gt;
== Out of ammo ==&lt;br /&gt;
&lt;br /&gt;
Is it worth noting (on this page) that dwarves will use the hammer skill to bludgeon with their crossbow if they run out of ammo? --[[User:Matryx|Matryx]] 09:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it is, if only to warn that if they run out of bolts while they're fighting something, they won't immediately run back to the stockpile to get more. --[[User:Xazak|Xazak]] 09:26, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Xbow material==&lt;br /&gt;
Do someone know if your crossbow hit harder, or do more damage, when it's made of metal rather than wood or bone in the same way a melee weapon would? --[[User:Eagle of Fire|Eagle of Fire]] 02:42, 28 November 2007 (EST)&lt;br /&gt;
:When it is used in melee - crossbow material is important as all other melee weapons. In ranged only material and quality of the bolt affect it's damage potential. Crossbow's quality level is directly added to the soldier's effective marksdwarf skill increasing his accuracy and rate of fire.--[[User:Another|Another]] 13:11, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== training ===&lt;br /&gt;
&lt;br /&gt;
Does say, hunting with a crossbow increase marksdwarf skill?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: Yes it does. Unfortunately it will also increase hammerdwarf skill ;) --[[User:Koltom|Koltom]] 23:53, 27 February 2008 (EST)&lt;br /&gt;
: Interestingly enough, the converse isn't true- target practice at the archery range has had no effect on my hunter's ambushing skill.  Article update? [[User:LucienSadi|LucienSadi]] 05:45, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== dual wielding ==&lt;br /&gt;
&lt;br /&gt;
I set one of my marksdwarves to wield 2 crossbows, and he's currently holding them both in the same hand. Can he use them both like this or does it mean he'll just going to be using one of them? --[[User:Tachyon|Tachyon]] 18:18, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Late as hell, but for the record no dwarves truly dual wield in DF.  When they carry 2 weapons, it's just in case they lose one in an enemy or it shatters in the middle of a fight. --[[User:ThunderClaw|ThunderClaw]] 14:59, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Shatter?  Wow, I've never seen that.--[[User:Maximus|Maximus]] 15:20, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Two-handed?==&lt;br /&gt;
Are crossbows two-handed when used at range? You'd think they'd be two-handed for re-loading, and one-handed (at the very least, two hands are more accurate) for firing, but I don't know if DF supports this.[[User:StrawberryBunny|StrawberryBunny]] 10:34, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a more important issue; will a Dwarf be capable of carrying a shield while using a crossbow in case he was forced into melee? Would he only equip the shield up close? How would it affect his ability to carry bolts in his off-hand?&lt;br /&gt;
&lt;br /&gt;
== Z-levels and Range ==&lt;br /&gt;
&lt;br /&gt;
How does firing up or down affect the range of a marksdwarf?  [[User:Gairabad|Gairabad]] 17:15, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From what I've seen, marksdwarves can shoot up or down with little problem.  The range of a marksdwarf is pretty finite anyway, something like 20 squares.--[[User:Maximus|Maximus]] 17:36, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bolts==&lt;br /&gt;
Do bolts even have a quality rating, and if so does it affect damage? --[[User:Juckto|Juckto]] 00:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do have a quality rating. It's hard to tell for the other question, but it should. Ammo is treated like weapons in most other respects. --[[User:Navian|Navian]] 00:55, 22 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20818</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20818"/>
		<updated>2008-12-11T10:45:24Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;br /&gt;
&lt;br /&gt;
== Out of ammo ==&lt;br /&gt;
&lt;br /&gt;
Is it worth noting (on this page) that dwarves will use the hammer skill to bludgeon with their crossbow if they run out of ammo? --[[User:Matryx|Matryx]] 09:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it is, if only to warn that if they run out of bolts while they're fighting something, they won't immediately run back to the stockpile to get more. --[[User:Xazak|Xazak]] 09:26, 5 November 2007 (EST)&lt;br /&gt;
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==Xbow material==&lt;br /&gt;
Do someone know if your crossbow hit harder, or do more damage, when it's made of metal rather than wood or bone in the same way a melee weapon would? --[[User:Eagle of Fire|Eagle of Fire]] 02:42, 28 November 2007 (EST)&lt;br /&gt;
:When it is used in melee - crossbow material is important as all other melee weapons. In ranged only material and quality of the bolt affect it's damage potential. Crossbow's quality level is directly added to the soldier's effective marksdwarf skill increasing his accuracy and rate of fire.--[[User:Another|Another]] 13:11, 9 December 2007 (EST)&lt;br /&gt;
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== training ===&lt;br /&gt;
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Does say, hunting with a crossbow increase marksdwarf skill?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: Yes it does. Unfortunately it will also increase hammerdwarf skill ;) --[[User:Koltom|Koltom]] 23:53, 27 February 2008 (EST)&lt;br /&gt;
: Interestingly enough, the converse isn't true- target practice at the archery range has had no effect on my hunter's ambushing skill.  Article update?&lt;br /&gt;
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== dual wielding ==&lt;br /&gt;
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I set one of my marksdwarves to wield 2 crossbows, and he's currently holding them both in the same hand. Can he use them both like this or does it mean he'll just going to be using one of them? --[[User:Tachyon|Tachyon]] 18:18, 6 August 2008 (EDT)&lt;br /&gt;
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:Late as hell, but for the record no dwarves truly dual wield in DF.  When they carry 2 weapons, it's just in case they lose one in an enemy or it shatters in the middle of a fight. --[[User:ThunderClaw|ThunderClaw]] 14:59, 3 November 2008 (EST)&lt;br /&gt;
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::Shatter?  Wow, I've never seen that.--[[User:Maximus|Maximus]] 15:20, 3 November 2008 (EST)&lt;br /&gt;
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==Two-handed?==&lt;br /&gt;
Are crossbows two-handed when used at range? You'd think they'd be two-handed for re-loading, and one-handed (at the very least, two hands are more accurate) for firing, but I don't know if DF supports this.[[User:StrawberryBunny|StrawberryBunny]] 10:34, 8 August 2008 (EDT)&lt;br /&gt;
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On a more important issue; will a Dwarf be capable of carrying a shield while using a crossbow in case he was forced into melee? Would he only equip the shield up close? How would it affect his ability to carry bolts in his off-hand?&lt;br /&gt;
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== Z-levels and Range ==&lt;br /&gt;
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How does firing up or down affect the range of a marksdwarf?  [[User:Gairabad|Gairabad]] 17:15, 10 November 2008 (EST)&lt;br /&gt;
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:From what I've seen, marksdwarves can shoot up or down with little problem.  The range of a marksdwarf is pretty finite anyway, something like 20 squares.--[[User:Maximus|Maximus]] 17:36, 10 November 2008 (EST)&lt;br /&gt;
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==Bolts==&lt;br /&gt;
Do bolts even have a quality rating, and if so does it affect damage? --[[User:Juckto|Juckto]] 00:12, 22 November 2008 (EST)&lt;br /&gt;
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They do have a quality rating. It's hard to tell for the other question, but it should. Ammo is treated like weapons in most other respects. --[[User:Navian|Navian]] 00:55, 22 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46380</id>
		<title>User:LucienSadi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LucienSadi&amp;diff=46380"/>
		<updated>2008-12-11T08:34:32Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: New page: In the span of three seconds, a river of carp slaughtered seven hunting dogs, three war dogs, four dwarves and a passing fox.  ...wait, what?&lt;/p&gt;
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&lt;div&gt;In the span of three seconds, a river of carp slaughtered seven hunting dogs, three war dogs, four dwarves and a passing fox.&lt;br /&gt;
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...wait, what?&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Archery_target&amp;diff=22967</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=22967"/>
		<updated>2008-12-11T08:15:26Z</updated>

		<summary type="html">&lt;p&gt;LucienSadi: Added talk section: Fortifications / Channels on Range&lt;/p&gt;
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&lt;div&gt;== Dwarves don't practice with metal bolts. ==&lt;br /&gt;
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&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;br /&gt;
:You are correct. In my new fortress, the dorves only practice when I finally built bone/wood bolts. [[User:FFLaguna|FFLaguna]] 17:53, 25 November 2007 (EST)&lt;br /&gt;
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== Experience ==&lt;br /&gt;
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Does the distance to the target have any effect on how effective the training is?  Are longer distances better, or shorter?  Does it depend on the dwarf's skill (i.e. shorter for novices, longer for professionals)?--[[User:Draco18s|Draco18s]] 01:23, 28 February 2008 (EST)&lt;br /&gt;
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so, am i the only one who is disturbed by the archers happily firing away at the dwarves cleaning up their training bolts? Is this the kind of respect we should show our cleaning personal? --[[User:Koltom|Koltom]] 20:22, 5 March 2008 (EST)&lt;br /&gt;
:I've thought it odd, but as they don't get hurt its only a minor cosmetic bug.--[[User:Draco18s|Draco18s]] 20:19, 7 March 2008 (EST)&lt;br /&gt;
:: I dont think its a bug at all. I was kidding ;) --[[User:Koltom|Koltom]] 09:48, 11 March 2008 (EDT)&lt;br /&gt;
::: It teaches them to shoot around friendlies... it's a feature, yeah, a feature.  --[[User:Jurph|Jurph]] 13:26, 20 November 2008 (EST)&lt;br /&gt;
::::Used ammunition immediately becomes 'forbidden by default... It'd be fun if the reason was to protect haulers from being forced to carry an uncomfortable number of bolts back in some uncomfortable places, but really it's just that stacks can't recombine yet! Training with one bolt at a time isn't very efficient, nor is carrying only one in your quiver... --[[User:Navian|Navian]] 15:00, 20 November 2008 (EST)&lt;br /&gt;
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==Distance==&lt;br /&gt;
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Anyone know the minimum/maximum distance an archer will train from? --[[User:Bouchart|Bouchart]] 20:06, 5 May 2008 (EDT)&lt;br /&gt;
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:Well, they won't stand directly adjacent to the target. &amp;quot;... cancels Shooting at Archery Range: No floor space.&amp;quot; One space in between is enough. The archery range room has a maximum size too -- can't designate beyond that. They'll still train at the maximum distance. [[User:Anydwarf|Anydwarf]] 23:27, 5 May 2008 (EDT)&lt;br /&gt;
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Any benefit from using a smaller archery range?  Do the dwarves wait for the bolt to hit the target before firing a new one?  If so, a smaller range may imply faster training.&lt;br /&gt;
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:Dorfs will fire as many shots as they want without waiting for their shots to hit their intended mark. I've seen this both with targets as well as fleeing goblins (heh heh heh.). Firing speed seems to vary from shot to shot, dorf to dorf (i've seen anywhere from 30 to 60 (k|.) presses before a second shot is unleashed). So on the contrary, a larger range may imply faster training since it allows them to practice their archery. Additionally, when faced with a small range and a large range, they usually take the longer range, even when it's further out of the way. --[[User:JeebusSez|JeebusSez]] 23:47, 20 May 2008 (EDT)&lt;br /&gt;
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== Minimal Practice ==&lt;br /&gt;
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When I have a barracks set up, my melee dwarves all spar like mad and happily paint the walls red with each other's blood. However, in my latest fort I had 22 archery ranges, yet only one or two of my twenty-four marksdwarves would practice at a time, despite an abundance of bone bolts (hundreds and hundreds). Is this a bug, am I doing it wrong, or what? I even tried separating the ranges with a wall between each. Do they need to be in distinct rooms with a door? What's going on here? --[[User:Xaddak|Xaddak]] 18:00, 12 October 2008 (EDT)&lt;br /&gt;
:Does each target have its own room defined? [[User:HeWhoIsPale|HeWhoIsPale]] 19:17, 12 October 2008 (EDT)&lt;br /&gt;
::Yes they do, and all of my dwarves are off-duty or in the Fortress Guard, too. --[[User:Xaddak|Xaddak]] 19:26, 12 October 2008 (EDT)&lt;br /&gt;
:::I had the exact same problem. It turned out that most of my small army was wearing TWO backpacks: one for food, the other one empty or loaded with bizarre stuff (one of them had blood from various species of humanoids and animals; Another one had like two dozens of ''live rats and roaches'' inside his pack. I went &amp;quot;lol, WTF?&amp;quot;). After I marking the extra backpacks for dumping, I had to expand the shooting range :) [[User:Tann|Tann]] 17:21, 8 December 2008 (EST)&lt;br /&gt;
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== Fortifications / Channels on Range ==&lt;br /&gt;
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Experimenting with fortifications and channels to preserve bolts, I found that my dwarves would not shoot down a range with a channel or fortification in it- indeed, when I tried to re-make the room to make sure it was done right, it refused to expand past the channel / fortification.  It's been suggested in various places to build channel/fortification types of things to preserve bolts; it might be good to add a note to this article about the counterintuitive blockage.   [[User:LucienSadi|LucienSadi]] 03:15, 11 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>LucienSadi</name></author>
	</entry>
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