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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Niggy</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Niggy"/>
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	<updated>2026-04-05T01:29:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=129035</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=129035"/>
		<updated>2010-10-09T11:39:35Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;br /&gt;
:::::I've just figured out that along with the 'C' and 'H' at the upper left corner of the screen, there is also an 'S' that pertains to sparring announcements (an 'S' I've never seen, mind you), so traditional sparring must, clearly, still be around -- I apologize. However I've, again, yet to see it. --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:10, 30 April 2010 (UTC)&lt;br /&gt;
::::::Don't worry if your dwarves are just standing around attending &amp;quot;Demonstrations&amp;quot; or &amp;quot;Individual Combat Drills&amp;quot;.  They still gain military skill.  In my current fortress, I put a few of my useless dwarves into the military, including one who already had good fighting skills, before I had forged any weapons.  By the time I supplied them with battleaxes, the one had taught the others to become competent dodgers.  Once I gave them all weapons, they just stood around doing individual drills, but they still gained skill (only novice so far).--[[User:Aegeus|Aegeus]] 01:26, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My dwarves pick their weapons and armor as soon as I order them, too bad that they do &amp;quot;sparring&amp;quot; instead of &amp;quot;demonstrations&amp;quot; or &amp;quot;combat drills&amp;quot;. Lethal sparring. Sparring with exceptional iron short swords is deadlier than a GCS attack, even with full iron gear.&lt;br /&gt;
&lt;br /&gt;
::For me (in 31.11), my dwarfs &amp;quot;lightly tap&amp;quot; eachother with their weapon while sparring. Even with copper battle axe. No Dwarf was hurt until now.&lt;br /&gt;
::: ''The expedition leader hacks the recruit in the upper body with her (copper battle axe) lightly tapping the target.''  --[[Special:Contributions/94.217.127.39|94.217.127.39]] 09:33, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been wanting to add a little blurb in the training section about training with hammers--there's no training hammer you can build, but you can assign wooden crossbows to hammerdwarves and, without bolts, they'll train hammer, and won't bludgeon each other to death.  I've never actually contributed to a wiki before, and don't want to commit a faux pas by improper editing...&lt;br /&gt;
::I say go for it. If there is an error in your change someone else can just pitch in and correct it.&lt;br /&gt;
&lt;br /&gt;
=== version 31.12 ===&lt;br /&gt;
&lt;br /&gt;
I would really appreciate a keystroke-by-keystroke explanation of how to set up a training schedule. I'm trying to decipher it on my own right now, and will post when I get a chance, but in the meantime....if you know, please share? [[User:Romeofalling|Romeofalling]] 22:18, 15 August 2010 (UTC)&lt;br /&gt;
:I added in some more specific directions in the introduction as well as cleaned up the language a bit. I also added the bit about the danger room. Try my directions and see if you get better results. I have consistently been able to get my squads to train using the past two versions by following those instructions. If they still won't train I will write out a more detailed synopsis.[[User:Furlion|Furlion]] 07:09, 16 August 2010 (UTC)&lt;br /&gt;
::Thanks! That was very clear and concise. Would it be possible for you to make similar clarifications about how to integrate Scheduling into these sorts of training routines? In my specific case now that I've managed to train successfully, I'm trying to figure out how to set up 3 two-dwarf squads of melee combatants so that at any given month, one is training, one is on patrol, and the third is working their civilian jobs. [[User:Romeofalling|Romeofalling]] 21:49, 16 August 2010 (UTC)&lt;br /&gt;
:::Check my user talk page today or tomorrow. I am going to write up a little tutorial similar to the one found [http://df.magmawiki.com/index.php/DF2010:Military_interface here]. See if that link gets you anymore help then check my page. Glad my write up helped you get started training!--[[User:Furlion|Furlion]] 07:03, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Injuries? ==&lt;br /&gt;
&lt;br /&gt;
Have there actually been any reported sparring injuries in 0.31.12?  A single one?  Anywhere?  I suspect the part of the page that discusses injuries may be out of date, but I don't want to change it prematurely. --[[User:Greycat|Greycat]] 16:33, 28 August 2010 (UTC)&lt;br /&gt;
:Actually now that you mention it, I was letting my squad train with real weapons and no one has suffered an injury yet. Or at least, I have yet to notice one. I would say that carefully monitoring a full squad of 10 for a whole year of training and seeing if anyone has been injured would be long enough to be considered verified. --[[User:Furlion|Furlion]] 16:18, 29 August 2010 (UTC)&lt;br /&gt;
::They are only &amp;quot;lightly tapping&amp;quot; each other with exceptional steel spears and masterwork steel battleaxes now. And doing actual sparring is slow but way faster than &amp;quot;individual combat drill&amp;quot;.--[[User:Another|Another]] 14:02, 19 September 2010 (UTC)&lt;br /&gt;
::: Oh yeah, I have seen the same, just that my dorfs are training with adamantine axes. At first I was like &amp;quot;SHIT&amp;quot; when my dorfs spar, cause I don't have a armorer yet, but they only tap each other, noone got any injurys yet.--[[User:Niggy|Niggy]] 11:39, 9 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=129034</id>
		<title>v0.31 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=129034"/>
		<updated>2010-10-09T09:25:47Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cave Wide Web==&lt;br /&gt;
Does anyone know where giant cave spiders create their web? I've captured one in a cagetrap and released it in a room (in a layer of clay, if that matters). I hoped it to fill it with webs, cagetrap it again and gather the precious giant cave spider webs safely. But it doesn't make a single one web. I wonder why? --[[User:Doub|Doub]] 17:05, 24 April 2010 (UTC)&lt;br /&gt;
:If it's like the previous version, a better way to get them to web is to provoke them with animals or dwarves that they'll shoot at (for example, you could have your spider be an engine that turns kittens into high-quality clothing!). --[[User:Vaniver|Vaniver]] 05:05, 25 April 2010 (UTC)&lt;br /&gt;
::Yep, that does the trick, thanks. Well, dogs do, the most of them at least, for most of them attack the spider, which then fights back with web, leaving about 6-7 webs per dog. --[[User:Doub|Doub]] 14:46, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Another Web Question==&lt;br /&gt;
There's plenty of giant cave spider webs underground, as my adventurer can attest. He hasn't met any so far, and I'm sure he's relieved :D Are the webs randomly generated, or are they actually giant cave spiders running around and avoiding my hero? --[[User:Dagoth Urist|Dagoth Urist]] 19:42, 16 May 2010 (UTC)&lt;br /&gt;
:In fortress mode, where there are webs there are spiders.  Sometimes they are in stealth mode, though, until it is too late!--[[User:Kwieland|Kwieland]] 20:13, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
Is the method on the main page verified?  In previous versions, the spider had to be able to pathfind to the target before it would spit webs (just like all other breath weapon users).  I suspect this is another 'great idea' by someone who's never tested it, much like the oft-mentioned dragon/fireimp turrets that are far more difficult to construct than most people think. [[Special:Contributions/98.212.62.219|98.212.62.219]] 18:15, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to verify it now. I modified the object testing arena a bit and added this (top view):&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  .G.FDF...&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  G=Giant cave spider&lt;br /&gt;
  F=Fortification&lt;br /&gt;
  D=Dwarf.&lt;br /&gt;
  .=Floor&lt;br /&gt;
:Nothing happened. The reverse, where the cave spider is in the fortification cell and the dwarf outside, didn't work either. What did work was having them standing on two platforms like this:&lt;br /&gt;
  #####&lt;br /&gt;
  #G#D#&lt;br /&gt;
  #####&lt;br /&gt;
  G=GCS&lt;br /&gt;
  D=Dwarf&lt;br /&gt;
  #=Empty space&lt;br /&gt;
:What happened here was that the GCS sporadically shot at the dwarf. They didn't do it as fast as they do in a fight, but they did shoot web. They seem to shoot more web the more targets there are, but I can't really verify this. I did two similar setups with platforms as above, where one platform had ~70 dwarfs on it. The one with more target seemed to shoot more frequently. &lt;br /&gt;
:SO: A viable way to farm GCS silk is a bit hard. The silk doesn't seem to fall down z-levels, and can hang in the air. Just having two pillars would make the collecting part a bit difficult, as noone could reach the silk. Perhaps one could let the GCS shoot at his enemy for a while, and when you're satisfied, a retractable bridge could form a floor to walk on from the main fortress. This would of course let the GCS reach the populated parts of your fortress, but a simple cage trap would solve this issue. This wouldn't work if a retractable bridge destroys raw silk. I haven't tested this, but it's a thought. And if this doesn't work, one could always pit cats in the same room as the GCS.&lt;br /&gt;
/[[User:Josj|Josj]] 02:53, 10 June 2010 (UTC)&lt;br /&gt;
:The web doesn't seem to stack, so it would be smarter to have an animal that runs around the GCS all the time than one just standing on a pillar to maximise the produced web. /[[User:Josj|Josj]] 02:57, 10 June 2010 (UTC)&lt;br /&gt;
::Although the web object spans empty space and not stack, my experience in 40d is that a bridge (particularly a retracting bridge, which tosses objects when it both opens and closes, as opposed to raising, which crushes objects when it lowers) will toss the webbing, creating a loose &amp;quot;web&amp;quot; that can then fall and stack together. However, I have not yet caught a GCS in .31 so I am not sure if certain rules (particularly regarding the silk) have changed. That said, it does appear that the method listed in the article should be removed as fortifications still do not appear allow pathfinding/webshooting. [[User:Niveras|Niveras]] 18:48, 22 June 2010 (UTC)&lt;br /&gt;
:::Yeah, you could probably go without a bridge. Just having the GCS in a 2x1 indentation in the wall to room, with a channel in front of it, and a creature it will attack in the main room. One could even make this setup:&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW    W=wall&lt;br /&gt;
  WWWWWW+WWWWWW    #=open space&lt;br /&gt;
  W   WW#WW   W    +=door&lt;br /&gt;
  + d +#G#+ d +     =floor&lt;br /&gt;
  W   WW#WW   W    G=GCS&lt;br /&gt;
  WWWWWW+WWWWWW    d=dog (or whatever creature that the GCS will attack)&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
:::Let the GCS shoot at one of the dogs. Close the door from the GCS to the room where you want to farm and open another door. Rinse and repeat. The dorfs won't run away from the GCS and the GCS is always free to shoot. One could remove the micromanagement from the exercise by creating a timer that opens and closes doors automatically. You can even put looms in the spaces between the dog rooms, if you'd like. But this plan borders on [[DF2010:Stupid dwarf trick|stupid]].&lt;br /&gt;
::::Finally caught a GCS in order to test this method. As somewhat expected, the empty spaces do not allow pathfinding and thus the spider does not shoot the chained animals. (Aside: confirmed that my slightly modified [increased frequency of traveling through and in additional caverns layers] untamed spider still shoots silk by letting it run free in a test case.) Also moved the chain one block closer (such that part of the 3x3 square of allowed movement would overlap slightly with the walls), still did not allow web. You could add fortifications around the doors (mechanised doors apparently still allow pathfinding, even when closed) but of course them your silk collectors will get job cancellations from seeing the spider. It would seem that if you want to produce silk you will need to rely on the standard fortifications-with-forbidden-door (with retracting bridge pits depending on desire complexity/automation). Incidentally, despite having building destroyer:1, untamed GCS do not destroy doors. [[User:Niveras|Niveras]] 20:12, 3 July 2010 (UTC)&lt;br /&gt;
:::I'm removing the farming section in the article as noone seems to have posted a working solution that has been tested in DF mode. I've just played around with it in arena mode in v.31.06.&lt;br /&gt;
&lt;br /&gt;
== Goblin Pit ==&lt;br /&gt;
Is there a reason why the goblins I drop into my giant cave spider pit aren't being attacked? They have no weapons and armor, and the spider isn't tamed. Will it eat them when it gets hungry? [[User:Aussiemon|Aussiemon]] 21:03, 22 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web shooting makes the game ignore the [TRAPAVOID] on creatures==&lt;br /&gt;
When a creature walks into a GCS web, it falls down and the web gets removed. If the web is on top of a trap, the trap will be activated. &amp;lt;br /&amp;gt;&lt;br /&gt;
''Even when the creature has normally [TRAPAVOID]''&amp;lt;br /&amp;gt;&lt;br /&gt;
It has the same effect like falling unconcious.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Except it works for creatures too that normally don't fall unconcious, like FBs and HFS.''&amp;lt;br /&amp;gt;&lt;br /&gt;
Someone on the forums heard about this rumor, and looked if someone can proof it. I was able to proof it (by adding [COMMON_DOMESTIC] to GCS) and piercing the HFS. And yes its goddamn working! Capture a GCS (tamed works best) and stuff it behind fortification (I have heard that they only shoot at stuff which they can path too, use doors (if its tame) so it THINKS it can path to it) that is next to your (trapfilled) entrance, it will shoot at incomming HFS and FBs, which will THEN activate the traps. Even cage traps. You can add HFS and FBs to your zoo/arena now, isn't that awesome?&lt;br /&gt;
&lt;br /&gt;
(For the corridor layout, you can use the same as I did: [http://img829.imageshack.us/img829/1397/steambrutecage.png] ) --[[User:Niggy|Niggy]] 16:36, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am sure it should be noted on a page, but I don't know if it should be on the GCS page, or on the page about webs. What do you think?--[[User:Niggy|Niggy]] 10:39, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tamed Giant Spiders don't shoot at enemies==&lt;br /&gt;
You sure thats true? Cause I have seen them shooting at enemies.--[[User:Niggy|Niggy]] 09:25, 9 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_spider&amp;diff=129033</id>
		<title>v0.31:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_spider&amp;diff=129033"/>
		<updated>2010-10-09T09:24:23Z</updated>

		<summary type="html">&lt;p&gt;Niggy: Verify?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:09, 5 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant cave spider&lt;br /&gt;
|symbol=S|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|bones=11&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=18&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large underground monster with eight legs and sharp, venomous teeth.''&lt;br /&gt;
&lt;br /&gt;
'''Giant cave spiders''' are far different from your regular {{L|cave spider}}s; those are just treats for your {{L|cat}}. Giant cave spiders are as big as a {{L|horse}} and will make treats ''of'' cats, dwarves and the occasional careless adventurer. You can find giant cave spiders in, obviously, caves, caverns and most underground areas.  They are extremely dangerous as they feel no pain and thus cannot be stunned, can {{L|syndrome|poison}} creatures and have the ability to shoot {{L|web}}bing to ensnare their prey.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are fortunately (depending on your point of view) not a rarity anymore and there are dozens present in the underground caverns, deep below the surface.  They can be extremely hard to kill, so watch out.&lt;br /&gt;
&lt;br /&gt;
They are both a boon and a bane, the boon being their webs (whenever they aren't a part of the bane.) Giant cave spider {{L|silk}} is worth much more than ordinary {{L|cloth}} and given the proper setup and victims, they can produce endless amounts of it. Be aware that if they are tamed, Giant Cave Spiders will not spit webbing at enemies (or fight back at all) unless they are being attacked themselves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If you see one in adventure mode, an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot; will appear.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive {{L|syndrome|paralysis}} and is ultimately fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly with complete paralysis at phase 5(360 seconds) and death usually occurs at around 1300 seconds.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:This_is_a_shitload_of_worth.PNG&amp;diff=129031</id>
		<title>File talk:This is a shitload of worth.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:This_is_a_shitload_of_worth.PNG&amp;diff=129031"/>
		<updated>2010-10-09T07:07:24Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the description? [[User:Calite|Calite]] 20:10, 8 October 2010 (UTC)&lt;br /&gt;
: When you mean the stuff that is on the crown, it is a bit long to type it here. But if there is a easy way to copy/paste the description, I can give it to you.--[[User:Niggy|Niggy]] 20:26, 8 October 2010 (UTC)&lt;br /&gt;
::It'd probably be easier to take a screenpic and put it on the wiki or on a temporary image hosting site. [[User:Calite|Calite]] 20:43, 8 October 2010 (UTC)&lt;br /&gt;
:::I would need many screen pics, as the artifact sure used more then 100 raw adamantine and other stones. But mostly raw adamantine. But I can try.--[[User:Niggy|Niggy]] 07:07, 9 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:This_is_a_shitload_of_worth.PNG&amp;diff=128992</id>
		<title>File talk:This is a shitload of worth.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:This_is_a_shitload_of_worth.PNG&amp;diff=128992"/>
		<updated>2010-10-08T20:26:14Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the description? [[User:Calite|Calite]] 20:10, 8 October 2010 (UTC)&lt;br /&gt;
: When you mean the stuff that is on the crown, it is a bit long to type it here. But if there is a easy way to copy/paste the description, I can give it to you.--[[User:Niggy|Niggy]] 20:26, 8 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:This_is_a_shitload_of_worth.PNG&amp;diff=128984</id>
		<title>File:This is a shitload of worth.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:This_is_a_shitload_of_worth.PNG&amp;diff=128984"/>
		<updated>2010-10-08T19:58:34Z</updated>

		<summary type="html">&lt;p&gt;Niggy: I started a DF map on a layer of raw adamantine.
With even more bug using then just screwing with the raws, some random stonecrafter created this monster. It is 8*times more worth then the rest of my fort :p&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started a DF map on a layer of raw adamantine.&lt;br /&gt;
With even more bug using then just screwing with the raws, some random stonecrafter created this monster. It is 8*times more worth then the rest of my fort :p&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=128939</id>
		<title>v0.31 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=128939"/>
		<updated>2010-10-08T10:39:38Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cave Wide Web==&lt;br /&gt;
Does anyone know where giant cave spiders create their web? I've captured one in a cagetrap and released it in a room (in a layer of clay, if that matters). I hoped it to fill it with webs, cagetrap it again and gather the precious giant cave spider webs safely. But it doesn't make a single one web. I wonder why? --[[User:Doub|Doub]] 17:05, 24 April 2010 (UTC)&lt;br /&gt;
:If it's like the previous version, a better way to get them to web is to provoke them with animals or dwarves that they'll shoot at (for example, you could have your spider be an engine that turns kittens into high-quality clothing!). --[[User:Vaniver|Vaniver]] 05:05, 25 April 2010 (UTC)&lt;br /&gt;
::Yep, that does the trick, thanks. Well, dogs do, the most of them at least, for most of them attack the spider, which then fights back with web, leaving about 6-7 webs per dog. --[[User:Doub|Doub]] 14:46, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Another Web Question==&lt;br /&gt;
There's plenty of giant cave spider webs underground, as my adventurer can attest. He hasn't met any so far, and I'm sure he's relieved :D Are the webs randomly generated, or are they actually giant cave spiders running around and avoiding my hero? --[[User:Dagoth Urist|Dagoth Urist]] 19:42, 16 May 2010 (UTC)&lt;br /&gt;
:In fortress mode, where there are webs there are spiders.  Sometimes they are in stealth mode, though, until it is too late!--[[User:Kwieland|Kwieland]] 20:13, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
Is the method on the main page verified?  In previous versions, the spider had to be able to pathfind to the target before it would spit webs (just like all other breath weapon users).  I suspect this is another 'great idea' by someone who's never tested it, much like the oft-mentioned dragon/fireimp turrets that are far more difficult to construct than most people think. [[Special:Contributions/98.212.62.219|98.212.62.219]] 18:15, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to verify it now. I modified the object testing arena a bit and added this (top view):&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  .G.FDF...&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  G=Giant cave spider&lt;br /&gt;
  F=Fortification&lt;br /&gt;
  D=Dwarf.&lt;br /&gt;
  .=Floor&lt;br /&gt;
:Nothing happened. The reverse, where the cave spider is in the fortification cell and the dwarf outside, didn't work either. What did work was having them standing on two platforms like this:&lt;br /&gt;
  #####&lt;br /&gt;
  #G#D#&lt;br /&gt;
  #####&lt;br /&gt;
  G=GCS&lt;br /&gt;
  D=Dwarf&lt;br /&gt;
  #=Empty space&lt;br /&gt;
:What happened here was that the GCS sporadically shot at the dwarf. They didn't do it as fast as they do in a fight, but they did shoot web. They seem to shoot more web the more targets there are, but I can't really verify this. I did two similar setups with platforms as above, where one platform had ~70 dwarfs on it. The one with more target seemed to shoot more frequently. &lt;br /&gt;
:SO: A viable way to farm GCS silk is a bit hard. The silk doesn't seem to fall down z-levels, and can hang in the air. Just having two pillars would make the collecting part a bit difficult, as noone could reach the silk. Perhaps one could let the GCS shoot at his enemy for a while, and when you're satisfied, a retractable bridge could form a floor to walk on from the main fortress. This would of course let the GCS reach the populated parts of your fortress, but a simple cage trap would solve this issue. This wouldn't work if a retractable bridge destroys raw silk. I haven't tested this, but it's a thought. And if this doesn't work, one could always pit cats in the same room as the GCS.&lt;br /&gt;
/[[User:Josj|Josj]] 02:53, 10 June 2010 (UTC)&lt;br /&gt;
:The web doesn't seem to stack, so it would be smarter to have an animal that runs around the GCS all the time than one just standing on a pillar to maximise the produced web. /[[User:Josj|Josj]] 02:57, 10 June 2010 (UTC)&lt;br /&gt;
::Although the web object spans empty space and not stack, my experience in 40d is that a bridge (particularly a retracting bridge, which tosses objects when it both opens and closes, as opposed to raising, which crushes objects when it lowers) will toss the webbing, creating a loose &amp;quot;web&amp;quot; that can then fall and stack together. However, I have not yet caught a GCS in .31 so I am not sure if certain rules (particularly regarding the silk) have changed. That said, it does appear that the method listed in the article should be removed as fortifications still do not appear allow pathfinding/webshooting. [[User:Niveras|Niveras]] 18:48, 22 June 2010 (UTC)&lt;br /&gt;
:::Yeah, you could probably go without a bridge. Just having the GCS in a 2x1 indentation in the wall to room, with a channel in front of it, and a creature it will attack in the main room. One could even make this setup:&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW    W=wall&lt;br /&gt;
  WWWWWW+WWWWWW    #=open space&lt;br /&gt;
  W   WW#WW   W    +=door&lt;br /&gt;
  + d +#G#+ d +     =floor&lt;br /&gt;
  W   WW#WW   W    G=GCS&lt;br /&gt;
  WWWWWW+WWWWWW    d=dog (or whatever creature that the GCS will attack)&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
:::Let the GCS shoot at one of the dogs. Close the door from the GCS to the room where you want to farm and open another door. Rinse and repeat. The dorfs won't run away from the GCS and the GCS is always free to shoot. One could remove the micromanagement from the exercise by creating a timer that opens and closes doors automatically. You can even put looms in the spaces between the dog rooms, if you'd like. But this plan borders on [[DF2010:Stupid dwarf trick|stupid]].&lt;br /&gt;
::::Finally caught a GCS in order to test this method. As somewhat expected, the empty spaces do not allow pathfinding and thus the spider does not shoot the chained animals. (Aside: confirmed that my slightly modified [increased frequency of traveling through and in additional caverns layers] untamed spider still shoots silk by letting it run free in a test case.) Also moved the chain one block closer (such that part of the 3x3 square of allowed movement would overlap slightly with the walls), still did not allow web. You could add fortifications around the doors (mechanised doors apparently still allow pathfinding, even when closed) but of course them your silk collectors will get job cancellations from seeing the spider. It would seem that if you want to produce silk you will need to rely on the standard fortifications-with-forbidden-door (with retracting bridge pits depending on desire complexity/automation). Incidentally, despite having building destroyer:1, untamed GCS do not destroy doors. [[User:Niveras|Niveras]] 20:12, 3 July 2010 (UTC)&lt;br /&gt;
:::I'm removing the farming section in the article as noone seems to have posted a working solution that has been tested in DF mode. I've just played around with it in arena mode in v.31.06.&lt;br /&gt;
&lt;br /&gt;
== Goblin Pit ==&lt;br /&gt;
Is there a reason why the goblins I drop into my giant cave spider pit aren't being attacked? They have no weapons and armor, and the spider isn't tamed. Will it eat them when it gets hungry? [[User:Aussiemon|Aussiemon]] 21:03, 22 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web shooting makes the game ignore the [TRAPAVOID] on creatures==&lt;br /&gt;
When a creature walks into a GCS web, it falls down and the web gets removed. If the web is on top of a trap, the trap will be activated. &amp;lt;br /&amp;gt;&lt;br /&gt;
''Even when the creature has normally [TRAPAVOID]''&amp;lt;br /&amp;gt;&lt;br /&gt;
It has the same effect like falling unconcious.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Except it works for creatures too that normally don't fall unconcious, like FBs and HFS.''&amp;lt;br /&amp;gt;&lt;br /&gt;
Someone on the forums heard about this rumor, and looked if someone can proof it. I was able to proof it (by adding [COMMON_DOMESTIC] to GCS) and piercing the HFS. And yes its goddamn working! Capture a GCS (tamed works best) and stuff it behind fortification (I have heard that they only shoot at stuff which they can path too, use doors (if its tame) so it THINKS it can path to it) that is next to your (trapfilled) entrance, it will shoot at incomming HFS and FBs, which will THEN activate the traps. Even cage traps. You can add HFS and FBs to your zoo/arena now, isn't that awesome?&lt;br /&gt;
&lt;br /&gt;
(For the corridor layout, you can use the same as I did: [http://img829.imageshack.us/img829/1397/steambrutecage.png] ) --[[User:Niggy|Niggy]] 16:36, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am sure it should be noted on a page, but I don't know if it should be on the GCS page, or on the page about webs. What do you think?--[[User:Niggy|Niggy]] 10:39, 8 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Web&amp;diff=128938</id>
		<title>v0.31 Talk:Web</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Web&amp;diff=128938"/>
		<updated>2010-10-08T10:38:12Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article states that webs can be found next to chasm tiles, chasms no longer existing in DF2010 so it seems like this article might contain copy and pasted info from 40D. Could someone with more knowledge look over this article for incorrect info and correct it?--[[User:Railick|Railick]] 23:38, 19 May 2010 (UTC)Railick&lt;br /&gt;
: Updated some info to v0.31.04. I couldn't veryfiy the sentence about web in the rain, though. --[[User:Doub|Doub]] 15:45, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some descriptions of forbidden beasts state that they can shoot webs.  Has anyone sen this?  Can it be collected?  --[[User:Bouchart|Bouchart]] 03:27, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
One of those &amp;quot;web-shooting&amp;quot; beasts visited me. Never got it to spit a single web. Shame... I wanted to start a forgotten beast silk farm :(  --[[User:Peglegpenguin|Peglegpenguin]] 16:53, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Webbed creatures loose [TRAPAVOID]==&lt;br /&gt;
Everyone knows that GCS webs cause creatures to fall down, except for the GCS of course.&lt;br /&gt;
Also, falling down makes the game think for a short time, the creature in the web is unconcious and makes it trigger traps.&lt;br /&gt;
So a GCS and a trap filled corridor can stop HFS and FBs easily.&lt;br /&gt;
I am sure it should be noted somewhere, but I don't know if it should be on the GCS page, or on the webs page.--[[User:Niggy|Niggy]] 10:38, 8 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Peridot&amp;diff=126250</id>
		<title>v0.31 Talk:Peridot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Peridot&amp;diff=126250"/>
		<updated>2010-08-23T17:50:54Z</updated>

		<summary type="html">&lt;p&gt;Niggy: Created page with 'When peridot gemquality olivine is, why can't it be found in olvine?--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When peridot gemquality olivine is, why can't it be found in olvine?--[[User:Niggy|Niggy]] 17:50, 23 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=126247</id>
		<title>v0.31 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=126247"/>
		<updated>2010-08-23T16:36:50Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cave Wide Web==&lt;br /&gt;
Does anyone know where giant cave spiders create their web? I've captured one in a cagetrap and released it in a room (in a layer of clay, if that matters). I hoped it to fill it with webs, cagetrap it again and gather the precious giant cave spider webs safely. But it doesn't make a single one web. I wonder why? --[[User:Doub|Doub]] 17:05, 24 April 2010 (UTC)&lt;br /&gt;
:If it's like the previous version, a better way to get them to web is to provoke them with animals or dwarves that they'll shoot at (for example, you could have your spider be an engine that turns kittens into high-quality clothing!). --[[User:Vaniver|Vaniver]] 05:05, 25 April 2010 (UTC)&lt;br /&gt;
::Yep, that does the trick, thanks. Well, dogs do, the most of them at least, for most of them attack the spider, which then fights back with web, leaving about 6-7 webs per dog. --[[User:Doub|Doub]] 14:46, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Another Web Question==&lt;br /&gt;
There's plenty of giant cave spider webs underground, as my adventurer can attest. He hasn't met any so far, and I'm sure he's relieved :D Are the webs randomly generated, or are they actually giant cave spiders running around and avoiding my hero? --[[User:Dagoth Urist|Dagoth Urist]] 19:42, 16 May 2010 (UTC)&lt;br /&gt;
:In fortress mode, where there are webs there are spiders.  Sometimes they are in stealth mode, though, until it is too late!--[[User:Kwieland|Kwieland]] 20:13, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
Is the method on the main page verified?  In previous versions, the spider had to be able to pathfind to the target before it would spit webs (just like all other breath weapon users).  I suspect this is another 'great idea' by someone who's never tested it, much like the oft-mentioned dragon/fireimp turrets that are far more difficult to construct than most people think. [[Special:Contributions/98.212.62.219|98.212.62.219]] 18:15, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to verify it now. I modified the object testing arena a bit and added this (top view):&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  .G.FDF...&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  G=Giant cave spider&lt;br /&gt;
  F=Fortification&lt;br /&gt;
  D=Dwarf.&lt;br /&gt;
  .=Floor&lt;br /&gt;
:Nothing happened. The reverse, where the cave spider is in the fortification cell and the dwarf outside, didn't work either. What did work was having them standing on two platforms like this:&lt;br /&gt;
  #####&lt;br /&gt;
  #G#D#&lt;br /&gt;
  #####&lt;br /&gt;
  G=GCS&lt;br /&gt;
  D=Dwarf&lt;br /&gt;
  #=Empty space&lt;br /&gt;
:What happened here was that the GCS sporadically shot at the dwarf. They didn't do it as fast as they do in a fight, but they did shoot web. They seem to shoot more web the more targets there are, but I can't really verify this. I did two similar setups with platforms as above, where one platform had ~70 dwarfs on it. The one with more target seemed to shoot more frequently. &lt;br /&gt;
:SO: A viable way to farm GCS silk is a bit hard. The silk doesn't seem to fall down z-levels, and can hang in the air. Just having two pillars would make the collecting part a bit difficult, as noone could reach the silk. Perhaps one could let the GCS shoot at his enemy for a while, and when you're satisfied, a retractable bridge could form a floor to walk on from the main fortress. This would of course let the GCS reach the populated parts of your fortress, but a simple cage trap would solve this issue. This wouldn't work if a retractable bridge destroys raw silk. I haven't tested this, but it's a thought. And if this doesn't work, one could always pit cats in the same room as the GCS.&lt;br /&gt;
/[[User:Josj|Josj]] 02:53, 10 June 2010 (UTC)&lt;br /&gt;
:The web doesn't seem to stack, so it would be smarter to have an animal that runs around the GCS all the time than one just standing on a pillar to maximise the produced web. /[[User:Josj|Josj]] 02:57, 10 June 2010 (UTC)&lt;br /&gt;
::Although the web object spans empty space and not stack, my experience in 40d is that a bridge (particularly a retracting bridge, which tosses objects when it both opens and closes, as opposed to raising, which crushes objects when it lowers) will toss the webbing, creating a loose &amp;quot;web&amp;quot; that can then fall and stack together. However, I have not yet caught a GCS in .31 so I am not sure if certain rules (particularly regarding the silk) have changed. That said, it does appear that the method listed in the article should be removed as fortifications still do not appear allow pathfinding/webshooting. [[User:Niveras|Niveras]] 18:48, 22 June 2010 (UTC)&lt;br /&gt;
:::Yeah, you could probably go without a bridge. Just having the GCS in a 2x1 indentation in the wall to room, with a channel in front of it, and a creature it will attack in the main room. One could even make this setup:&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW    W=wall&lt;br /&gt;
  WWWWWW+WWWWWW    #=open space&lt;br /&gt;
  W   WW#WW   W    +=door&lt;br /&gt;
  + d +#G#+ d +     =floor&lt;br /&gt;
  W   WW#WW   W    G=GCS&lt;br /&gt;
  WWWWWW+WWWWWW    d=dog (or whatever creature that the GCS will attack)&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
:::Let the GCS shoot at one of the dogs. Close the door from the GCS to the room where you want to farm and open another door. Rinse and repeat. The dorfs won't run away from the GCS and the GCS is always free to shoot. One could remove the micromanagement from the exercise by creating a timer that opens and closes doors automatically. You can even put looms in the spaces between the dog rooms, if you'd like. But this plan borders on [[DF2010:Stupid dwarf trick|stupid]].&lt;br /&gt;
::::Finally caught a GCS in order to test this method. As somewhat expected, the empty spaces do not allow pathfinding and thus the spider does not shoot the chained animals. (Aside: confirmed that my slightly modified [increased frequency of traveling through and in additional caverns layers] untamed spider still shoots silk by letting it run free in a test case.) Also moved the chain one block closer (such that part of the 3x3 square of allowed movement would overlap slightly with the walls), still did not allow web. You could add fortifications around the doors (mechanised doors apparently still allow pathfinding, even when closed) but of course them your silk collectors will get job cancellations from seeing the spider. It would seem that if you want to produce silk you will need to rely on the standard fortifications-with-forbidden-door (with retracting bridge pits depending on desire complexity/automation). Incidentally, despite having building destroyer:1, untamed GCS do not destroy doors. [[User:Niveras|Niveras]] 20:12, 3 July 2010 (UTC)&lt;br /&gt;
:::I'm removing the farming section in the article as noone seems to have posted a working solution that has been tested in DF mode. I've just played around with it in arena mode in v.31.06.&lt;br /&gt;
&lt;br /&gt;
== Goblin Pit ==&lt;br /&gt;
Is there a reason why the goblins I drop into my giant cave spider pit aren't being attacked? They have no weapons and armor, and the spider isn't tamed. Will it eat them when it gets hungry? [[User:Aussiemon|Aussiemon]] 21:03, 22 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web shooting makes the game ignore the [TRAPAVOID] on creatures==&lt;br /&gt;
When a creature walks into a GCS web, it falls down and the web gets removed. If the web is on top of a trap, the trap will be activated. &amp;lt;br /&amp;gt;&lt;br /&gt;
''Even when the creature has normally [TRAPAVOID]''&amp;lt;br /&amp;gt;&lt;br /&gt;
It has the same effect like falling unconcious.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Except it works for creatures too that normally don't fall unconcious, like FBs and clowns.''&amp;lt;br /&amp;gt;&lt;br /&gt;
Someone on the forums heard about this rumor, and looked if someone can proof it. I was able to proof it (by adding [COMMON_DOMESTIC] to GCS) and piercing the HFS. And yes its goddamn working! Capture a GCS (tamed works best) and stuff it behind fortification (I have heard that they only shoot at stuff which they can path too, use doors (if its tame) so it THINKS it can path to it) that is next to your (trapfilled) entrance, it will shoot at incomming clowns and FBs, which will THEN activate the traps. Even cage traps. You can add clowns and FBs to your zoo/arena now, isn't that awesome?&lt;br /&gt;
&lt;br /&gt;
(For the corridor layout, you can use the same as I did: [http://img829.imageshack.us/img829/1397/steambrutecage.png] ) --[[User:Niggy|Niggy]] 16:36, 23 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Demon&amp;diff=126235</id>
		<title>v0.31 Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Demon&amp;diff=126235"/>
		<updated>2010-08-23T11:45:53Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My first demon encounter==&lt;br /&gt;
&lt;br /&gt;
Surprisingly, my first demon in the new version was a three eyed slavering humanoid pig. Apparently it couldn't fly - as it ran off a cliff and died. Soon thereafter I met a three eyed female humanoid lizard demon lawgiver (and though I was decked out in full steel and a legendary fighter/swordsdwarf with a good weapon and over 100 notable kills, it punched me in the foot and killed me). I am going to update the page to reflect that some demons cannot fly.&lt;br /&gt;
&lt;br /&gt;
[[User:TheTrueMikeBrown|TheTrueMikeBrown]] 14:04, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just pierced the cavern today. Didn't really intend to, it appears that the adamantine vein had a hollow pillar going through it. So, that spawned all of the flying demons in mid air right below the opening. Tried desperately to knock a hole in a wall that led into a cavern hoping to drown the SOBs. Sadly, my entire fortress was slaughtered in minutes.--[[User:Kuroneko|Kuroneko]] 14:17, 9 April 2010 (UTC)&lt;br /&gt;
:Went back and pierced that cavern again, this time with a plan. I set up a flood gate that was infront of a higher level cavern's water supply. I pierced into the adamantine tunnel, and pulled the lever. It would seem that while demons are rather hot (caused steam on a regular basis) they have no problems with water. Several of them were swimming around in 7/7 blocks with no issues.--[[User:Kuroneko|Kuroneko]] 00:59, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I haven't actually encountered any demons yet, but my sites and pops lists &amp;quot;Unnumbered ass demons.&amp;quot; I'm afraid to look.&lt;br /&gt;
Edit: Used reveal2 to find one in fortress mode - yep. [http://greenmoth2.com/demon1.png] [[User:Shotgunmaniac|Shotgunmaniac]] 21:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I wanted to look at those demons, so I made a embark for the sole purprose to dig into hell. Everyone has been killed, no demon died. Then I reembarked with a miner and a stone worker and 5 axedwarfes. I encountered three demons with names, but they didn't stand ANY chance against my dwarfes. They died on sight. I was able to make a staircase to hell, but it was already empty except to that horde of cow demon things, which slaughtered my dwarfes pretty fast. A staircase to hell is funny. And I am sure I found a slade in there!--[[User:Niggy|Niggy]] 10:11, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Note to self: demons can pass fortifications. --Ray&lt;br /&gt;
&lt;br /&gt;
I can confirm the above. I spent ages building a demon-obsidianizer, only to watch them walk into the magma sea through a fortification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==More FUN for your arena==&lt;br /&gt;
http://img829.imageshack.us/img829/1397/steambrutecage.png&lt;br /&gt;
&lt;br /&gt;
I caged some demons.&lt;br /&gt;
Yes.&lt;br /&gt;
Demons.&lt;br /&gt;
Fuck yes.&lt;br /&gt;
When a creature is webbed, the game ignores its [TRAPAVOID].&lt;br /&gt;
So make a way like me, and position some GCS on a side behind fortifications like me.&lt;br /&gt;
Should work with FBs, and titans too.--[[User:Niggy|Niggy]] 11:45, 23 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:MagmaTomb.png&amp;diff=126093</id>
		<title>File talk:MagmaTomb.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:MagmaTomb.png&amp;diff=126093"/>
		<updated>2010-08-20T16:24:17Z</updated>

		<summary type="html">&lt;p&gt;Niggy: Created page with 'Is that a bed or a coffin? --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is that a bed or a coffin? --[[User:Niggy|Niggy]] 16:24, 20 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pyrolusite&amp;diff=123488</id>
		<title>v0.31 Talk:Pyrolusite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pyrolusite&amp;diff=123488"/>
		<updated>2010-08-03T12:26:41Z</updated>

		<summary type="html">&lt;p&gt;Niggy: Created page with 'I found a temple in a goblin fortress, that was made entirely by pyrolusite blocks. Maybe their demon (WHich I killed before that, so I just THINK they worship that) preferes pyr…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I found a temple in a goblin fortress, that was made entirely by pyrolusite blocks.&lt;br /&gt;
Maybe their demon (WHich I killed before that, so I just THINK they worship that) preferes pyrolusite? Because I can't think it is that often.--[[User:Niggy|Niggy]] 12:26, 3 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=123393</id>
		<title>v0.31 Talk:Combat skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=123393"/>
		<updated>2010-08-02T10:08:22Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From [[DF2010 Talk:Fighter]]==&lt;br /&gt;
Made the page but I really dont know how to lay out wiki pages so :-\...&lt;br /&gt;
Also, I dont know anything about the actual skill :P I just thought there should be a page for it... --[[User:Huggz|Huggz]] 00:00, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps the function of &amp;quot;wrestler&amp;quot; has changed, or maybe it's functions have been divided up into multiple skills, due to the new mechanics for wrestling? If that were the case, &amp;quot;fighter&amp;quot; may be somehow derived from there. I mean, &amp;quot;Dodger&amp;quot; was not a skill before, and evasion was partially based on your wrestling skill. --Kydo 05:43, 3 April 2010 (UTC)&lt;br /&gt;
::This may be one of the things that we'll have to wait on. Might need some 3rd party utilities to parse out what's changing during combat, when it's improved (and hence when it's used), what triggers it, whether it's an adventurer-only thing, etc. Whatever - please don't guess on the main page - that's what this page is for. --[[User:Albedo|Albedo]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I'm getting fighter skill from just sitting there letting an archer shoot at me. It's definitely not just gained from unarmed combat. It also seems to go up with every blocked blow, no matter what type. Confirm? --[[User:Sysice|Sysice]] 20:08, 3 June 2010 (UTC)&lt;br /&gt;
* Maybe fighter skill has to do with parrying and counterattacking - that way some skill is retained when swap from eg. axe-user to sword-user. --[[User:TomiTapio|TomiTapio]] 22:37, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archer?==&lt;br /&gt;
Could Archer be the ranged attack equivilent of Fighter?  I've seen Bowdwarf, Marksman, and Blowdartsomething...  That doesn't leave any other ranged weapon.&lt;br /&gt;
:I think so. In adventurer mode, it advances at the same rate and time as Thrower. Not tested with bows. [[Special:Contributions/24.22.117.251|24.22.117.251]] 22:13, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrestling==&lt;br /&gt;
I thought wrestling is bad, until I managed to PINCH THE HEAD OF A VULTURE OFF!&lt;br /&gt;
&amp;quot;You grab The Vulture by the head with your right hand!&lt;br /&gt;
You pinch The Vulture's head with Your right hand!&lt;br /&gt;
The Vulture has been struck down.&amp;quot;&lt;br /&gt;
I was pretty surprised by it, and repeated it three times with other vulture &amp;quot;volunteers&amp;quot;. I am now testing it with a dwarf miner, but it takes its time.--[[User:Niggy|Niggy]] 22:02, 15 July 2010 (UTC)&lt;br /&gt;
* Wrestling is not so cool when you get many grab finger, grab toe attacks. With your lower or upper arm, not with hand. Maybe higher wrestling skill lets you grab throats. &lt;br /&gt;
:&amp;quot;The Lizardfolk Mystic Ranger grabs You by the fourth finger, left hand with his right lower arm!&amp;quot; &lt;br /&gt;
:&amp;quot;The Lizardfolk Mystic Spearman grabs You by the upper left back tooth with his right upper arm!&amp;quot; --[[User:TomiTapio|TomiTapio]] 22:41, 15 July 2010 (UTC)&lt;br /&gt;
*You have to wrestle a certain bodypart. You can do this by manually [A] (don't know how to make that button stuff) pressing enter, and choosing to wrestle the target. Then grab a toe, thooth or the nose with a HAND, not something else and pinch it until it stops being listend. I think this does not work on bigger creatures, as I could easly pinch every toe and most thooth from a ground hog (only left incisors but not right ones) but I can only pinch off the nose of dwarves. --[[User:Niggy|Niggy]] 08:33, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I made some &amp;quot;tests&amp;quot; with wrestling, that means, I used a superfast, noexert, super strong creature to rape my entire world. With fists. To be a bit more fair, but thats something else.  Taking down makes the target prone, but nothing else, it seems. Throwing moves the creature quite a bit through the air, however, bigger creatures won't fly as far as smaller creatures (wolves flew 10 spaces, a giant desert scorpion only 1 space, this was with a modded creature) and throwing has the chance that the creature collides with obstacles and other creatures (even with yourself, I was standing in the middle of the town population when I hit myself with a child, I didn't survived), sometimes creatures blow apart, or break their legs.&lt;br /&gt;
Pinching is quite powerful, as you can remove mostly everything on your enemy (I had a cougar with only a upper body, lower body and the head left) but you can only pinch off whats on the outside, internal organs (because you can't reach them), mouths, eyes, eyelids, cheeks, lips, and that stuff can't be pinched off and there are some bugs with theeth (left hand can't pinch off right incisiors/eye theeth, but right hand can do it on the first try).&lt;br /&gt;
If you want you can use this technic to get a backpack full with ground/vultures, maybe even wolf heads (when unmodded), or you can play oldfashioned theeth doctor and remove all theeth from the local elf population (or their noses if you want).&lt;br /&gt;
With a normal dwarf you can easly pinch off the theeth and noses of other dwarves, and most stuff from smaller animals (heads from vultures and groundhogs) but don't try this on stuff thats bigger then you. Don't. It hurts.&lt;br /&gt;
&lt;br /&gt;
([http://img713.imageshack.us/img713/3316/thatwasayeti.png] Sadly, that was also a modded adventurer :/ Don't try to repeat)  --[[User:Niggy|Niggy]] 10:08, 2 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=123356</id>
		<title>v0.31 Talk:Combat skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=123356"/>
		<updated>2010-08-01T14:31:31Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From [[DF2010 Talk:Fighter]]==&lt;br /&gt;
Made the page but I really dont know how to lay out wiki pages so :-\...&lt;br /&gt;
Also, I dont know anything about the actual skill :P I just thought there should be a page for it... --[[User:Huggz|Huggz]] 00:00, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps the function of &amp;quot;wrestler&amp;quot; has changed, or maybe it's functions have been divided up into multiple skills, due to the new mechanics for wrestling? If that were the case, &amp;quot;fighter&amp;quot; may be somehow derived from there. I mean, &amp;quot;Dodger&amp;quot; was not a skill before, and evasion was partially based on your wrestling skill. --Kydo 05:43, 3 April 2010 (UTC)&lt;br /&gt;
::This may be one of the things that we'll have to wait on. Might need some 3rd party utilities to parse out what's changing during combat, when it's improved (and hence when it's used), what triggers it, whether it's an adventurer-only thing, etc. Whatever - please don't guess on the main page - that's what this page is for. --[[User:Albedo|Albedo]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I'm getting fighter skill from just sitting there letting an archer shoot at me. It's definitely not just gained from unarmed combat. It also seems to go up with every blocked blow, no matter what type. Confirm? --[[User:Sysice|Sysice]] 20:08, 3 June 2010 (UTC)&lt;br /&gt;
* Maybe fighter skill has to do with parrying and counterattacking - that way some skill is retained when swap from eg. axe-user to sword-user. --[[User:TomiTapio|TomiTapio]] 22:37, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archer?==&lt;br /&gt;
Could Archer be the ranged attack equivilent of Fighter?  I've seen Bowdwarf, Marksman, and Blowdartsomething...  That doesn't leave any other ranged weapon.&lt;br /&gt;
:I think so. In adventurer mode, it advances at the same rate and time as Thrower. Not tested with bows. [[Special:Contributions/24.22.117.251|24.22.117.251]] 22:13, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrestling==&lt;br /&gt;
I thought wrestling is bad, until I managed to PINCH THE HEAD OF A VULTURE OFF!&lt;br /&gt;
&amp;quot;You grab The Vulture by the head with your right hand!&lt;br /&gt;
You pinch The Vulture's head with Your right hand!&lt;br /&gt;
The Vulture has been struck down.&amp;quot;&lt;br /&gt;
I was pretty surprised by it, and repeated it three times with other vulture &amp;quot;volunteers&amp;quot;. I am now testing it with a dwarf miner, but it takes its time.--[[User:Niggy|Niggy]] 22:02, 15 July 2010 (UTC)&lt;br /&gt;
* Wrestling is not so cool when you get many grab finger, grab toe attacks. With your lower or upper arm, not with hand. Maybe higher wrestling skill lets you grab throats. &lt;br /&gt;
:&amp;quot;The Lizardfolk Mystic Ranger grabs You by the fourth finger, left hand with his right lower arm!&amp;quot; &lt;br /&gt;
:&amp;quot;The Lizardfolk Mystic Spearman grabs You by the upper left back tooth with his right upper arm!&amp;quot; --[[User:TomiTapio|TomiTapio]] 22:41, 15 July 2010 (UTC)&lt;br /&gt;
*You have to wrestle a certain bodypart. You can do this by manually [A] (don't know how to make that button stuff) pressing enter, and choosing to wrestle the target. Then grab a toe, thooth or the nose with a HAND, not something else and pinch it until it stops being listend. I think this does not work on bigger creatures, as I could easly pinch every toe and most thooth from a ground hog (only left incisors but not right ones) but I can only pinch off the nose of dwarves. --[[User:Niggy|Niggy]] 08:33, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I made some &amp;quot;tests&amp;quot; with wrestling, that means, I used a superfast, noexert, super strong creature to rape my entire world. With fists. To be a bit more fair, but thats something else.  Taking down makes the target prone, but nothing else, it seems. Throwing moves the creature quite a bit through the air, however, bigger creatures won't fly as far as smaller creatures (wolves flew 10 spaces, a giant desert scorpion only 1 space, this was with a modded creature) and throwing has the chance that the creature collides with obstacles and other creatures (even with yourself, I was standing in the middle of the town population when I hit myself with a child, I didn't survived), sometimes creatures blow apart, or break their legs.&lt;br /&gt;
Pinching is quite powerful, as you can remove mostly everything on your enemy (I had a cougar with only a upper body, lower body and the head left) but you can only pinch off whats on the outside, internal organs (because you can't reach them), mouths, eyes, eyelids, cheeks, lips, and that stuff can't be pinched off and there are some bugs with theeth (left hand can't pinch off right incisiors/eye theeth, but right hand can do it on the first try).&lt;br /&gt;
If you want you can use this technic to get a backpack full with ground/vultures, maybe even wolf heads (when unmodded), or you can play oldfashioned theeth doctor and remove all theeth from the local elf population (or their noses if you want).&lt;br /&gt;
With a normal dwarf you can easly pinch off the theeth and noses of other dwarves, and most stuff from smaller animals (heads from vultures and groundhogs) but don't try this on stuff thats bigger then you. Don't. It hurts. --[[User:Niggy|Niggy]] 14:31, 1 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=121634</id>
		<title>v0.31 Talk:Combat skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=121634"/>
		<updated>2010-07-16T08:33:17Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From [[DF2010 Talk:Fighter]]==&lt;br /&gt;
Made the page but I really dont know how to lay out wiki pages so :-\...&lt;br /&gt;
Also, I dont know anything about the actual skill :P I just thought there should be a page for it... --[[User:Huggz|Huggz]] 00:00, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps the function of &amp;quot;wrestler&amp;quot; has changed, or maybe it's functions have been divided up into multiple skills, due to the new mechanics for wrestling? If that were the case, &amp;quot;fighter&amp;quot; may be somehow derived from there. I mean, &amp;quot;Dodger&amp;quot; was not a skill before, and evasion was partially based on your wrestling skill. --Kydo 05:43, 3 April 2010 (UTC)&lt;br /&gt;
::This may be one of the things that we'll have to wait on. Might need some 3rd party utilities to parse out what's changing during combat, when it's improved (and hence when it's used), what triggers it, whether it's an adventurer-only thing, etc. Whatever - please don't guess on the main page - that's what this page is for. --[[User:Albedo|Albedo]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I'm getting fighter skill from just sitting there letting an archer shoot at me. It's definitely not just gained from unarmed combat. It also seems to go up with every blocked blow, no matter what type. Confirm? --[[User:Sysice|Sysice]] 20:08, 3 June 2010 (UTC)&lt;br /&gt;
* Maybe fighter skill has to do with parrying and counterattacking - that way some skill is retained when swap from eg. axe-user to sword-user. --[[User:TomiTapio|TomiTapio]] 22:37, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archer?==&lt;br /&gt;
Could Archer be the ranged attack equivilent of Fighter?  I've seen Bowdwarf, Marksman, and Blowdartsomething...  That doesn't leave any other ranged weapon.&lt;br /&gt;
:I think so. In adventurer mode, it advances at the same rate and time as Thrower. Not tested with bows. [[Special:Contributions/24.22.117.251|24.22.117.251]] 22:13, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrestling==&lt;br /&gt;
I thought wrestling is bad, until I managed to PINCH THE HEAD OF A VULTURE OFF!&lt;br /&gt;
&amp;quot;You grab The Vulture by the head with your right hand!&lt;br /&gt;
You pinch The Vulture's head with Your right hand!&lt;br /&gt;
The Vulture has been struck down.&amp;quot;&lt;br /&gt;
I was pretty surprised by it, and repeated it three times with other vulture &amp;quot;volunteers&amp;quot;. I am now testing it with a dwarf miner, but it takes its time.--[[User:Niggy|Niggy]] 22:02, 15 July 2010 (UTC)&lt;br /&gt;
* Wrestling is not so cool when you get many grab finger, grab toe attacks. With your lower or upper arm, not with hand. Maybe higher wrestling skill lets you grab throats. &lt;br /&gt;
:&amp;quot;The Lizardfolk Mystic Ranger grabs You by the fourth finger, left hand with his right lower arm!&amp;quot; &lt;br /&gt;
:&amp;quot;The Lizardfolk Mystic Spearman grabs You by the upper left back tooth with his right upper arm!&amp;quot; --[[User:TomiTapio|TomiTapio]] 22:41, 15 July 2010 (UTC)&lt;br /&gt;
*You have to wrestle a certain bodypart. You can do this by manually [A] (don't know how to make that button stuff) pressing enter, and choosing to wrestle the target. Then grab a toe, thooth or the nose with a HAND, not something else and pinch it until it stops being listend. I think this does not work on bigger creatures, as I could easly pinch every toe and most thooth from a ground hog (only left incisors but not right ones) but I can only pinch off the nose of dwarves. --[[User:Niggy|Niggy]] 08:33, 16 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=121599</id>
		<title>v0.31 Talk:Combat skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=121599"/>
		<updated>2010-07-15T22:02:22Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==From [[DF2010 Talk:Fighter]]==&lt;br /&gt;
Made the page but I really dont know how to lay out wiki pages so :-\...&lt;br /&gt;
Also, I dont know anything about the actual skill :P I just thought there should be a page for it... --[[User:Huggz|Huggz]] 00:00, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps the function of &amp;quot;wrestler&amp;quot; has changed, or maybe it's functions have been divided up into multiple skills, due to the new mechanics for wrestling? If that were the case, &amp;quot;fighter&amp;quot; may be somehow derived from there. I mean, &amp;quot;Dodger&amp;quot; was not a skill before, and evasion was partially based on your wrestling skill. --Kydo 05:43, 3 April 2010 (UTC)&lt;br /&gt;
::This may be one of the things that we'll have to wait on. Might need some 3rd party utilities to parse out what's changing during combat, when it's improved (and hence when it's used), what triggers it, whether it's an adventurer-only thing, etc. Whatever - please don't guess on the main page - that's what this page is for. --[[User:Albedo|Albedo]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I'm getting fighter skill from just sitting there letting an archer shoot at me. It's definitely not just gained from unarmed combat. It also seems to go up with every blocked blow, no matter what type. Confirm? --[[User:Sysice|Sysice]] 20:08, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archer?==&lt;br /&gt;
Could Archer be the ranged attack equivilent of Fighter?  I've seen Bowdwarf, Marksman, and Blowdartsomething...  That doesn't leave any other ranged weapon.&lt;br /&gt;
:I think so. In adventurer mode, it advances at the same rate and time as Thrower. Not tested with bows. [[Special:Contributions/24.22.117.251|24.22.117.251]] 22:13, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wrestling==&lt;br /&gt;
I thought wrestling is bad, until I managed to PINCH THE HEAD OF A VULTURE OFF!&lt;br /&gt;
&amp;quot;You grab The Vulture by the head with your right hand!&lt;br /&gt;
You pinch The Vulture's head with Your right hand!&lt;br /&gt;
The Vulture has been struck down.&amp;quot;&lt;br /&gt;
I was pretty surprised by it, and repeated it three times with other vulture &amp;quot;volunteers&amp;quot;. I am now testing it with a dwarf miner, but it takes its time.--[[User:Niggy|Niggy]] 22:02, 15 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Niggy&amp;diff=121388</id>
		<title>User talk:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Niggy&amp;diff=121388"/>
		<updated>2010-07-13T09:26:19Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please give feedback on anything I do. Just do it!&lt;br /&gt;
:Did you notice that [[User:Njero|Njero]] works on a similar project as you do? --[[User:Doub|Doub]] 16:51, 6 July 2010 (UTC)&lt;br /&gt;
::On that page has been done no work since semptember last year :3 --[[User:Niggy|Niggy]] 17:58, 6 July 2010 (UTC)&lt;br /&gt;
:::Yes, I'm afraid I have been cursed with an ambition far greater than the scope of my patience. If you don't get to it first (and you will if you try), I'll see about folding your data into my pretty. Odds of that happening are very close to the odds of killing a bronze colossus in v0.31.02. :) aaaaand I always forget to sign my edits... --[[User:Njero|Njero]] 03:26, 13 July 2010 (UTC)&lt;br /&gt;
::::Hehe, I am still wondering how the hell I got the patience to do this. I like the style of your color guide, and I tried to fit my one into the same look, but not enought patience for that :3 (I wouldn't mind if you would do that.) --[[User:Niggy|Niggy]] 09:26, 13 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Merperson&amp;diff=121038</id>
		<title>v0.31 Talk:Merperson</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Merperson&amp;diff=121038"/>
		<updated>2010-07-10T17:52:00Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Merpeople have the most detailed raws of any fanciful creature in Dwarf Fortress. This is pointless, however, as they have the [FANCIFUL] tag and will not appear in the game as anything but statues and engravings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What? I had very often merpeople in my good aligned oceans WITHOUT removing the [FANCIFUL] tag. The [FANCIFUL] tag doesn't remove the creature from the game, as even dragons have it. And most people can verify that dragons exist. :3 I would think that only the [DOES_NOT_EXIST] tag removes the creature from the game (Who had thought by the name of that tag?). So as I proved that the quote above is not true, I remove it.--[[User:Niggy|Niggy]] 18:57, 9 July 2010 (UTC)&lt;br /&gt;
:I stand corrected. While correcting things, however, try and rewrite it so it doesn't look like multiple people were correcting one another. That's just awkward. --[[User:JohnnyMadhouse|JohnnyMadhouse]] 19:09, 9 July 2010 (UTC)&lt;br /&gt;
::Supposedly, [FANCIFUL] just makes it so that everybody knows that the creature exists and will thus be able to depict it in engravings and such, even if they don't have a preference for it. --[[User:Quietust|Quietust]] 19:54, 9 July 2010 (UTC)&lt;br /&gt;
:::That the [FANCIFUL] tag makes everyone know that thing is nothing new to me. I rewrited the articel, so what have I done wrong?&lt;br /&gt;
::::This isn't a competition, we're not on teams, and no one here is trying to score points off of you. Quietust's response to me about the purpose of the [FANCIFUL] tag was not meant to make you defensive. --[[User:JohnnyMadhouse|JohnnyMadhouse]] 17:33, 10 July 2010 (UTC)&lt;br /&gt;
::::I didn't wanted to sound angry, I just wanted to point out that I know what the [FANCIFUL] tag means, kinda like bragging a bit. I was just wondering about this &amp;quot;While correcting things, however, try and rewrite it so it doesn't look like multiple people were correcting one another.&amp;quot; What do you want to tell me with that? --[[User:Niggy|Niggy]] 17:52, 10 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=121034</id>
		<title>User:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=121034"/>
		<updated>2010-07-10T16:00:51Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you can find a list of all ingame shown colors and all stones, ores, metals, alloys, gems, glass , trees, &amp;quot;liquids&amp;quot; and ice with that color.&lt;br /&gt;
==Niggys Color helper!==&lt;br /&gt;
All thanks to Quietusts for removing the redlinks!&lt;br /&gt;
&lt;br /&gt;
'''White'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Chalk]], [[Limestone]], [[Dolomite]], [[Rock salt]], [[Marble]], [[Quartzite]], [[Alabaster]], [[Alunite]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Borax]], [[Calcite]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Satinspar]], [[Selenite]], [[Talc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Native aluminium]], [[Galena]], [[Horn silver]], [[Native platinum]], [[Native silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Aluminium]], [[Platinum]], [[Silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Crystal glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Fortification agate]], [[Jasper opal]], [[Milk opal]], [[Milk quartz]], [[Moonstone]], [[Onyx opal]], [[Pineapple opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pipe opal]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Bandfire opal]], [[Cat's eye]], [[Clear zircon]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Light yellow diamond]], [[Pinfire opal]], [[White opal]], [[Clear diamond]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Feather tree]], [[Tower-cap]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Ichor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White is not very hard to find in certain biomes since 6 white blocks form entire layers, with marble which is nearly everywhere, but without those, white has only more stones that are not very common, so it can be easy or hard to make a white fortress. White also posses the second most valuable metals, platinium and aluminium, and also siver.&lt;br /&gt;
With 2 white trees, white has the second most trees after brown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Granite]], [[Dacite]], [[Gneiss]], [[Phyllite]], [[Anhydrite]], [[Pyrolusite]], [[Stibnite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Bismuthinite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Nickel]], [[Tin]], [[Zinc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Billion]], [[Trifle pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Bone opal]], [[Clear tourmaline]], [[Dendritic agate]], [[Gray chalcedony]], [[Onyx]], [[Shell opal]], [[Clear garnet]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Light grey has 4 layerforming stones, but after that only three uncommon stones. It also has only 1 ore, 3 metals,2 alloys and no trees with its color, so its harder to make a light grey fortress.&lt;br /&gt;
&lt;br /&gt;
'''Dark Grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Claystone]], [[Shale]], [[Diorite]], [[Gabbro]], [[Andesite]], [[Basalt]], [[Obsidian]], [[Rhyolite]], [[Slate]], [[Chromite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Lignite]], [[Mica]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Iron]], [[Lead]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Pig Iron]], [[Steel]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Morion]], [[Schorl]], [[Black opal]], [[Black pyrope]], [[Black zircon]], [[Melanite]], [[Black diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Black-cap]]&lt;br /&gt;
&lt;br /&gt;
9 layerforming stones has dark grey and with that even more than white. I would say, dark grey is the easiest to find color currently in DF (Without gems), Since it has the most used metal (iron) and the most used alloys (pig iron, steel) and many common stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brown'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Chert]], [[Conglomerate]], [[Mudstone]], [[Sandstone]], [[Siltstone]], [[Schist]], [[Puddingstone]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Cassiterite]], [[Native Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals   [[Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Amber opal]], [[Brown jasper]], [[Fire agate]], [[Picture jasper]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Wax opal]], [[Wood opal]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Jelly opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Faint yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Acacia]], [[Alder]], [[Ash]], [[Birch]], [[Cacao tree]], [[Candlenut]], [[Cedar]], [[Chestnut]], [[Highwood]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Kapok]], [[Larch]], [[Mango tree]], [[Mahogany]], [[Maple]], [[Mangrove]], [[Oak]], [[Palm]], [[Pine]], [[Rubber tree]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Saguaro]], [[Willow]]&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Mud]]&lt;br /&gt;
&lt;br /&gt;
With 6 layerforming stones and only 1 non layer stone which only occurs already in a brown stone, it can be dificult in many biomes to find brown stones. But it has many, many trees (all overground trees except featherwood and glumprong).&lt;br /&gt;
&lt;br /&gt;
'''Dark Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Bauxite]], [[Kaolinite]],&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Hematite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sardonyx]], [[Sard]], [[Almandine]], [[Red grossular]], [[Red pyrope]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Red spinel]], [[Red tourmaline]], [[Red zircon]], [[Ruby]], [[Red diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Blood thorn]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Blood]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first color without a layerstone but with the most valuable stone in previous versions (bauxite) it is quite hard to make a dark red fortress, but who has one is always pleased to see its fortress &amp;quot;bloodcovered&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Brimstone]], [[Gypsum]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Native gold]], [[Limonite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Bismuth Bronze]], [[Brass]], [[Electrum]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Citrine]], [[Gold opal]], [[Pyrite]], [[Resin opal]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topazolite]], [[Topaz]], [[Yellow grossular]], [[Yellow spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Yellow zircon]], [[Yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Fungiwood]]&lt;br /&gt;
&lt;br /&gt;
No layerstone, but many common stones, it is quite often that a fortress has many yellow stones.&lt;br /&gt;
&lt;br /&gt;
'''Light Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cinnabar]], [[Petrified wood]], [[Realgar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Cherry opal]], [[Rose quartz]], [[Fire opal]], [[Pink tourmaline]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Star ruby]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Goblin-cap]]&lt;br /&gt;
&lt;br /&gt;
Cinnabar the fake ore, petrified wood, the only magmasafe wood and realgar it has one vein stone and two small cluster stone, makes light red a very uncommon color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cobaltite]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Claro opal]], [[Star sapphire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cobaltite the second fake ore is the only building material of light blue.Very uncommon.&lt;br /&gt;
&lt;br /&gt;
'''Dark Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Kimberlite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue garnet]], [[Indigo tourmaline]], [[Sapphire]], [[Blue diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Nether-cap]]&lt;br /&gt;
&lt;br /&gt;
One uncommon stone and one uncommon tree, nice color but very rare.&lt;br /&gt;
&lt;br /&gt;
'''Light Cyan'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Microcline]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Raw adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysocolla]], [[Turquoise]], [[Aquamarine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ice [[Ice]]&lt;br /&gt;
&lt;br /&gt;
Even with only one stone and the most valuable metal ever (adamantine) it is quite common since microcline is everywhere.&lt;br /&gt;
And Ice is neat renewable source of light cyan.&lt;br /&gt;
My favorite color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Garnierite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysoprase]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the ore of nickel has light green, which is another rare color in fortresses.&lt;br /&gt;
&lt;br /&gt;
'''Dark Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Olivine]], [[Serpentine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Malachite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Green glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Aventurine]], [[Moss agate]], [[Moss opal]], [[Prase opal]], [[Prase]], [[Variscite]], [[Demantoid]], [[Green tourmaline]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Green zircon]], [[Tsavorite]], [[Emerald]], [[Green diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivine is quite often and green glass is a easy to create glass, so its no so uncommon to have a dark green color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purple'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Pitchblende]], [[Rutile]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Black bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Lavender jade]], [[Purple spinel]], [[Rhodolite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
Pitchblende and rutile are very uncommon stones that only occur as small clusters and a tree that only grows in evil biomes.&lt;br /&gt;
Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teal'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Lay pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Clear glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Spore tree]] &lt;br /&gt;
&lt;br /&gt;
One alloy, one glass, one tree. Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bright Purple/Pink''' &amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Bismuth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Rose gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pink jade]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Tunnel tube]]&lt;br /&gt;
&lt;br /&gt;
One metal, one alloy, one tree. Pretty much the same like above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have more things to add (Maybe leather, what ever else has colors), feel free to add it.&lt;br /&gt;
&lt;br /&gt;
==My idea on &amp;quot;Why do creatures stay at certain sites&amp;quot;==&lt;br /&gt;
There should be certain reasons if a creature stays(not visits) at a site (like your fortress) and if these are not met, they will go away or insane if they can't do the first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of reason to stay or not:&lt;br /&gt;
1: This is my home:&lt;br /&gt;
Basically, the creature wants to live here, this applies to your normal dwarves and immigrants but also goes into account of every other creature.&lt;br /&gt;
If the creature is happy it will stay, if not it will go (not the normally insane) and leave your fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2: That guy is not letting me go:&lt;br /&gt;
This would apply to all slaves in your fortress.&lt;br /&gt;
They will attempt to flee if they don't fear the consequences enough or they will try to revolt if they have weapons. &lt;br /&gt;
&lt;br /&gt;
Things that increase the force (to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves (in order of the highest to lowest effect) dying while attempting to flee/revolt&lt;br /&gt;
-Being chained/caged (This will increase the fear greatly)&lt;br /&gt;
-Getting punished &lt;br /&gt;
-Seeing family members/friends/creatures of the same race/other slaves getting punished for whatever reason (Lava pit diving is much more fun, if you let goblin slaves do it)&lt;br /&gt;
-Being far away from every exit (depends on distance)&lt;br /&gt;
-Walking in a trap while fleeing/revolting&lt;br /&gt;
&lt;br /&gt;
Things that decrease the force(to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves revolting/fleeing&lt;br /&gt;
-Having access to some weapons (only revolting, don't let slaves haul your adamantine weapons)&lt;br /&gt;
-Having an open exit (fleeing only, don't let slaves outside)&lt;br /&gt;
-Seeing members of the enslavers dying (while an ambush or siege)&lt;br /&gt;
&lt;br /&gt;
Things that affect the force level&lt;br /&gt;
-Being self confident or not (Affects chance of revolt more than fleeing)&lt;br /&gt;
-Being brave (Brave creatures prefer revolting and dead than being slaved, fearful creatures prefer living and fleeing)&lt;br /&gt;
-Getting spirited by a creature with a high leadership (revolting only, may also have drawbacks for creatures that hate each others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3: I stay here because I am paid to do that:&lt;br /&gt;
Mercenaries will ocacially visit your fortress and will stay there if they get some money and/or a home to live in.&lt;br /&gt;
These will go if they don't get paid.&lt;br /&gt;
&lt;br /&gt;
4: Loyality :&lt;br /&gt;
Certain creatures can form loyality to other creatures, the crown guard to their king, a young mercrenary to an old master of fighting, slaves for getting defended against some things, &amp;quot;fathers and mothers to their children&amp;quot; (could be counted as loyality), an animal to its owner, even creatures can get attached to certain landscapes (I will never leave this cage, its to epic).&lt;br /&gt;
&lt;br /&gt;
Creatures which have loyality to different creatures will not flee if their object of loyality does not flee. In opposite, they will flee if their object of loyality indeed does flee.&lt;br /&gt;
&lt;br /&gt;
5: Wander mood:&lt;br /&gt;
Kinda liken the current strange moods, a creature may walk away to wander the world instead of staying at home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All reasons to stay or not, will be put together.&lt;br /&gt;
A slave may form loyality to his comrades or his family and will not flee even when able to.&lt;br /&gt;
Or a former mercrenary will settle in your fortress because he want to life there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slaves! (A evil (normal?) fortress master dream)==&lt;br /&gt;
Basically every creature that has the [CAN_LEARN] and [CAN_SPEAK] or [INTELLIGENT] tag can be enslaved.&lt;br /&gt;
To enslave a creature (maybe the last goblin ambush) you need it to be caged.&lt;br /&gt;
Then you assign it to be enslaved and your Slavemaster dwarf (a new job maybe) would go to that cage (like pet taming) and start to do his job (beating it until it gives up, a whip can help).&lt;br /&gt;
After you have atleast one slave, you must make slave quarters, the future homes of your slaves. Decorate it nicely with some metal doors and cages and chains hanging from the roof. Slaves don't need beds, so don't give them some.&lt;br /&gt;
You should also keep the slave master in the near of his charge so they can feel his love, a iron whip, it menances with spikes of iron. &lt;br /&gt;
When you have setup everything, you can assign the slaves to your normal dwarf or assign them work directly.&lt;br /&gt;
All slaves can do any work, or they could take a part in your armie.&lt;br /&gt;
&amp;quot;RELEASE THE TIGERMAN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Poorly, a slave needs food like everyone else. You should make a small food stockpile in their quarters and also a small, nice well.&lt;br /&gt;
Watch them, when 20 hungry slaves after hard days to work, all storm to the last piece of bread in their stockpile.&lt;br /&gt;
As with every animal, slaves will occiacially pop out some children. These can be very helpful, as they are new slaves which will occacially produce new slaves and fun toys.&lt;br /&gt;
They may even ask you if you could allow them to marry each other, this can be useful, or not. Or its just funny seeing as you deny this.&lt;br /&gt;
There is also nothing more fun then tossing the new born elf baby slave into that lava pit over there. :D&lt;br /&gt;
Its good to be evil (or normal).&lt;br /&gt;
&lt;br /&gt;
If you are feeling really happy, you can even give freedom to new grown family, and make them real members of your fortress. Or not. Most likely not.&lt;br /&gt;
If you are a child snatching race, you can use this to produce even more slaves.&lt;br /&gt;
Or just trade them. Slaves are very useful in every direction.&lt;br /&gt;
&lt;br /&gt;
Just don't let them haul your collection of adamantine weapons, as this can give slaves bad thoughts and cause some fun in the form of a armed slave revolt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic (some sort of thing that will be in DF one time)==&lt;br /&gt;
Magic could have different directions to go into, every creature can go into one certain direction of magic but will only be truly a master if it specialises on one direction:&lt;br /&gt;
&lt;br /&gt;
Healing, Magic alchemy, summoning, demonic magic, necromantic, magic enchanting, mind controlling, elemental control (either in all directions or focusing in one element: fire, ice, water, light, darkness, thunder, earth, wind, life, death whatever else may come up), magical crafting&lt;br /&gt;
&lt;br /&gt;
Healing: Healing wounds, curing poisons, removing rot, regrowing limbs, on highest level maybe even resurrection? Is directed to necromantic, and elemental life control&lt;br /&gt;
&lt;br /&gt;
Magic alchemy: A fusion of alchemy and magic, will produce much better alchemic results with less time and work&lt;br /&gt;
&lt;br /&gt;
Summoning: Summoning or calling of normal creatures, magical spirtites, elemental golems or even deities (priests could perform this to send a call to their deity). Would be related to all sorts of elemental control, necromantic and demonic magic.&lt;br /&gt;
&lt;br /&gt;
Demonic magic: Enslaving the power of called demons to use under your control. This will provide enourmous powers but could end to endless pain if the demons overwhelm you and take you with in their world (like in here[http://www.bay12games.com/dwarves/story/tt_moclem.html]) which WILL happend if you are growing older and older. Related to summoning.&lt;br /&gt;
&lt;br /&gt;
Necromantic: Reviving the fallen by channeling your own powers to move their bodies like puppets will not touching the soul of the dead. Unlike reviving through healing or elemental life, this will not provide a own will of the revived but its much easier and you gain more control of the dead. The zombies and skeletons and whatelse can be from any living creature, but can be overtaken by a greater might, like a force, deity or demon. Related to summoning, healing, mindcontrolling, elemental death and life.&lt;br /&gt;
&lt;br /&gt;
Magic enchanting: Altering the properties of certain materials, tools or weapons. This alters the old properties greatly depending of the magican. He could enchant a copper dagger to be as strong as a steel dagger and as hot like dragon fire, while not burning its wearer. Related to all elemental controls and magical crafting. This can be done at any point the to-enchanting obejct exists, unlike magical crafting which will only work on the creation of the object. Enchantings will loose its power over time, the enchanting will stay longer, the better the enchanter is.&lt;br /&gt;
&lt;br /&gt;
Mind controlling: Enslaving or affecting the mind of any creature, and changing its behaviour. Removing all fear, deleting all memories, or full remote control of its body. Related to elemental life and necromantic. &lt;br /&gt;
&lt;br /&gt;
Elemental Control: Directly controling or altering the flow of elementals, sending a fireball there, changing the path of a thunderbolt here and freezing the next test subject. Some elements can be controlled by other elements, like if I remove all heat of a place, ice and coldness will spread there. This is called indirect control. Direct control can move the element, increase or decrease its strenght and other things.&lt;br /&gt;
&lt;br /&gt;
Magical Crafting: Using magical powers to work magical abilities into a material. These will stay forever until the destruction of the object, then they will break out in the form of a small magical explosion. Related to magical enchanting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All forms of magic must be learned by the individual, before it can use and master them.&lt;br /&gt;
Some creatures are more affected by magic then others, while even some species are more affected by certain ways of magic then others (elves in healing and elemental life and light, dwarves in enchanting, magical crafting and elemental earth).&lt;br /&gt;
To train a creature in magic, it needs to pose magical affection and a magican needs to find this affection in order to train it into a magican.&lt;br /&gt;
It can also gain powers through objects (a magical hammer for crafting for example) or as a present from a deity or demon.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, you could get a immigrant magican, who will then start to live in your fortress and increase its ability in his/her magical direction. Upon finding another magical affected individual, the magican will start to train (if you allow it) the apprentice in general knowledge of magic. The apprentice will choose from a magical direction it likes but will prefer a direction an already existing magican uses.&lt;br /&gt;
&lt;br /&gt;
The apprentice will test its new won abilities on some subjects, like necromantic on dead creatures (the latest siege will help here), like healing in the hospital or manipulating the elements outside (or worse, inside) your fortres.&lt;br /&gt;
&lt;br /&gt;
Imagine to see your newest apprentice to test his necromantic powers in the graveyard of your fortress!0&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Merperson&amp;diff=121027</id>
		<title>v0.31 Talk:Merperson</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Merperson&amp;diff=121027"/>
		<updated>2010-07-10T10:48:01Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Merpeople have the most detailed raws of any fanciful creature in Dwarf Fortress. This is pointless, however, as they have the [FANCIFUL] tag and will not appear in the game as anything but statues and engravings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What? I had very often merpeople in my good aligned oceans WITHOUT removing the [FANCIFUL] tag. The [FANCIFUL] tag doesn't remove the creature from the game, as even dragons have it. And most people can verify that dragons exist. :3 I would think that only the [DOES_NOT_EXIST] tag removes the creature from the game (Who had thought by the name of that tag?). So as I proved that the quote above is not true, I remove it.--[[User:Niggy|Niggy]] 18:57, 9 July 2010 (UTC)&lt;br /&gt;
:I stand corrected. While correcting things, however, try and rewrite it so it doesn't look like multiple people were correcting one another. That's just awkward. --[[User:JohnnyMadhouse|JohnnyMadhouse]] 19:09, 9 July 2010 (UTC)&lt;br /&gt;
::Supposedly, [FANCIFUL] just makes it so that everybody knows that the creature exists and will thus be able to depict it in engravings and such, even if they don't have a preference for it. --[[User:Quietust|Quietust]] 19:54, 9 July 2010 (UTC)&lt;br /&gt;
:::That the [FANCIFUL] tag makes everyone know that thing is nothing new to me. I rewrited the articel, so what have I done wrong?&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Merperson&amp;diff=120996</id>
		<title>v0.31:Merperson</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Merperson&amp;diff=120996"/>
		<updated>2010-07-09T19:00:36Z</updated>

		<summary type="html">&lt;p&gt;Niggy: Merpeople show up in the game, without removing [FANCIFUL].&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Merperson&lt;br /&gt;
|symbol=M&lt;br /&gt;
|color=3:0:1|contrib=no&lt;br /&gt;
|biome= * Any {{L|ocean}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A man-like creature with the tail of a fish instead of legs.''&lt;br /&gt;
&lt;br /&gt;
Merpeople are one of the many creatures with the [FANCIFUL] tag that appear ingame. You can normaly find them in good aligned oceans, where they often swim in groups, following the trail of the others.&lt;br /&gt;
&lt;br /&gt;
Unlike previous versions, merperson bones are not more worth then normal bones.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Merperson&amp;diff=120995</id>
		<title>v0.31 Talk:Merperson</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Merperson&amp;diff=120995"/>
		<updated>2010-07-09T18:57:37Z</updated>

		<summary type="html">&lt;p&gt;Niggy: Created page with '&amp;quot;Merpeople have the most detailed raws of any fanciful creature in Dwarf Fortress. This is pointless, however, as they have the [FANCIFUL] tag and will not appear in the game as …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Merpeople have the most detailed raws of any fanciful creature in Dwarf Fortress. This is pointless, however, as they have the [FANCIFUL] tag and will not appear in the game as anything but statues and engravings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What? I had very often merpeople in my good aligned oceans WITHOUT removing the [FANCIFUL] tag. The [FANCIFUL] tag doesn't remove the creature from the game, as even dragons have it. And most people can verify that dragons exist. :3 I would think that only the [DOES_NOT_EXIST] tag removes the creature from the game (Who had thought by the name of that tag?). So as I proved that the quote above is not true, I remove it.--[[User:Niggy|Niggy]] 18:57, 9 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Niggy&amp;diff=120757</id>
		<title>User talk:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Niggy&amp;diff=120757"/>
		<updated>2010-07-06T17:58:44Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please give feedback on anything I do. Just do it!&lt;br /&gt;
:Did you notice that [[User:Njero|Njero]] works on a similar project as you do? --[[User:Doub|Doub]] 16:51, 6 July 2010 (UTC)&lt;br /&gt;
::On that page has been done no work since semptember last year :3 --[[User:Niggy|Niggy]] 17:58, 6 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Njero&amp;diff=120755</id>
		<title>User talk:Njero</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Njero&amp;diff=120755"/>
		<updated>2010-07-06T17:57:38Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Material Colour Guide ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if I have the colours right for my first stone entry (the 7:0:1s). Mostly because I've never built a statue from white stone before, and that just looks really bright! I'm just assuming for now that the construction colour carries over from the stone/block colour. If that's the case, then it should be right. --[[User:Njero|Njero]] 04:14, 16 September 2009 (UTC)&lt;br /&gt;
:Did you notice that [[User:Niggy|Niggy]] works on a similar project as you do? --[[User:Doub|Doub]] 16:51, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh hey, you had the same idea as me! But yours looks nicer then mine, but mine is complete! --[[User:Niggy|Niggy]] 17:57, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== RE: Draining Method ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;I now have six soggy dwarf corpses in the canyon, and a melancholy dwarf trading baleful glares with a couple local harpies.&amp;lt;/pre&amp;gt;&lt;br /&gt;
Oh, that last part gave me a good long laugh. On the bright side, now he doesn't have to share any of the booze! --[[User:Bronzebeard|Bronzebeard]] 08:41, 28 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=120200</id>
		<title>User:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=120200"/>
		<updated>2010-07-04T20:35:02Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you can find a list of all ingame shown colors and all stones, ores, metals, alloys, gems, glass , trees, &amp;quot;liquids&amp;quot; and ice with that color.&lt;br /&gt;
==Niggys Color helper!==&lt;br /&gt;
All thanks to Quietusts for removing the redlinks!&lt;br /&gt;
&lt;br /&gt;
'''White'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Chalk]], [[Limestone]], [[Dolomite]], [[Rock salt]], [[Marble]], [[Quartzite]], [[Alabaster]], [[Alunite]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Borax]], [[Calcite]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Satinspar]], [[Selenite]], [[Talc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Native aluminium]], [[Galena]], [[Horn silver]], [[Native platinum]], [[Native silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Aluminium]], [[Platinum]], [[Silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Crystal glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Fortification agate]], [[Jasper opal]], [[Milk opal]], [[Milk quartz]], [[Moonstone]], [[Onyx opal]], [[Pineapple opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pipe opal]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Bandfire opal]], [[Cat's eye]], [[Clear zircon]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Light yellow diamond]], [[Pinfire opal]], [[White opal]], [[Clear diamond]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Feather tree]], [[Tower-cap]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Ichor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White is not very hard to find in certain biomes since 6 white blocks form entire layers, with marble which is nearly everywhere, but without those, white has only more stones that are not very common, so it can be easy or hard to make a white fortress. White also posses the second most valuable metals, platinium and aluminium, and also siver.&lt;br /&gt;
With 2 white trees, white has the second most trees after brown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Granite]], [[Dacite]], [[Gneiss]], [[Phyllite]], [[Anhydrite]], [[Pyrolusite]], [[Stibnite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Bismuthinite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Nickel]], [[Tin]], [[Zinc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Billion]], [[Trifle pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Bone opal]], [[Clear tourmaline]], [[Dendritic agate]], [[Gray chalcedony]], [[Onyx]], [[Shell opal]], [[Clear garnet]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Light grey has 4 layerforming stones, but after that only three uncommon stones. It also has only 1 ore, 3 metals,2 alloys and no trees with its color, so its harder to make a light grey fortress.&lt;br /&gt;
&lt;br /&gt;
'''Dark Grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Claystone]], [[Shale]], [[Diorite]], [[Gabbro]], [[Andesite]], [[Basalt]], [[Obsidian]], [[Rhyolite]], [[Slate]], [[Chromite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Lignite]], [[Mica]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Iron]], [[Lead]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Pig Iron]], [[Steel]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Morion]], [[Schorl]], [[Black opal]], [[Black pyrope]], [[Black zircon]], [[Melanite]], [[Black diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Black-cap]]&lt;br /&gt;
&lt;br /&gt;
9 layerforming stones has dark grey and with that even more than white. I would say, dark grey is the easiest to find color currently in DF (Without gems), Since it has the most used metal (iron) and the most used alloys (pig iron, steel) and many common stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brown'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Chert]], [[Conglomerate]], [[Mudstone]], [[Sandstone]], [[Siltstone]], [[Schist]], [[Puddingstone]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Cassiterite]], [[Native Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals   [[Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Amber opal]], [[Brown jasper]], [[Fire agate]], [[Picture jasper]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Wax opal]], [[Wood opal]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Jelly opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Faint yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Acacia]], [[Alder]], [[Ash]], [[Birch]], [[Cacao tree]], [[Candlenut]], [[Cedar]], [[Chestnut]], [[Highwood]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Kapok]], [[Larch]], [[Mango tree]], [[Mahogany]], [[Maple]], [[Mangrove]], [[Oak]], [[Palm]], [[Pine]], [[Rubber tree]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Saguaro]], [[Willow]]&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Mud]]&lt;br /&gt;
&lt;br /&gt;
With 6 layerforming stones and only 1 non layer stone which only occurs already in a brown stone, it can be dificult in many biomes to find brown stones. But it has many, many trees (all overground trees except featherwood and glumprong).&lt;br /&gt;
&lt;br /&gt;
'''Dark Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Bauxite]], [[Kaolinite]],&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Hematite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sardonyx]], [[Sard]], [[Almandine]], [[Red grossular]], [[Red pyrope]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Red spinel]], [[Red tourmaline]], [[Red zircon]], [[Ruby]], [[Red diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Blood thorn]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Blood]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first color without a layerstone but with the most valuable stone in previous versions (bauxite) it is quite hard to make a dark red fortress, but who has one is always pleased to see its fortress &amp;quot;bloodcovered&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Brimstone]], [[Gypsum]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Native gold]], [[Limonite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Bismuth Bronze]], [[Brass]], [[Electrum]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Citrine]], [[Gold opal]], [[Pyrite]], [[Resin opal]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topazolite]], [[Topaz]], [[Yellow grossular]], [[Yellow spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Yellow zircon]], [[Yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Fungiwood]]&lt;br /&gt;
&lt;br /&gt;
No layerstone, but many common stones, it is quite often that a fortress has many yellow stones.&lt;br /&gt;
&lt;br /&gt;
'''Light Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cinnabar]], [[Petrified wood]], [[Realgar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Cherry opal]], [[Rose quartz]], [[Fire opal]], [[Pink tourmaline]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Star ruby]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Goblin-cap]]&lt;br /&gt;
&lt;br /&gt;
Cinnabar the fake ore, petrified wood, the only magmasafe wood and realgar it has one vein stone and two small cluster stone, makes light red a very uncommon color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cobaltite]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Claro opal]], [[Star sapphire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cobaltite the second fake ore is the only building material of light blue.Very uncommon.&lt;br /&gt;
&lt;br /&gt;
'''Dark Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Kimberlite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue garnet]], [[Indigo tourmaline]], [[Sapphire]], [[Blue diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Nether-cap]]&lt;br /&gt;
&lt;br /&gt;
One uncommon stone and one uncommon tree, nice color but very rare.&lt;br /&gt;
&lt;br /&gt;
'''Light Cyan'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Microcline]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Raw adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysocolla]], [[Turquoise]], [[Aquamarine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ice [[Ice]]&lt;br /&gt;
&lt;br /&gt;
Even with only one stone and the most valuable metal ever (adamantine) it is quite common since microcline is everywhere.&lt;br /&gt;
And Ice is neat renewable source of light cyan.&lt;br /&gt;
My favorite color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Garnierite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysoprase]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the ore of nickel has light green, which is another rare color in fortresses.&lt;br /&gt;
&lt;br /&gt;
'''Dark Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Olivine]], [[Serpentine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Malachite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Green glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Aventurine]], [[Moss agate]], [[Moss opal]], [[Prase opal]], [[Prase]], [[Variscite]], [[Demantoid]], [[Green tourmaline]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Green zircon]], [[Tsavorite]], [[Emerald]], [[Green diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivine is quite often and green glass is a easy to create glass, so its no so uncommon to have a dark green color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purple'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Pitchblende]], [[Rutile]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Black bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Lavender jade]], [[Purple spinel]], [[Rhodolite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
Pitchblende and rutile are very uncommon stones that only occur as small clusters and a tree that only grows in evil biomes.&lt;br /&gt;
Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teal'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Lay pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Clear glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Spore tree]] &lt;br /&gt;
&lt;br /&gt;
One alloy, one glass, one tree. Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bright Purple/Pink''' &amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Bismuth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Rose gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pink jade]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Tunnel tube]]&lt;br /&gt;
&lt;br /&gt;
One metal, one alloy, one tree. Pretty much the same like above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have more things to add (Maybe leather, what ever else has colors), feel free to add it.&lt;br /&gt;
&lt;br /&gt;
==My idea on &amp;quot;Why do creatures stay at certain sites&amp;quot;==&lt;br /&gt;
There should be certain reasons if a creature stays(not visits) at a site (like your fortress) and if these are not met, they will go away or insane if they can't do the first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of reason to stay or not:&lt;br /&gt;
1: This is my home:&lt;br /&gt;
Basically, the creature wants to live here, this applies to your normal dwarves and immigrants but also goes into account of every other creature.&lt;br /&gt;
If the creature is happy it will stay, if not it will go (not the normally insane) and leave your fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2: That guy is not letting me go:&lt;br /&gt;
This would apply to all slaves in your fortress.&lt;br /&gt;
They will attempt to flee if they don't fear the consequences enough or they will try to revolt if they have weapons. &lt;br /&gt;
&lt;br /&gt;
Things that increase the force (to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves (in order of the highest to lowest effect) dying while attempting to flee/revolt&lt;br /&gt;
-Being chained/caged (This will increase the fear greatly)&lt;br /&gt;
-Getting punished &lt;br /&gt;
-Seeing family members/friends/creatures of the same race/other slaves getting punished for whatever reason (Lava pit diving is much more fun, if you let goblin slaves do it)&lt;br /&gt;
-Being far away from every exit (depends on distance)&lt;br /&gt;
-Walking in a trap while fleeing/revolting&lt;br /&gt;
&lt;br /&gt;
Things that decrease the force(to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves revolting/fleeing&lt;br /&gt;
-Having access to some weapons (only revolting, don't let slaves haul your adamantine weapons)&lt;br /&gt;
-Having an open exit (fleeing only, don't let slaves outside)&lt;br /&gt;
-Seeing members of the enslavers dying (while an ambush or siege)&lt;br /&gt;
&lt;br /&gt;
Things that affect the force level&lt;br /&gt;
-Being self confident or not (Affects chance of revolt more than fleeing)&lt;br /&gt;
-Being brave (Brave creatures prefer revolting and dead than being slaved, fearful creatures prefer living and fleeing)&lt;br /&gt;
-Getting spirited by a creature with a high leadership (revolting only, may also have drawbacks for creatures that hate each others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3: I stay here because I am paid to do that:&lt;br /&gt;
Mercenaries will ocacially visit your fortress and will stay there if they get some money and/or a home to live in.&lt;br /&gt;
These will go if they don't get paid.&lt;br /&gt;
&lt;br /&gt;
4: Loyality :&lt;br /&gt;
Certain creatures can form loyality to other creatures, the crown guard to their king, a young mercrenary to an old master of fighting, slaves for getting defended against some things, &amp;quot;fathers and mothers to their children&amp;quot; (could be counted as loyality), an animal to its owner, even creatures can get attached to certain landscapes (I will never leave this cage, its to epic).&lt;br /&gt;
&lt;br /&gt;
Creatures which have loyality to different creatures will not flee if their object of loyality does not flee. In opposite, they will flee if their object of loyality indeed does flee.&lt;br /&gt;
&lt;br /&gt;
5: Wander mood:&lt;br /&gt;
Kinda liken the current strange moods, a creature may walk away to wander the world instead of staying at home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All reasons to stay or not, will be put together.&lt;br /&gt;
A slave may form loyality to his comrades or his family and will not flee even when able to.&lt;br /&gt;
Or a former mercrenary will settle in your fortress because he want to life there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slaves! (A evil (normal?) fortress master dream)==&lt;br /&gt;
Basically every creature that has the [CAN_LEARN] and [CAN_SPEAK] or [INTELLIGENT] tag can be enslaved.&lt;br /&gt;
To enslave a creature (maybe the last goblin ambush) you need it to be caged.&lt;br /&gt;
Then you assign it to be enslaved and your Slavemaster dwarf (a new job maybe) would go to that cage (like pet taming) and start to do his job (beating it until it gives up, a whip can help).&lt;br /&gt;
After you have atleast one slave, you must make slave quarters, the future homes of your slaves. Decorate it nicely with some metal doors and cages and chains hanging from the roof. Slaves don't need beds, so don't give them some.&lt;br /&gt;
You should also keep the slave master in the near of his charge so they can feel his love, a iron whip, it menances with spikes of iron. &lt;br /&gt;
When you have setup everything, you can assign the slaves to your normal dwarf or assign them work directly.&lt;br /&gt;
All slaves can do any work, or they could take a part in your armie.&lt;br /&gt;
&amp;quot;RELEASE THE TIGERMAN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Poorly, a slave needs food like everyone else. You should make a small food stockpile in their quarters and also a small, nice well.&lt;br /&gt;
Watch them, when 20 hungry slaves after hard days to work, all storm to the last piece of bread in their stockpile.&lt;br /&gt;
As with every animal, slaves will occiacially pop out some children. These can be very helpful, as they are new slaves which will occacially produce new slaves and fun toys.&lt;br /&gt;
They may even ask you if you could allow them to marry each other, this can be useful, or not. Or its just funny seeing as you deny this.&lt;br /&gt;
There is also nothing more fun then tossing the new born elf baby slave into that lava pit over there. :D&lt;br /&gt;
Its good to be evil (or normal).&lt;br /&gt;
&lt;br /&gt;
If you are feeling really happy, you can even give freedom to new grown family, and make them real members of your fortress. Or not. Most likely not.&lt;br /&gt;
If you are a child snatching race, you can use this to produce even more slaves.&lt;br /&gt;
Or just trade them. Slaves are very useful in every direction.&lt;br /&gt;
&lt;br /&gt;
Just don't let them haul your collection of adamantine weapons, as this can give slaves bad thoughts and cause some fun in the form of a armed slave revolt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic (some sort of thing that will be in DF one time)==&lt;br /&gt;
Magic could have different directions to go into, every creature can go into one certain direction of magic but will only be truly a master if it specialises on one direction:&lt;br /&gt;
&lt;br /&gt;
Healing, Magic alchemy, summoning, demonic magic, necromantic, magic enchanting, mind controlling, elemental control (either in all directions or focusing in one element: fire, ice, water, light, darkness, thunder, earth, wind, life, death whatever else may come up), magical crafting&lt;br /&gt;
&lt;br /&gt;
Healing: Healing wounds, curing poisons, removing rot, regrowing limbs, on highest level maybe even resurrection? Is directed to necromantic, and elemental life control&lt;br /&gt;
&lt;br /&gt;
Magic alchemy: A fusion of alchemy and magic, will produce much better alchemic results with less time and work&lt;br /&gt;
&lt;br /&gt;
Summoning: Summoning or calling of normal creatures, magical spirtites, elemental golems or even deities (priests could perform this to send a call to their deity). Would be related to all sorts of elemental control, necromantic and demonic magic.&lt;br /&gt;
&lt;br /&gt;
Demonic magic: Enslaving the power of called demons to use under your control. This will provide enourmous powers but could end to endless pain if the demons overwhelm you and take you with in their world (like in here[http://www.bay12games.com/dwarves/story/tt_moclem.html]) which WILL happend if you are growing older and older. Related to summoning.&lt;br /&gt;
&lt;br /&gt;
Necromantic: Reviving the fallen by channeling your own powers to move their bodies like puppets will not touching the soul of the dead. Unlike reviving through healing or elemental life, this will not provide a own will of the revived but its much easier and you gain more control of the dead. The zombies and skeletons and whatelse can be from any living creature, but can be overtaken by a greater might, like a force, deity or demon. Related to summoning, healing, mindcontrolling, elemental death and life.&lt;br /&gt;
&lt;br /&gt;
Magic enchanting: Altering the properties of certain materials, tools or weapons. This alters the old properties greatly depending of the magican. He could enchant a copper dagger to be as strong as a steel dagger and as hot like dragon fire, while not burning its wearer. Related to all elemental controls and magical crafting. This can be done at any point the to-enchanting obejct exists, unlike magical crafting which will only work on the creation of the object. Enchantings will loose its power over time, the enchanting will stay longer, the better the enchanter is.&lt;br /&gt;
&lt;br /&gt;
Mind controlling: Enslaving or affecting the mind of any creature, and changing its behaviour. Removing all fear, deleting all memories, or full remote control of its body. Related to elemental life and necromantic. &lt;br /&gt;
&lt;br /&gt;
Elemental Control: Directly controling or altering the flow of elementals, sending a fireball there, changing the path of a thunderbolt here and freezing the next test subject. Some elements can be controlled by other elements, like if I remove all heat of a place, ice and coldness will spread there. This is called indirect control. Direct control can move the element, increase or decrease its strenght and other things.&lt;br /&gt;
&lt;br /&gt;
Magical Crafting: Using magical powers to work magical abilities into a material. These will stay forever until the destruction of the object, then they will break out in the form of a small magical explosion. Related to magical enchanting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All forms of magic must be learned by the individual, before it can use and master them.&lt;br /&gt;
Some creatures are more affected by magic then others, while even some species are more affected by certain ways of magic then others (elves in healing and elemental life and light, dwarves in enchanting, magical crafting and elemental earth).&lt;br /&gt;
To train a creature in magic, it needs to pose magical affection and a magican needs to find this affection in order to train it into a magican.&lt;br /&gt;
It can also gain powers through objects (a magical hammer for crafting for example) or as a present from a deity or demon.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, you could get a immigrant magican, who will then start to live in your fortress and increase its ability in his/her magical direction. Upon finding another magical affected individual, the magican will start to train (if you allow it) the apprentice in general knowledge of magic. The apprentice will choose from a magical direction it likes but will prefer a direction an already existing magican uses.&lt;br /&gt;
&lt;br /&gt;
The apprentice will test its new won abilities on some subjects, like necromantic on dead creatures (the latest siege will help here), like healing in the hospital or manipulating the elements outside (or worse, inside) your fortres.&lt;br /&gt;
&lt;br /&gt;
Imagine to see your newest apprentice to test his necromantic powers in the graveyard of your fortress!0&lt;br /&gt;
&lt;br /&gt;
==Arothdural Onol/The magical Honor of Mountains ==&lt;br /&gt;
'''1st Granite,1052''':&amp;lt;br /&amp;gt;&lt;br /&gt;
A strange mountain in a swamp has caught our attention when we were wandering the wilds after our queen has sended us to create another fort for our kind. As we were approaching, the mountain turned out to be a volcano, that has formed this mountain over centuries. I hope he will not show us his power, and because of him I will call our future home &amp;quot;Arothdural Onol&amp;quot;. We, that are Degël Besmarsôd, Dastot Keskalsosad, Iden Olonstigaz, Aban Rigòthbekar, Libash Urdimgusgash, Zefon Oddomesmul and me, Sibrek Rakustdib. Aban and Iden are the only men in our troop, and they really hate each other. I don't know why, but they don't want to tell me either. We also brought 2 war dogs,2 normal dogs, 3 horses, 2 cats and the donkey that pulled our wagon. As I don't like it when I command too many dwarves, so I told the mountain homes we can only hold 20 dwarves at first, so I hope they won't flood us with migrants.&lt;br /&gt;
&lt;br /&gt;
'''25th Granite, 1052''':&amp;lt;br /&amp;gt;&lt;br /&gt;
I ordered Degël to mine a path into the mountain, it will be the new entrance to the fort. Dastot makes some beds with the wood Iden cutted, I hope the elves will not get angry at us, the other may laugh but I fear war. Libash also caught some fishes, and I prepare them so we won't run out of food too fast. As far I can see, Zefon fell in love with Iden, so one potential couple is born!&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=120198</id>
		<title>User:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=120198"/>
		<updated>2010-07-04T20:21:10Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you can find a list of all ingame shown colors and all stones, ores, metals, alloys, gems, glass , trees, &amp;quot;liquids&amp;quot; and ice with that color.&lt;br /&gt;
Farther down on the page you can find some things I made out which could be in DF. I can't login/create a account on the forums soooooooooooooooooooo.&lt;br /&gt;
&lt;br /&gt;
==Niggys Color helper!==&lt;br /&gt;
All thanks to Quietusts for removing the redlinks!&lt;br /&gt;
&lt;br /&gt;
'''White'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Chalk]], [[Limestone]], [[Dolomite]], [[Rock salt]], [[Marble]], [[Quartzite]], [[Alabaster]], [[Alunite]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Borax]], [[Calcite]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Satinspar]], [[Selenite]], [[Talc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Native aluminium]], [[Galena]], [[Horn silver]], [[Native platinum]], [[Native silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Aluminium]], [[Platinum]], [[Silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Crystal glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Fortification agate]], [[Jasper opal]], [[Milk opal]], [[Milk quartz]], [[Moonstone]], [[Onyx opal]], [[Pineapple opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pipe opal]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Bandfire opal]], [[Cat's eye]], [[Clear zircon]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Light yellow diamond]], [[Pinfire opal]], [[White opal]], [[Clear diamond]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Feather tree]], [[Tower-cap]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Ichor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White is not very hard to find in certain biomes since 6 white blocks form entire layers, with marble which is nearly everywhere, but without those, white has only more stones that are not very common, so it can be easy or hard to make a white fortress. White also posses the second most valuable metals, platinium and aluminium, and also siver.&lt;br /&gt;
With 2 white trees, white has the second most trees after brown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Granite]], [[Dacite]], [[Gneiss]], [[Phyllite]], [[Anhydrite]], [[Pyrolusite]], [[Stibnite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Bismuthinite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Nickel]], [[Tin]], [[Zinc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Billion]], [[Trifle pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Bone opal]], [[Clear tourmaline]], [[Dendritic agate]], [[Gray chalcedony]], [[Onyx]], [[Shell opal]], [[Clear garnet]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Light grey has 4 layerforming stones, but after that only three uncommon stones. It also has only 1 ore, 3 metals,2 alloys and no trees with its color, so its harder to make a light grey fortress.&lt;br /&gt;
&lt;br /&gt;
'''Dark Grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Claystone]], [[Shale]], [[Diorite]], [[Gabbro]], [[Andesite]], [[Basalt]], [[Obsidian]], [[Rhyolite]], [[Slate]], [[Chromite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Lignite]], [[Mica]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Iron]], [[Lead]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Pig Iron]], [[Steel]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Morion]], [[Schorl]], [[Black opal]], [[Black pyrope]], [[Black zircon]], [[Melanite]], [[Black diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Black-cap]]&lt;br /&gt;
&lt;br /&gt;
9 layerforming stones has dark grey and with that even more than white. I would say, dark grey is the easiest to find color currently in DF (Without gems), Since it has the most used metal (iron) and the most used alloys (pig iron, steel) and many common stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brown'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Chert]], [[Conglomerate]], [[Mudstone]], [[Sandstone]], [[Siltstone]], [[Schist]], [[Puddingstone]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Cassiterite]], [[Native Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals   [[Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Amber opal]], [[Brown jasper]], [[Fire agate]], [[Picture jasper]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Wax opal]], [[Wood opal]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Jelly opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Faint yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Acacia]], [[Alder]], [[Ash]], [[Birch]], [[Cacao tree]], [[Candlenut]], [[Cedar]], [[Chestnut]], [[Highwood]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Kapok]], [[Larch]], [[Mango tree]], [[Mahogany]], [[Maple]], [[Mangrove]], [[Oak]], [[Palm]], [[Pine]], [[Rubber tree]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Saguaro]], [[Willow]]&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Mud]]&lt;br /&gt;
&lt;br /&gt;
With 6 layerforming stones and only 1 non layer stone which only occurs already in a brown stone, it can be dificult in many biomes to find brown stones. But it has many, many trees (all overground trees except featherwood and glumprong).&lt;br /&gt;
&lt;br /&gt;
'''Dark Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Bauxite]], [[Kaolinite]],&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Hematite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sardonyx]], [[Sard]], [[Almandine]], [[Red grossular]], [[Red pyrope]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Red spinel]], [[Red tourmaline]], [[Red zircon]], [[Ruby]], [[Red diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Blood thorn]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Blood]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first color without a layerstone but with the most valuable stone in previous versions (bauxite) it is quite hard to make a dark red fortress, but who has one is always pleased to see its fortress &amp;quot;bloodcovered&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Brimstone]], [[Gypsum]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Native gold]], [[Limonite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Bismuth Bronze]], [[Brass]], [[Electrum]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Citrine]], [[Gold opal]], [[Pyrite]], [[Resin opal]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topazolite]], [[Topaz]], [[Yellow grossular]], [[Yellow spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Yellow zircon]], [[Yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Fungiwood]]&lt;br /&gt;
&lt;br /&gt;
No layerstone, but many common stones, it is quite often that a fortress has many yellow stones.&lt;br /&gt;
&lt;br /&gt;
'''Light Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cinnabar]], [[Petrified wood]], [[Realgar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Cherry opal]], [[Rose quartz]], [[Fire opal]], [[Pink tourmaline]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Star ruby]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Goblin-cap]]&lt;br /&gt;
&lt;br /&gt;
Cinnabar the fake ore, petrified wood, the only magmasafe wood and realgar it has one vein stone and two small cluster stone, makes light red a very uncommon color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cobaltite]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Claro opal]], [[Star sapphire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cobaltite the second fake ore is the only building material of light blue.Very uncommon.&lt;br /&gt;
&lt;br /&gt;
'''Dark Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Kimberlite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue garnet]], [[Indigo tourmaline]], [[Sapphire]], [[Blue diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Nether-cap]]&lt;br /&gt;
&lt;br /&gt;
One uncommon stone and one uncommon tree, nice color but very rare.&lt;br /&gt;
&lt;br /&gt;
'''Light Cyan'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Microcline]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Raw adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysocolla]], [[Turquoise]], [[Aquamarine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ice [[Ice]]&lt;br /&gt;
&lt;br /&gt;
Even with only one stone and the most valuable metal ever (adamantine) it is quite common since microcline is everywhere.&lt;br /&gt;
And Ice is neat renewable source of light cyan.&lt;br /&gt;
My favorite color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Garnierite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysoprase]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the ore of nickel has light green, which is another rare color in fortresses.&lt;br /&gt;
&lt;br /&gt;
'''Dark Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Olivine]], [[Serpentine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Malachite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Green glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Aventurine]], [[Moss agate]], [[Moss opal]], [[Prase opal]], [[Prase]], [[Variscite]], [[Demantoid]], [[Green tourmaline]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Green zircon]], [[Tsavorite]], [[Emerald]], [[Green diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivine is quite often and green glass is a easy to create glass, so its no so uncommon to have a dark green color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purple'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Pitchblende]], [[Rutile]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Black bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Lavender jade]], [[Purple spinel]], [[Rhodolite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
Pitchblende and rutile are very uncommon stones that only occur as small clusters and a tree that only grows in evil biomes.&lt;br /&gt;
Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teal'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Lay pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Clear glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Spore tree]] &lt;br /&gt;
&lt;br /&gt;
One alloy, one glass, one tree. Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bright Purple/Pink''' &amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Bismuth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Rose gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pink jade]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Tunnel tube]]&lt;br /&gt;
&lt;br /&gt;
One metal, one alloy, one tree. Pretty much the same like above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have more things to add (Maybe leather, what ever else has colors), feel free to add it.&lt;br /&gt;
&lt;br /&gt;
==My idea on &amp;quot;Why do creatures stay at certain sites&amp;quot;==&lt;br /&gt;
There should be certain reasons if a creature stays(not visits) at a site (like your fortress) and if these are not met, they will go away or insane if they can't do the first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of reason to stay or not:&lt;br /&gt;
1: This is my home:&lt;br /&gt;
Basically, the creature wants to live here, this applies to your normal dwarves and immigrants but also goes into account of every other creature.&lt;br /&gt;
If the creature is happy it will stay, if not it will go (not the normally insane) and leave your fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2: That guy is not letting me go:&lt;br /&gt;
This would apply to all slaves in your fortress.&lt;br /&gt;
They will attempt to flee if they don't fear the consequences enough or they will try to revolt if they have weapons. &lt;br /&gt;
&lt;br /&gt;
Things that increase the force (to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves (in order of the highest to lowest effect) dying while attempting to flee/revolt&lt;br /&gt;
-Being chained/caged (This will increase the fear greatly)&lt;br /&gt;
-Getting punished &lt;br /&gt;
-Seeing family members/friends/creatures of the same race/other slaves getting punished for whatever reason (Lava pit diving is much more fun, if you let goblin slaves do it)&lt;br /&gt;
-Being far away from every exit (depends on distance)&lt;br /&gt;
-Walking in a trap while fleeing/revolting&lt;br /&gt;
&lt;br /&gt;
Things that decrease the force(to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves revolting/fleeing&lt;br /&gt;
-Having access to some weapons (only revolting, don't let slaves haul your adamantine weapons)&lt;br /&gt;
-Having an open exit (fleeing only, don't let slaves outside)&lt;br /&gt;
-Seeing members of the enslavers dying (while an ambush or siege)&lt;br /&gt;
&lt;br /&gt;
Things that affect the force level&lt;br /&gt;
-Being self confident or not (Affects chance of revolt more than fleeing)&lt;br /&gt;
-Being brave (Brave creatures prefer revolting and dead than being slaved, fearful creatures prefer living and fleeing)&lt;br /&gt;
-Getting spirited by a creature with a high leadership (revolting only, may also have drawbacks for creatures that hate each others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3: I stay here because I am paid to do that:&lt;br /&gt;
Mercenaries will ocacially visit your fortress and will stay there if they get some money and/or a home to live in.&lt;br /&gt;
These will go if they don't get paid.&lt;br /&gt;
&lt;br /&gt;
4: Loyality :&lt;br /&gt;
Certain creatures can form loyality to other creatures, the crown guard to their king, a young mercrenary to an old master of fighting, slaves for getting defended against some things, &amp;quot;fathers and mothers to their children&amp;quot; (could be counted as loyality), an animal to its owner, even creatures can get attached to certain landscapes (I will never leave this cage, its to epic).&lt;br /&gt;
&lt;br /&gt;
Creatures which have loyality to different creatures will not flee if their object of loyality does not flee. In opposite, they will flee if their object of loyality indeed does flee.&lt;br /&gt;
&lt;br /&gt;
5: Wander mood:&lt;br /&gt;
Kinda liken the current strange moods, a creature may walk away to wander the world instead of staying at home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All reasons to stay or not, will be put together.&lt;br /&gt;
A slave may form loyality to his comrades or his family and will not flee even when able to.&lt;br /&gt;
Or a former mercrenary will settle in your fortress because he want to life there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slaves! (A evil (normal?) fortress master dream)==&lt;br /&gt;
Basically every creature that has the [CAN_LEARN] and [CAN_SPEAK] or [INTELLIGENT] tag can be enslaved.&lt;br /&gt;
To enslave a creature (maybe the last goblin ambush) you need it to be caged.&lt;br /&gt;
Then you assign it to be enslaved and your Slavemaster dwarf (a new job maybe) would go to that cage (like pet taming) and start to do his job (beating it until it gives up, a whip can help).&lt;br /&gt;
After you have atleast one slave, you must make slave quarters, the future homes of your slaves. Decorate it nicely with some metal doors and cages and chains hanging from the roof. Slaves don't need beds, so don't give them some.&lt;br /&gt;
You should also keep the slave master in the near of his charge so they can feel his love, a iron whip, it menances with spikes of iron. &lt;br /&gt;
When you have setup everything, you can assign the slaves to your normal dwarf or assign them work directly.&lt;br /&gt;
All slaves can do any work, or they could take a part in your armie.&lt;br /&gt;
&amp;quot;RELEASE THE TIGERMAN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Poorly, a slave needs food like everyone else. You should make a small food stockpile in their quarters and also a small, nice well.&lt;br /&gt;
Watch them, when 20 hungry slaves after hard days to work, all storm to the last piece of bread in their stockpile.&lt;br /&gt;
As with every animal, slaves will occiacially pop out some children. These can be very helpful, as they are new slaves which will occacially produce new slaves and fun toys.&lt;br /&gt;
They may even ask you if you could allow them to marry each other, this can be useful, or not. Or its just funny seeing as you deny this.&lt;br /&gt;
There is also nothing more fun then tossing the new born elf baby slave into that lava pit over there. :D&lt;br /&gt;
Its good to be evil (or normal).&lt;br /&gt;
&lt;br /&gt;
If you are feeling really happy, you can even give freedom to new grown family, and make them real members of your fortress. Or not. Most likely not.&lt;br /&gt;
If you are a child snatching race, you can use this to produce even more slaves.&lt;br /&gt;
Or just trade them. Slaves are very useful in every direction.&lt;br /&gt;
&lt;br /&gt;
Just don't let them haul your collection of adamantine weapons, as this can give slaves bad thoughts and cause some fun in the form of a armed slave revolt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic (some sort of thing that will be in DF one time)==&lt;br /&gt;
Magic could have different directions to go into, every creature can go into one certain direction of magic but will only be truly a master if it specialises on one direction:&lt;br /&gt;
&lt;br /&gt;
Healing, Magic alchemy, summoning, demonic magic, necromantic, magic enchanting, mind controlling, elemental control (either in all directions or focusing in one element: fire, ice, water, light, darkness, thunder, earth, wind, life, death whatever else may come up), magical crafting&lt;br /&gt;
&lt;br /&gt;
Healing: Healing wounds, curing poisons, removing rot, regrowing limbs, on highest level maybe even resurrection? Is directed to necromantic, and elemental life control&lt;br /&gt;
&lt;br /&gt;
Magic alchemy: A fusion of alchemy and magic, will produce much better alchemic results with less time and work&lt;br /&gt;
&lt;br /&gt;
Summoning: Summoning or calling of normal creatures, magical spirtites, elemental golems or even deities (priests could perform this to send a call to their deity). Would be related to all sorts of elemental control, necromantic and demonic magic.&lt;br /&gt;
&lt;br /&gt;
Demonic magic: Enslaving the power of called demons to use under your control. This will provide enourmous powers but could end to endless pain if the demons overwhelm you and take you with in their world (like in here[http://www.bay12games.com/dwarves/story/tt_moclem.html]) which WILL happend if you are growing older and older. Related to summoning.&lt;br /&gt;
&lt;br /&gt;
Necromantic: Reviving the fallen by channeling your own powers to move their bodies like puppets will not touching the soul of the dead. Unlike reviving through healing or elemental life, this will not provide a own will of the revived but its much easier and you gain more control of the dead. The zombies and skeletons and whatelse can be from any living creature, but can be overtaken by a greater might, like a force, deity or demon. Related to summoning, healing, mindcontrolling, elemental death and life.&lt;br /&gt;
&lt;br /&gt;
Magic enchanting: Altering the properties of certain materials, tools or weapons. This alters the old properties greatly depending of the magican. He could enchant a copper dagger to be as strong as a steel dagger and as hot like dragon fire, while not burning its wearer. Related to all elemental controls and magical crafting. This can be done at any point the to-enchanting obejct exists, unlike magical crafting which will only work on the creation of the object. Enchantings will loose its power over time, the enchanting will stay longer, the better the enchanter is.&lt;br /&gt;
&lt;br /&gt;
Mind controlling: Enslaving or affecting the mind of any creature, and changing its behaviour. Removing all fear, deleting all memories, or full remote control of its body. Related to elemental life and necromantic. &lt;br /&gt;
&lt;br /&gt;
Elemental Control: Directly controling or altering the flow of elementals, sending a fireball there, changing the path of a thunderbolt here and freezing the next test subject. Some elements can be controlled by other elements, like if I remove all heat of a place, ice and coldness will spread there. This is called indirect control. Direct control can move the element, increase or decrease its strenght and other things.&lt;br /&gt;
&lt;br /&gt;
Magical Crafting: Using magical powers to work magical abilities into a material. These will stay forever until the destruction of the object, then they will break out in the form of a small magical explosion. Related to magical enchanting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All forms of magic must be learned by the individual, before it can use and master them.&lt;br /&gt;
Some creatures are more affected by magic then others, while even some species are more affected by certain ways of magic then others (elves in healing and elemental life and light, dwarves in enchanting, magical crafting and elemental earth).&lt;br /&gt;
To train a creature in magic, it needs to pose magical affection and a magican needs to find this affection in order to train it into a magican.&lt;br /&gt;
It can also gain powers through objects (a magical hammer for crafting for example) or as a present from a deity or demon.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, you could get a immigrant magican, who will then start to live in your fortress and increase its ability in his/her magical direction. Upon finding another magical affected individual, the magican will start to train (if you allow it) the apprentice in general knowledge of magic. The apprentice will choose from a magical direction it likes but will prefer a direction an already existing magican uses.&lt;br /&gt;
&lt;br /&gt;
The apprentice will test its new won abilities on some subjects, like necromantic on dead creatures (the latest siege will help here), like healing in the hospital or manipulating the elements outside (or worse, inside) your fortres.&lt;br /&gt;
&lt;br /&gt;
Imagine to see your newest apprentice to test his necromantic powers in the graveyard of your fortress!0&lt;br /&gt;
&lt;br /&gt;
==Arothdural Onol/The magical Honor of Mountains ==&lt;br /&gt;
1st Granite,1052:&lt;br /&gt;
A strange mountain in a swamp has caught our attention when we were wandering the wilds after our queen has sended us to create another fort for our kind. As we were approaching, the mountain turned out to be a volcano, that has formed this mountain over centuries. I hope he will not show us his power, and because of him I will call our future home &amp;quot;Arothdural Onol&amp;quot;. We, that are Degël Besmarsôd, Dastot Keskalsosad, Iden Olonstigaz, Aban Rigòthbekar, Libash Urdimgusgash, Zefon Oddomesmul and me, Sibrek Rakustdib. Aban and Iden are the only men in our troop, and they really hate each other. I don't know why, but they don't want to tell me either. We also brought 2 war dogs,2 normal dogs, 3 horses, 2 cats and the donkey that pulled our wagon. As I don't like it when I command too many dwarves, so I told the mountain homes we can only hold 20 dwarves at first, so I hope they won't flood us with migrants.&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=120014</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=120014"/>
		<updated>2010-07-02T18:37:07Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MOODS &amp;amp; FOREIGN WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blow gun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poison on ammonition/weapons ==&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just Vew them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_eagle&amp;diff=119956</id>
		<title>v0.31 Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_eagle&amp;diff=119956"/>
		<updated>2010-07-01T16:04:45Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Best &amp;quot;Common&amp;quot; War Animal? ==&lt;br /&gt;
&lt;br /&gt;
I've seen these things in battle and, to be honest, they've done more damage in shorter time then many Dwarven soldiers wielding iron/bronze weapons.&lt;br /&gt;
&lt;br /&gt;
I say most powerful &amp;quot;common&amp;quot; War animal because, frankly, a War Dragon can arguably take out entire sieges on their own, however Giant Eagles seem to be incredibly common with Elven caravans, unlike other animals such as Tigers (which I've heard are perhaps more well rounded then Eagles.) --[[User:Canuhearmenow|Canuhearmenow]] 13:49, 10 June 2010 (UTC)&lt;br /&gt;
:Depends on where your elves live. I never got any giant eagles with elven caravans, but once I got desert scorpions.--[[User:Niggy|Niggy]] 16:04, 1 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Legendary_artifact&amp;diff=119360</id>
		<title>v0.31 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Legendary_artifact&amp;diff=119360"/>
		<updated>2010-06-23T13:34:11Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Pseudo-Artifact Weapon bug==&lt;br /&gt;
One of my swordsdwarves keeps RE-naming his (forgotten-beast-slaying) weapon. He's done it about seven times now. Bug, I'm guessing? --[[User:Zombiejustice|Zombiejustice]] 21:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Someone has already reported this on the tracker. I'm changing the init settings for announcements and forging through. --[[User:Zombiejustice|Zombiejustice]] 01:24, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Actual Artifact Bug?==&lt;br /&gt;
I went into my abandoned fortress for an artifact platinum axe. Wouldn't you? It was still in the forge. When I take it out, there is one in my hand... and one in the workshop. I cannot get another one (still printing the text for picking it up, just no duplicate axe). When I came back to the site later, I was able to take out the axe again.&lt;br /&gt;
&lt;br /&gt;
The above behavior I noticed in the previous version as well with an artifact high boot. The below, I don't remember _noticing_ before, though since the other example was armor, hard to be sure.&lt;br /&gt;
&lt;br /&gt;
The REAL problem, though, is that whenever, however I try to take it offsite, it disappears. Just... gone. I was able to kick significant tail while on the site (I had broken into a cavern), but when I fast travel away... gone. When I come back, pick the axe back up, and WALK away... gone. One step, I'm armed with pure choppy death; the next, oh, my bronze shield is my primary weapon, and soon enough my &amp;quot;misc. object user&amp;quot; skill is on the rise. Not cool. Any thoughts? &lt;br /&gt;
&lt;br /&gt;
Of course, I am also putting this on the bugtracker. --[[User:Zombiejustice|Zombiejustice]] 03:00, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Naming Artifact Bug?==&lt;br /&gt;
My dwarf named his artifact after himself. Never happend to me before, but it looks funny.&lt;br /&gt;
&lt;br /&gt;
[[File:He created himself.PNG]]--[[User:Niggy|Niggy]] 11:01, 25 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
Urist McMandelbrot, Leatherworker made an artifact:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Fractal Artwork.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Atrifact contains image of itself. I wonder, is it a bug or just random magic? --[[User:Peregarrett|Peregarrett]] 12:22, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Its dwarven technic. The legendary legendary artifact &amp;quot;Planepacked&amp;quot; had 74 pictures of itself.--[[User:Niggy|Niggy]] 13:34, 23 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=119299</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=119299"/>
		<updated>2010-06-22T13:54:14Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves ect or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it saids that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus . But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and nonevil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Doors!.png&amp;diff=119036</id>
		<title>File talk:Doors!.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Doors!.png&amp;diff=119036"/>
		<updated>2010-06-19T09:31:18Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Privacy Shmivacy==&lt;br /&gt;
 &amp;quot;Hey Urist. Don't mind me, just passing through.&amp;quot;&lt;br /&gt;
 &amp;quot;Magma burn it, Alåth, why don't you ever go through Umid's room?&amp;quot;&lt;br /&gt;
 &amp;quot;His room is not on the way to the alcohol stockpile, and you know it, Urist.&amp;quot;&lt;br /&gt;
 &amp;quot;Yeah, well. Still.&amp;quot;&lt;br /&gt;
 &amp;quot;No, the still is up by the forges.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lol. Epic.--[[User:Niggy|Niggy]] 09:31, 19 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wolf&amp;diff=119035</id>
		<title>v0.31 Talk:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wolf&amp;diff=119035"/>
		<updated>2010-06-19T09:29:27Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it normal that 6 wolves run away from a normal unarmed, untrained dwarf? --[[User:Niggy|Niggy]] 10:19, 26 May 2010 (UTC)&lt;br /&gt;
:Yes, it is. Most non-undead animals avoid dwarfs when possible. --[[Special:Contributions/80.187.102.253|80.187.102.253]] 13:04, 26 May 2010 (UTC)&lt;br /&gt;
::Also, 6 wolves would run from a normal, unarmed, untrained, real-life human, too :p --[[User:Markus cz|Markus cz]] 18:10, 26 May 2010 (UTC)&lt;br /&gt;
:::In adventure mode, they really like to run into my steel axe. That is why I ask.--[[Special:Contributions/77.180.135.185|77.180.135.185]] 11:05, 29 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Can't War Train? ==&lt;br /&gt;
I got a wolf from the elves and thought it would make a cool war companion, so I edited the raws and made it [TRAINABLE] and not [PET_EXOTIC] saved the file, and started the game again, but they refuse to train him, he isn't restrained and he isn't a pet, anyone else have this problem? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:Changing the raws only affect new creatures/things. You have to wait until you get new wolves. And removing the  [PET_EXOTIC] tag only makes it impossible to tame it (without [PET] and [PET_EXOTIC]). Add the [PET] tag.--[[User:Niggy|Niggy]] 09:29, 19 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=119003</id>
		<title>User:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=119003"/>
		<updated>2010-06-18T20:08:58Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you can find a list of all ingame shown colors and all stones, ores, metals, alloys, gems, glass , trees, &amp;quot;liquids&amp;quot; and ice with that color.&lt;br /&gt;
Farther down on the page you can find some things I made out which could be in DF. I can't login/create a account on the forums soooooooooooooooooooo.&lt;br /&gt;
&lt;br /&gt;
==Niggys Color helper!==&lt;br /&gt;
All thanks to Quietusts for removing the redlinks!&lt;br /&gt;
&lt;br /&gt;
'''White'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Chalk]], [[Limestone]], [[Dolomite]], [[Rock salt]], [[Marble]], [[Quartzite]], [[Alabaster]], [[Alunite]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Borax]], [[Calcite]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Satinspar]], [[Selenite]], [[Talc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Native aluminium]], [[Galena]], [[Horn silver]], [[Native platinum]], [[Native silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Aluminium]], [[Platinum]], [[Silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Crystal glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Fortification agate]], [[Jasper opal]], [[Milk opal]], [[Milk quartz]], [[Moonstone]], [[Onyx opal]], [[Pineapple opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pipe opal]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Bandfire opal]], [[Cat's eye]], [[Clear zircon]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Light yellow diamond]], [[Pinfire opal]], [[White opal]], [[Clear diamond]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Feather tree]], [[Tower-cap]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Ichor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White is not very hard to find in certain biomes since 6 white blocks form entire layers, with marble which is nearly everywhere, but without those, white has only more stones that are not very common, so it can be easy or hard to make a white fortress. White also posses the second most valuable metals, platinium and aluminium, and also siver.&lt;br /&gt;
With 2 white trees, white has the second most trees after brown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Granite]], [[Dacite]], [[Gneiss]], [[Phyllite]], [[Anhydrite]], [[Pyrolusite]], [[Stibnite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Bismuthinite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Nickel]], [[Tin]], [[Zinc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Billion]], [[Trifle pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Bone opal]], [[Clear tourmaline]], [[Dendritic agate]], [[Gray chalcedony]], [[Onyx]], [[Shell opal]], [[Clear garnet]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Light grey has 4 layerforming stones, but after that only three uncommon stones. It also has only 1 ore, 3 metals,2 alloys and no trees with its color, so its harder to make a light grey fortress.&lt;br /&gt;
&lt;br /&gt;
'''Dark Grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Claystone]], [[Shale]], [[Diorite]], [[Gabbro]], [[Andesite]], [[Basalt]], [[Obsidian]], [[Rhyolite]], [[Slate]], [[Chromite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Lignite]], [[Mica]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Iron]], [[Lead]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Pig Iron]], [[Steel]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Morion]], [[Schorl]], [[Black opal]], [[Black pyrope]], [[Black zircon]], [[Melanite]], [[Black diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Black-cap]]&lt;br /&gt;
&lt;br /&gt;
9 layerforming stones has dark grey and with that even more than white. I would say, dark grey is the easiest to find color currently in DF (Without gems), Since it has the most used metal (iron) and the most used alloys (pig iron, steel) and many common stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brown'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Chert]], [[Conglomerate]], [[Mudstone]], [[Sandstone]], [[Siltstone]], [[Schist]], [[Puddingstone]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Cassiterite]], [[Native Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals   [[Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Amber opal]], [[Brown jasper]], [[Fire agate]], [[Picture jasper]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Wax opal]], [[Wood opal]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Jelly opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Faint yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Acacia]], [[Alder]], [[Ash]], [[Birch]], [[Cacao tree]], [[Candlenut]], [[Cedar]], [[Chestnut]], [[Highwood]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Kapok]], [[Larch]], [[Mango tree]], [[Mahogany]], [[Maple]], [[Mangrove]], [[Oak]], [[Palm]], [[Pine]], [[Rubber tree]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Saguaro]], [[Willow]]&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Mud]]&lt;br /&gt;
&lt;br /&gt;
With 6 layerforming stones and only 1 non layer stone which only occurs already in a brown stone, it can be dificult in many biomes to find brown stones. But it has many, many trees (all overground trees except featherwood and glumprong).&lt;br /&gt;
&lt;br /&gt;
'''Dark Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Bauxite]], [[Kaolinite]],&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Hematite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sardonyx]], [[Sard]], [[Almandine]], [[Red grossular]], [[Red pyrope]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Red spinel]], [[Red tourmaline]], [[Red zircon]], [[Ruby]], [[Red diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Blood thorn]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Blood]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first color without a layerstone but with the most valuable stone in previous versions (bauxite) it is quite hard to make a dark red fortress, but who has one is always pleased to see its fortress &amp;quot;bloodcovered&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Brimstone]], [[Gypsum]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Native gold]], [[Limonite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Bismuth Bronze]], [[Brass]], [[Electrum]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Citrine]], [[Gold opal]], [[Pyrite]], [[Resin opal]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topazolite]], [[Topaz]], [[Yellow grossular]], [[Yellow spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Yellow zircon]], [[Yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Fungiwood]]&lt;br /&gt;
&lt;br /&gt;
No layerstone, but many common stones, it is quite often that a fortress has many yellow stones.&lt;br /&gt;
&lt;br /&gt;
'''Light Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cinnabar]], [[Petrified wood]], [[Realgar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Cherry opal]], [[Rose quartz]], [[Fire opal]], [[Pink tourmaline]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Star ruby]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Goblin-cap]]&lt;br /&gt;
&lt;br /&gt;
Cinnabar the fake ore, petrified wood, the only magmasafe wood and realgar it has one vein stone and two small cluster stone, makes light red a very uncommon color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cobaltite]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Claro opal]], [[Star sapphire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cobaltite the second fake ore is the only building material of light blue.Very uncommon.&lt;br /&gt;
&lt;br /&gt;
'''Dark Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Kimberlite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue garnet]], [[Indigo tourmaline]], [[Sapphire]], [[Blue diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Nether-cap]]&lt;br /&gt;
&lt;br /&gt;
One uncommon stone and one uncommon tree, nice color but very rare.&lt;br /&gt;
&lt;br /&gt;
'''Light Cyan'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Microcline]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Raw adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysocolla]], [[Turquoise]], [[Aquamarine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ice [[Ice]]&lt;br /&gt;
&lt;br /&gt;
Even with only one stone and the most valuable metal ever (adamantine) it is quite common since microcline is everywhere.&lt;br /&gt;
And Ice is neat renewable source of light cyan.&lt;br /&gt;
My favorite color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Garnierite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysoprase]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the ore of nickel has light green, which is another rare color in fortresses.&lt;br /&gt;
&lt;br /&gt;
'''Dark Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Olivine]], [[Serpentine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Malachite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Green glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Aventurine]], [[Moss agate]], [[Moss opal]], [[Prase opal]], [[Prase]], [[Variscite]], [[Demantoid]], [[Green tourmaline]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Green zircon]], [[Tsavorite]], [[Emerald]], [[Green diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivine is quite often and green glass is a easy to create glass, so its no so uncommon to have a dark green color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purple'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Pitchblende]], [[Rutile]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Black bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Lavender jade]], [[Purple spinel]], [[Rhodolite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
Pitchblende and rutile are very uncommon stones that only occur as small clusters and a tree that only grows in evil biomes.&lt;br /&gt;
Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teal'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Lay pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Clear glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Spore tree]] &lt;br /&gt;
&lt;br /&gt;
One alloy, one glass, one tree. Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bright Purple/Pink''' &amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Bismuth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Rose gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pink jade]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Tunnel tube]]&lt;br /&gt;
&lt;br /&gt;
One metal, one alloy, one tree. Pretty much the same like above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have more things to add (Maybe leather, what ever else has colors), feel free to add it.&lt;br /&gt;
&lt;br /&gt;
==My idea on &amp;quot;Why do creatures stay at certain sites&amp;quot;==&lt;br /&gt;
There should be certain reasons if a creature stays(not visits) at a site (like your fortress) and if these are not met, they will go away or insane if they can't do the first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of reason to stay or not:&lt;br /&gt;
1: This is my home:&lt;br /&gt;
Basically, the creature wants to live here, this applies to your normal dwarves and immigrants but also goes into account of every other creature.&lt;br /&gt;
If the creature is happy it will stay, if not it will go (not the normally insane) and leave your fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2: That guy is not letting me go:&lt;br /&gt;
This would apply to all slaves in your fortress.&lt;br /&gt;
They will attempt to flee if they don't fear the consequences enough or they will try to revolt if they have weapons. &lt;br /&gt;
&lt;br /&gt;
Things that increase the force (to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves (in order of the highest to lowest effect) dying while attempting to flee/revolt&lt;br /&gt;
-Being chained/caged (This will increase the fear greatly)&lt;br /&gt;
-Getting punished &lt;br /&gt;
-Seeing family members/friends/creatures of the same race/other slaves getting punished for whatever reason (Lava pit diving is much more fun, if you let goblin slaves do it)&lt;br /&gt;
-Being far away from every exit (depends on distance)&lt;br /&gt;
-Walking in a trap while fleeing/revolting&lt;br /&gt;
&lt;br /&gt;
Things that decrease the force(to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves revolting/fleeing&lt;br /&gt;
-Having access to some weapons (only revolting, don't let slaves haul your adamantine weapons)&lt;br /&gt;
-Having an open exit (fleeing only, don't let slaves outside)&lt;br /&gt;
-Seeing members of the enslavers dying (while an ambush or siege)&lt;br /&gt;
&lt;br /&gt;
Things that affect the force level&lt;br /&gt;
-Being self confident or not (Affects chance of revolt more than fleeing)&lt;br /&gt;
-Being brave (Brave creatures prefer revolting and dead than being slaved, fearful creatures prefer living and fleeing)&lt;br /&gt;
-Getting spirited by a creature with a high leadership (revolting only, may also have drawbacks for creatures that hate each others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3: I stay here because I am paid to do that:&lt;br /&gt;
Mercenaries will ocacially visit your fortress and will stay there if they get some money and/or a home to live in.&lt;br /&gt;
These will go if they don't get paid.&lt;br /&gt;
&lt;br /&gt;
4: Loyality :&lt;br /&gt;
Certain creatures can form loyality to other creatures, the crown guard to their king, a young mercrenary to an old master of fighting, slaves for getting defended against some things, &amp;quot;fathers and mothers to their children&amp;quot; (could be counted as loyality), an animal to its owner, even creatures can get attached to certain landscapes (I will never leave this cage, its to epic).&lt;br /&gt;
&lt;br /&gt;
Creatures which have loyality to different creatures will not flee if their object of loyality does not flee. In opposite, they will flee if their object of loyality indeed does flee.&lt;br /&gt;
&lt;br /&gt;
5: Wander mood:&lt;br /&gt;
Kinda liken the current strange moods, a creature may walk away to wander the world instead of staying at home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All reasons to stay or not, will be put together.&lt;br /&gt;
A slave may form loyality to his comrades or his family and will not flee even when able to.&lt;br /&gt;
Or a former mercrenary will settle in your fortress because he want to life there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slaves! (A evil (normal?) fortress master dream)==&lt;br /&gt;
Basically every creature that has the [CAN_LEARN] and [CAN_SPEAK] or [INTELLIGENT] tag can be enslaved.&lt;br /&gt;
To enslave a creature (maybe the last goblin ambush) you need it to be caged.&lt;br /&gt;
Then you assign it to be enslaved and your Slavemaster dwarf (a new job maybe) would go to that cage (like pet taming) and start to do his job (beating it until it gives up, a whip can help).&lt;br /&gt;
After you have atleast one slave, you must make slave quarters, the future homes of your slaves. Decorate it nicely with some metal doors and cages and chains hanging from the roof. Slaves don't need beds, so don't give them some.&lt;br /&gt;
You should also keep the slave master in the near of his charge so they can feel his love, a iron whip, it menances with spikes of iron. &lt;br /&gt;
When you have setup everything, you can assign the slaves to your normal dwarf or assign them work directly.&lt;br /&gt;
All slaves can do any work, or they could take a part in your armie.&lt;br /&gt;
&amp;quot;RELEASE THE TIGERMAN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Poorly, a slave needs food like everyone else. You should make a small food stockpile in their quarters and also a small, nice well.&lt;br /&gt;
Watch them, when 20 hungry slaves after hard days to work, all storm to the last piece of bread in their stockpile.&lt;br /&gt;
As with every animal, slaves will occiacially pop out some children. These can be very helpful, as they are new slaves which will occacially produce new slaves and fun toys.&lt;br /&gt;
They may even ask you if you could allow them to marry each other, this can be useful, or not. Or its just funny seeing as you deny this.&lt;br /&gt;
There is also nothing more fun then tossing the new born elf baby slave into that lava pit over there. :D&lt;br /&gt;
Its good to be evil (or normal).&lt;br /&gt;
&lt;br /&gt;
If you are feeling really happy, you can even give freedom to new grown family, and make them real members of your fortress. Or not. Most likely not.&lt;br /&gt;
If you are a child snatching race, you can use this to produce even more slaves.&lt;br /&gt;
Or just trade them. Slaves are very useful in every direction.&lt;br /&gt;
&lt;br /&gt;
Just don't let them haul your collection of adamantine weapons, as this can give slaves bad thoughts and cause some fun in the form of a armed slave revolt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic (some sort of thing that will be in DF one time)==&lt;br /&gt;
Magic could have different directions to go into, every creature can go into one certain direction of magic but will only be truly a master if it specialises on one direction:&lt;br /&gt;
&lt;br /&gt;
Healing, Magic alchemy, summoning, demonic magic, necromantic, magic enchanting, mind controlling, elemental control (either in all directions or focusing in one element: fire, ice, water, light, darkness, thunder, earth, wind, life, death whatever else may come up), magical crafting&lt;br /&gt;
&lt;br /&gt;
Healing: Healing wounds, curing poisons, removing rot, regrowing limbs, on highest level maybe even resurrection? Is directed to necromantic, and elemental life control&lt;br /&gt;
&lt;br /&gt;
Magic alchemy: A fusion of alchemy and magic, will produce much better alchemic results with less time and work&lt;br /&gt;
&lt;br /&gt;
Summoning: Summoning or calling of normal creatures, magical spirtites, elemental golems or even deities (priests could perform this to send a call to their deity). Would be related to all sorts of elemental control, necromantic and demonic magic.&lt;br /&gt;
&lt;br /&gt;
Demonic magic: Enslaving the power of called demons to use under your control. This will provide enourmous powers but could end to endless pain if the demons overwhelm you and take you with in their world (like in here[http://www.bay12games.com/dwarves/story/tt_moclem.html]) which WILL happend if you are growing older and older. Related to summoning.&lt;br /&gt;
&lt;br /&gt;
Necromantic: Reviving the fallen by channeling your own powers to move their bodies like puppets will not touching the soul of the dead. Unlike reviving through healing or elemental life, this will not provide a own will of the revived but its much easier and you gain more control of the dead. The zombies and skeletons and whatelse can be from any living creature, but can be overtaken by a greater might, like a force, deity or demon. Related to summoning, healing, mindcontrolling, elemental death and life.&lt;br /&gt;
&lt;br /&gt;
Magic enchanting: Altering the properties of certain materials, tools or weapons. This alters the old properties greatly depending of the magican. He could enchant a copper dagger to be as strong as a steel dagger and as hot like dragon fire, while not burning its wearer. Related to all elemental controls and magical crafting. This can be done at any point the to-enchanting obejct exists, unlike magical crafting which will only work on the creation of the object. Enchantings will loose its power over time, the enchanting will stay longer, the better the enchanter is.&lt;br /&gt;
&lt;br /&gt;
Mind controlling: Enslaving or affecting the mind of any creature, and changing its behaviour. Removing all fear, deleting all memories, or full remote control of its body. Related to elemental life and necromantic. &lt;br /&gt;
&lt;br /&gt;
Elemental Control: Directly controling or altering the flow of elementals, sending a fireball there, changing the path of a thunderbolt here and freezing the next test subject. Some elements can be controlled by other elements, like if I remove all heat of a place, ice and coldness will spread there. This is called indirect control. Direct control can move the element, increase or decrease its strenght and other things.&lt;br /&gt;
&lt;br /&gt;
Magical Crafting: Using magical powers to work magical abilities into a material. These will stay forever until the destruction of the object, then they will break out in the form of a small magical explosion. Related to magical enchanting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All forms of magic must be learned by the individual, before it can use and master them.&lt;br /&gt;
Some creatures are more affected by magic then others, while even some species are more affected by certain ways of magic then others (elves in healing and elemental life and light, dwarves in enchanting, magical crafting and elemental earth).&lt;br /&gt;
To train a creature in magic, it needs to pose magical affection and a magican needs to find this affection in order to train it into a magican.&lt;br /&gt;
It can also gain powers through objects (a magical hammer for crafting for example) or as a present from a deity or demon.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, you could get a immigrant magican, who will then start to live in your fortress and increase its ability in his/her magical direction. Upon finding another magical affected individual, the magican will start to train (if you allow it) the apprentice in general knowledge of magic. The apprentice will choose from a magical direction it likes but will prefer a direction an already existing magican uses.&lt;br /&gt;
&lt;br /&gt;
The apprentice will test its new won abilities on some subjects, like necromantic on dead creatures (the latest siege will help here), like healing in the hospital or manipulating the elements outside (or worse, inside) your fortres.&lt;br /&gt;
&lt;br /&gt;
Imagine to see your newest apprentice to test his necromantic powers in the graveyard of your fortress!0&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Splint&amp;diff=118987</id>
		<title>v0.31 Talk:Splint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Splint&amp;diff=118987"/>
		<updated>2010-06-18T14:48:19Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys, splints and crutches end up in the Finished Goods pile right? I thought that was the case. I'll edit if I can get one confirmation. [[User:Coaldiamond|-Coaldiamond]] 14:02, 18 June 2010 (UTC)&lt;br /&gt;
: You are right. It is the case that crutches and splints are in the Finished Goods stockpile.--[[User:Niggy|Niggy]] 14:48, 18 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=118876</id>
		<title>User:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=118876"/>
		<updated>2010-06-17T15:15:48Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you can find a list of all ingame shown colors and all stones, ores, metals, alloys, gems, glass , trees, &amp;quot;liquids&amp;quot; and ice with that color.&lt;br /&gt;
Farther down on the page you can find some things I made out which could be in DF. I can't login/create a account on the forums soooooooooooooooooooo.&lt;br /&gt;
&lt;br /&gt;
==Niggys Color helper!==&lt;br /&gt;
All thanks to Quietusts for removing the redlinks!&lt;br /&gt;
&lt;br /&gt;
'''White'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Chalk]], [[Limestone]], [[Dolomite]], [[Rock salt]], [[Marble]], [[Quartzite]], [[Alabaster]], [[Alunite]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Borax]], [[Calcite]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Satinspar]], [[Selenite]], [[Talc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Native aluminium]], [[Galena]], [[Horn silver]], [[Native platinum]], [[Native silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Aluminium]], [[Platinum]], [[Silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Crystal glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Fortification agate]], [[Jasper opal]], [[Milk opal]], [[Milk quartz]], [[Moonstone]], [[Onyx opal]], [[Pineapple opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pipe opal]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Bandfire opal]], [[Cat's eye]], [[Clear zircon]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Light yellow diamond]], [[Pinfire opal]], [[White opal]], [[Clear diamond]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Feather tree]], [[Tower-cap]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Ichor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White is not very hard to find in certain biomes since 6 white blocks form entire layers, with marble which is nearly everywhere, but without those, white has only more stones that are not very common, so it can be easy or hard to make a white fortress. White also posses the second most valuable metals, platinium and aluminium, and also siver.&lt;br /&gt;
With 2 white trees, white has the second most trees after brown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Granite]], [[Dacite]], [[Gneiss]], [[Phyllite]], [[Anhydrite]], [[Pyrolusite]], [[Stibnite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Bismuthinite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Nickel]], [[Tin]], [[Zinc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Billion]], [[Trifle pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Bone opal]], [[Clear tourmaline]], [[Dendritic agate]], [[Gray chalcedony]], [[Onyx]], [[Shell opal]], [[Clear garnet]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Light grey has 4 layerforming stones, but after that only three uncommon stones. It also has only 1 ore, 3 metals,2 alloys and no trees with its color, so its harder to make a light grey fortress.&lt;br /&gt;
&lt;br /&gt;
'''Dark Grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Claystone]], [[Shale]], [[Diorite]], [[Gabbro]], [[Andesite]], [[Basalt]], [[Obsidian]], [[Rhyolite]], [[Slate]], [[Chromite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Lignite]], [[Mica]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Iron]], [[Lead]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Pig Iron]], [[Steel]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Morion]], [[Schorl]], [[Black opal]], [[Black pyrope]], [[Black zircon]], [[Melanite]], [[Black diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Black-cap]]&lt;br /&gt;
&lt;br /&gt;
9 layerforming stones has dark grey and with that even more than white. I would say, dark grey is the easiest to find color currently in DF (Without gems), Since it has the most used metal (iron) and the most used alloys (pig iron, steel) and many common stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brown'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Chert]], [[Conglomerate]], [[Mudstone]], [[Sandstone]], [[Siltstone]], [[Schist]], [[Puddingstone]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Cassiterite]], [[Native Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals   [[Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Amber opal]], [[Brown jasper]], [[Fire agate]], [[Picture jasper]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Wax opal]], [[Wood opal]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Jelly opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Faint yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Acacia]], [[Alder]], [[Ash]], [[Birch]], [[Cacao tree]], [[Candlenut]], [[Cedar]], [[Chestnut]], [[Highwood]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Kapok]], [[Larch]], [[Mango tree]], [[Mahogany]], [[Maple]], [[Mangrove]], [[Oak]], [[Palm]], [[Pine]], [[Rubber tree]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Saguaro]], [[Willow]]&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Mud]]&lt;br /&gt;
&lt;br /&gt;
With 6 layerforming stones and only 1 non layer stone which only occurs already in a brown stone, it can be dificult in many biomes to find brown stones. But it has many, many trees (all overground trees except featherwood and glumprong).&lt;br /&gt;
&lt;br /&gt;
'''Dark Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Bauxite]], [[Kaolinite]],&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Hematite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sardonyx]], [[Sard]], [[Almandine]], [[Red grossular]], [[Red pyrope]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Red spinel]], [[Red tourmaline]], [[Red zircon]], [[Ruby]], [[Red diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Blood thorn]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Blood]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first color without a layerstone but with the most valuable stone in previous versions (bauxite) it is quite hard to make a dark red fortress, but who has one is always pleased to see its fortress &amp;quot;bloodcovered&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Brimstone]], [[Gypsum]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Native gold]], [[Limonite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Bismuth Bronze]], [[Brass]], [[Electrum]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Citrine]], [[Gold opal]], [[Pyrite]], [[Resin opal]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topazolite]], [[Topaz]], [[Yellow grossular]], [[Yellow spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Yellow zircon]], [[Yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Fungiwood]]&lt;br /&gt;
&lt;br /&gt;
No layerstone, but many common stones, it is quite often that a fortress has many yellow stones.&lt;br /&gt;
&lt;br /&gt;
'''Light Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cinnabar]], [[Petrified wood]], [[Realgar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Cherry opal]], [[Rose quartz]], [[Fire opal]], [[Pink tourmaline]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Star ruby]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Goblin-cap]]&lt;br /&gt;
&lt;br /&gt;
Cinnabar the fake ore, petrified wood, the only magmasafe wood and realgar it has one vein stone and two small cluster stone, makes light red a very uncommon color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cobaltite]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Claro opal]], [[Star sapphire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cobaltite the second fake ore is the only building material of light blue.Very uncommon.&lt;br /&gt;
&lt;br /&gt;
'''Dark Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Kimberlite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue garnet]], [[Indigo tourmaline]], [[Sapphire]], [[Blue diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Nether-cap]]&lt;br /&gt;
&lt;br /&gt;
One uncommon stone and one uncommon tree, nice color but very rare.&lt;br /&gt;
&lt;br /&gt;
'''Light Cyan'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Microcline]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Raw adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysocolla]], [[Turquoise]], [[Aquamarine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ice [[Ice]]&lt;br /&gt;
&lt;br /&gt;
Even with only one stone and the most valuable metal ever (adamantine) it is quite common since microcline is everywhere.&lt;br /&gt;
And Ice is neat renewable source of light cyan.&lt;br /&gt;
My favorite color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Garnierite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysoprase]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the ore of nickel has light green, which is another rare color in fortresses.&lt;br /&gt;
&lt;br /&gt;
'''Dark Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Olivine]], [[Serpentine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Malachite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Green glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Aventurine]], [[Moss agate]], [[Moss opal]], [[Prase opal]], [[Prase]], [[Variscite]], [[Demantoid]], [[Green tourmaline]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Green zircon]], [[Tsavorite]], [[Emerald]], [[Green diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivine is quite often and green glass is a easy to create glass, so its no so uncommon to have a dark green color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purple'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Pitchblende]], [[Rutile]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Black bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Lavender jade]], [[Purple spinel]], [[Rhodolite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
Pitchblende and rutile are very uncommon stones that only occur as small clusters and a tree that only grows in evil biomes.&lt;br /&gt;
Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teal'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Lay pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Clear glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Spore tree]] &lt;br /&gt;
&lt;br /&gt;
One alloy, one glass, one tree. Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bright Purple/Pink''' &amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Bismuth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Rose gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pink jade]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Tunnel tube]]&lt;br /&gt;
&lt;br /&gt;
One metal, one alloy, one tree. Pretty much the same like above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have more things to add (Maybe leather, what ever else has colors), feel free to add it.&lt;br /&gt;
&lt;br /&gt;
==My idea on &amp;quot;Why do creatures stay at certain sites&amp;quot;==&lt;br /&gt;
There should be certain reasons if a creature stays(not visits) at a site (like your fortress) and if these are not met, they will go away or insane if they can't do the first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of reason to stay or not:&lt;br /&gt;
1: This is my home:&lt;br /&gt;
Basically, the creature wants to live here, this applies to your normal dwarves and immigrants but also goes into account of every other creature.&lt;br /&gt;
If the creature is happy it will stay, if not it will go (not the normally insane) and leave your fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2: That guy is not letting me go:&lt;br /&gt;
This would apply to all slaves in your fortress.&lt;br /&gt;
They will attempt to flee if they don't fear the consequences enough or they will try to revolt if they have weapons. &lt;br /&gt;
&lt;br /&gt;
Things that increase the force (to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves (in order of the highest to lowest effect) dying while attempting to flee/revolt&lt;br /&gt;
-Being chained/caged (This will increase the fear greatly)&lt;br /&gt;
-Getting punished &lt;br /&gt;
-Seeing family members/friends/creatures of the same race/other slaves getting punished for whatever reason (Lava pit diving is much more fun, if you let goblin slaves do it)&lt;br /&gt;
-Being far away from every exit (depends on distance)&lt;br /&gt;
-Walking in a trap while fleeing/revolting&lt;br /&gt;
&lt;br /&gt;
Things that decrease the force(to stay here):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves revolting/fleeing&lt;br /&gt;
-Having access to some weapons (only revolting, don't let slaves haul your adamantine weapons)&lt;br /&gt;
-Having an open exit (fleeing only, don't let slaves outside)&lt;br /&gt;
-Seeing members of the enslavers dying (while an ambush or siege)&lt;br /&gt;
&lt;br /&gt;
Things that affect the force level&lt;br /&gt;
-Being self confident or not (Affects chance of revolt more than fleeing)&lt;br /&gt;
-Being brave (Brave creatures prefer revolting and dead than being slaved, fearful creatures prefer living and fleeing)&lt;br /&gt;
-Getting spirited by a creature with a high leadership (revolting only, may also have drawbacks for creatures that hate each others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3: I stay here because I am paid to do that:&lt;br /&gt;
Mercenaries will ocacially visit your fortress and will stay there if they get some money and/or a home to live in.&lt;br /&gt;
These will go if they don't get paid.&lt;br /&gt;
&lt;br /&gt;
4: Loyality :&lt;br /&gt;
Certain creatures can form loyality to other creatures, the crown guard to their king, a young mercrenary to an old master of fighting, slaves for getting defended against some things, &amp;quot;fathers and mothers to their children&amp;quot; (could be counted as loyality), an animal to its owner, even creatures can get attached to certain landscapes (I will never leave this cage, its to epic).&lt;br /&gt;
&lt;br /&gt;
Creatures which have loyality to different creatures will not flee if their object of loyality does not flee. In opposite, they will flee if their object of loyality indeed does flee.&lt;br /&gt;
&lt;br /&gt;
5: Wander mood:&lt;br /&gt;
Kinda liken the current strange moods, a creature may walk away to wander the world instead of staying at home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All reasons to stay or not, will be put together.&lt;br /&gt;
A slave may form loyality to his comrades or his family and will not flee even when able to.&lt;br /&gt;
Or a former mercrenary will settle in your fortress because he want to life there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slaves! (A evil (normal?) fortress master dream)==&lt;br /&gt;
Basically every creature that has the [CAN_LEARN] and [CAN_SPEAK] or [INTELLIGENT] tag can be enslaved.&lt;br /&gt;
To enslave a creature (maybe the last goblin ambush) you need it to be caged.&lt;br /&gt;
Then you assign it to be enslaved and your Slavemaster dwarf (a new job maybe) would go to that cage (like pet taming) and start to do his job (beating it until it gives up, a whip can help).&lt;br /&gt;
After you have atleast one slave, you must make slave quarters, the future homes of your slaves. Decorate it nicely with some metal doors and cages and chains hanging from the roof. Slaves don't need beds, so don't give them some.&lt;br /&gt;
You should also keep the slave master in the near of his charge so they can feel his love, a iron whip, it menances with spikes of iron. &lt;br /&gt;
When you have setup everything, you can assign the slaves to your normal dwarf or assign them work directly.&lt;br /&gt;
All slaves can do any work, or they could take a part in your armie.&lt;br /&gt;
&amp;quot;RELEASE THE TIGERMAN!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Poorly, a slave needs food like everyone else. You should make a small food stockpile in their quarters and also a small, nice well.&lt;br /&gt;
Watch them, when 20 hungry slaves after hard days to work, all storm to the last piece of bread in their stockpile.&lt;br /&gt;
As with every animal, slaves will occiacially pop out some children. These can be very helpful, as they are new slaves which will occacially produce new slaves and fun toys.&lt;br /&gt;
They may even ask you if you could allow them to marry each other, this can be useful, or not. Or its just funny seeing as you deny this.&lt;br /&gt;
There is also nothing more fun then tossing the new born elf baby slave into that lava pit over there. :D&lt;br /&gt;
Its good to be evil (or normal).&lt;br /&gt;
&lt;br /&gt;
If you are feeling really happy, you can even give freedom to new grown family, and make them real members of your fortress. Or not. Most likely not.&lt;br /&gt;
If you are a child snatching race, you can use this to produce even more slaves.&lt;br /&gt;
Or just trade them. Slaves are very useful in every direction.&lt;br /&gt;
&lt;br /&gt;
Just don't let them haul your collection of adamantine weapons, as this can give slaves bad thoughts and cause some fun in the form of a armed slave revolt.&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=118869</id>
		<title>User:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=118869"/>
		<updated>2010-06-17T14:01:41Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Niggys Color helper!==&lt;br /&gt;
All thanks to Quietusts for removing the redlinks!&lt;br /&gt;
&lt;br /&gt;
'''White'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Chalk]], [[Limestone]], [[Dolomite]], [[Rock salt]], [[Marble]], [[Quartzite]], [[Alabaster]], [[Alunite]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Borax]], [[Calcite]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Satinspar]], [[Selenite]], [[Talc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Native aluminium]], [[Galena]], [[Horn silver]], [[Native platinum]], [[Native silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Aluminium]], [[Platinum]], [[Silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Fine pewter]], [[Nickel silver]], [[Sterling silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Crystal glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Fortification agate]], [[Jasper opal]], [[Milk opal]], [[Milk quartz]], [[Moonstone]], [[Onyx opal]], [[Pineapple opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pipe opal]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Bandfire opal]], [[Cat's eye]], [[Clear zircon]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Light yellow diamond]], [[Pinfire opal]], [[White opal]], [[Clear diamond]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Feather tree]], [[Tower-cap]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Ichor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White is not very hard to find in certain biomes since 6 white blocks form entire layers, with marble which is nearly everywhere, but without those, white has only more stones that are not very common, so it can be easy or hard to make a white fortress. White also posses the second most valuable metals, platinium and aluminium, and also siver.&lt;br /&gt;
With 2 white trees, white has the second most trees after brown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Granite]], [[Dacite]], [[Gneiss]], [[Phyllite]], [[Anhydrite]], [[Pyrolusite]], [[Stibnite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Bismuthinite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Nickel]], [[Tin]], [[Zinc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Billion]], [[Trifle pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Bone opal]], [[Clear tourmaline]], [[Dendritic agate]], [[Gray chalcedony]], [[Onyx]], [[Shell opal]], [[Clear garnet]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Light grey has 4 layerforming stones, but after that only three uncommon stones. It also has only 1 ore, 3 metals,2 alloys and no trees with its color, so its harder to make a light grey fortress.&lt;br /&gt;
&lt;br /&gt;
'''Dark Grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Claystone]], [[Shale]], [[Diorite]], [[Gabbro]], [[Andesite]], [[Basalt]], [[Obsidian]], [[Rhyolite]], [[Slate]], [[Chromite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Lignite]], [[Mica]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Iron]], [[Lead]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Pig Iron]], [[Steel]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Morion]], [[Schorl]], [[Black opal]], [[Black pyrope]], [[Black zircon]], [[Melanite]], [[Black diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Black-cap]]&lt;br /&gt;
&lt;br /&gt;
9 layerforming stones has dark grey and with that even more than white. I would say, dark grey is the easiest to find color currently in DF (Without gems), Since it has the most used metal (iron) and the most used alloys (pig iron, steel) and many common stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brown'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Chert]], [[Conglomerate]], [[Mudstone]], [[Sandstone]], [[Siltstone]], [[Schist]], [[Puddingstone]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Cassiterite]], [[Native Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals   [[Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Amber opal]], [[Brown jasper]], [[Fire agate]], [[Picture jasper]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Wax opal]], [[Wood opal]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Jelly opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Faint yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Acacia]], [[Alder]], [[Ash]], [[Birch]], [[Cacao tree]], [[Candlenut]], [[Cedar]], [[Chestnut]], [[Highwood]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Kapok]], [[Larch]], [[Mango tree]], [[Mahogany]], [[Maple]], [[Mangrove]], [[Oak]], [[Palm]], [[Pine]], [[Rubber tree]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Saguaro]], [[Willow]]&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Mud]]&lt;br /&gt;
&lt;br /&gt;
With 6 layerforming stones and only 1 non layer stone which only occurs already in a brown stone, it can be dificult in many biomes to find brown stones. But it has many, many trees (all overground trees except featherwood and glumprong).&lt;br /&gt;
&lt;br /&gt;
'''Dark Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Bauxite]], [[Kaolinite]],&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Hematite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sardonyx]], [[Sard]], [[Almandine]], [[Red grossular]], [[Red pyrope]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Red spinel]], [[Red tourmaline]], [[Red zircon]], [[Ruby]], [[Red diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Blood thorn]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Blood]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first color without a layerstone but with the most valuable stone in previous versions (bauxite) it is quite hard to make a dark red fortress, but who has one is always pleased to see its fortress &amp;quot;bloodcovered&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Brimstone]], [[Gypsum]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Native gold]], [[Limonite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Bismuth Bronze]], [[Brass]], [[Electrum]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Citrine]], [[Gold opal]], [[Pyrite]], [[Resin opal]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topazolite]], [[Topaz]], [[Yellow grossular]], [[Yellow spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Yellow zircon]], [[Yellow diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Fungiwood]]&lt;br /&gt;
&lt;br /&gt;
No layerstone, but many common stones, it is quite often that a fortress has many yellow stones.&lt;br /&gt;
&lt;br /&gt;
'''Light Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cinnabar]], [[Petrified wood]], [[Realgar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Cherry opal]], [[Rose quartz]], [[Fire opal]], [[Pink tourmaline]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Star ruby]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Goblin-cap]]&lt;br /&gt;
&lt;br /&gt;
Cinnabar the fake ore, petrified wood, the only magmasafe wood and realgar it has one vein stone and two small cluster stone, makes light red a very uncommon color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cobaltite]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Claro opal]], [[Star sapphire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cobaltite the second fake ore is the only building material of light blue.Very uncommon.&lt;br /&gt;
&lt;br /&gt;
'''Dark Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Kimberlite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue garnet]], [[Indigo tourmaline]], [[Sapphire]], [[Blue diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Nether-cap]]&lt;br /&gt;
&lt;br /&gt;
One uncommon stone and one uncommon tree, nice color but very rare.&lt;br /&gt;
&lt;br /&gt;
'''Light Cyan'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Microcline]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Raw adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysocolla]], [[Turquoise]], [[Aquamarine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ice [[Ice]]&lt;br /&gt;
&lt;br /&gt;
Even with only one stone and the most valuable metal ever (adamantine) it is quite common since microcline is everywhere.&lt;br /&gt;
And Ice is neat renewable source of light cyan.&lt;br /&gt;
My favorite color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Garnierite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysoprase]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the ore of nickel has light green, which is another rare color in fortresses.&lt;br /&gt;
&lt;br /&gt;
'''Dark Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Olivine]], [[Serpentine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Malachite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Green glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Aventurine]], [[Moss agate]], [[Moss opal]], [[Prase opal]], [[Prase]], [[Variscite]], [[Demantoid]], [[Green tourmaline]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Green zircon]], [[Tsavorite]], [[Emerald]], [[Green diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivine is quite often and green glass is a easy to create glass, so its no so uncommon to have a dark green color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purple'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Pitchblende]], [[Rutile]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Black bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Lavender jade]], [[Purple spinel]], [[Rhodolite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
Pitchblende and rutile are very uncommon stones that only occur as small clusters and a tree that only grows in evil biomes.&lt;br /&gt;
Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teal'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Lay pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Clear glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Spore tree]] &lt;br /&gt;
&lt;br /&gt;
One alloy, one glass, one tree. Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bright Purple/Pink''' &amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Bismuth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Rose gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pink jade]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Tunnel tube]]&lt;br /&gt;
&lt;br /&gt;
One metal, one alloy, one tree. Pretty much the same like above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have more things to add (Maybe leather, what ever else has colors), feel free to add it.&lt;br /&gt;
&lt;br /&gt;
==My idea on &amp;quot;Why do creatures stay at certain sites&amp;quot;==&lt;br /&gt;
There should be certain reasons if a creature stays(not visits) at a site (like your fortress) and if these are not met, they will go away or insane if they can't do the first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of reason to stay or not:&lt;br /&gt;
1: This is my home:&lt;br /&gt;
Basically, the creature wants to live here, this applies to your normal dwarves and immigrants but also goes into account of every other creature.&lt;br /&gt;
If the creature is happy it will stay, if not it will go (not the normally insane) and leave your fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2: That guy is killing me if I go:&lt;br /&gt;
This would apply to all slaves in your fortress.&lt;br /&gt;
They will attempt to flee if they don't fear the consequences enough or they will try to revolt if they have weapons. &lt;br /&gt;
&lt;br /&gt;
Things that increase the fear (of getting killed):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves (in order of the highest to lowest effect) dying while attempting to flee/revolt&lt;br /&gt;
-Being chained/caged (This will increase the fear greatly)&lt;br /&gt;
-Getting punished &lt;br /&gt;
-Seeing family members/friends/creatures of the same race/other slaves getting punished for whatever reason (Lava pit diving is much more fun, if you let goblin slaves do it)&lt;br /&gt;
-Being far away from every exit (depends on distance)&lt;br /&gt;
-Walking in a trap while fleeing/revolting&lt;br /&gt;
&lt;br /&gt;
Things that decrease the fear(of getting killed while fleeing/revolting)&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves revolting/fleeing&lt;br /&gt;
-Having access to some weapons (only revolting, don't let slaves haul your adamantine weapons)&lt;br /&gt;
-Having an open exit (fleeing only, don't let slaves outside)&lt;br /&gt;
-Seeing members of the enslavers dying (while an ambush or siege)&lt;br /&gt;
&lt;br /&gt;
Things that affect the fear level&lt;br /&gt;
-Being self confident or not (Affects chance of revolt more than fleeing)&lt;br /&gt;
-Being brave (Brave creatures prefer revolting and dead than being slaved, fearful creatures prefer living and fleeing)&lt;br /&gt;
-Getting spirited by a creature with a high leadership (revolting only, may also have drawbacks for creatures that hate each others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3: I stay here because I am paid to do that:&lt;br /&gt;
Mercenaries will ocacially visit your fortress and will stay there if they get some money and/or a home to live in.&lt;br /&gt;
These will go if they don't get paid.&lt;br /&gt;
&lt;br /&gt;
4: Loyality :&lt;br /&gt;
Certain creatures can form loyality to other creatures, the crown guard to their king, a young mercrenary to an old master of fighting, slaves for getting defended against some things, &amp;quot;fathers and mothers to their children&amp;quot; (could be counted as loyality), an animal to its owner, even creatures can get attached to certain landscapes (I will never leave this cage, its to epic).&lt;br /&gt;
&lt;br /&gt;
Creatures which have loyality to different creatures will not flee if their object of loyality does not flee. In opposite, they will flee if their object of loyality indeed does flee.&lt;br /&gt;
&lt;br /&gt;
5: Wander mood:&lt;br /&gt;
Kinda liken the current strange moods, a creature may walk away to wander the world instead of staying at home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All reasons to stay or not, will be put together.&lt;br /&gt;
A slave may form loyality to his comrades or his family and will not flee even when able to.&lt;br /&gt;
Or a former mercrenary will settle in your fortress because he want to life there.&lt;br /&gt;
A child sees his father fleeing in battle (or something) but will not stay because it loves this place so much.&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=118796</id>
		<title>v0.31 Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=118796"/>
		<updated>2010-06-16T18:13:01Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Broken heart?==&lt;br /&gt;
I have seen a creature, while testing in the arena, with a broken heart.&lt;br /&gt;
My creature was modded to have a uncontrolled dust attack with a humanoid body without arms and with 4 legs. As 7 of them fought against a dragon, one of the surviving creatures had a broken heart. Either it has lost a loved one, or it had just broken its heart!--[[User:Niggy|Niggy]] 18:13, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhibited Dwarves==&lt;br /&gt;
Dwarves with some kinda of lasting status such as inhibited flash with a yellow '+'. How this effects the dwarf is on the hospital screen (weak grasp, etc.) Do not know to what extent inhibited dwarves are effected in work and combat.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:06, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lasting Injuries ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs has injuries to her left arm and lower leg. These are listed in her personality section as &amp;quot;tiny curving scars&amp;quot; rather than dents or bruises as would be the case for combat injuries. Scarring causes permanent injuries? Needs corroboration.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After checking around this applies to all my dwarves that have scars. Scarred areas are listed in the personality section, and remain permanently brown or yellow - i.e. minor/inhibited.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Function Loss ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;From the description above, the new cyan &amp;quot;Function loss&amp;quot; appears to be paralyzation or numbness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've had about fifteen dwarves wrestling an ettin for about a month now, and the only things that turn cyan are internal organs (pancreas, kidney, lung). No limb or appendage has turned cyan that I've seen. I suspect that it is used for things that would not be, say, bruised or broken, but otherwise damaged. --[[User:Zombiejustice|Zombiejustice]] 18:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After another week and some dogs joining in, the eyes went cyan, too. So it's not just /internal/ organs, but I think my earlier conclusion is still sound. --[[User:Zombiejustice|Zombiejustice]] 21:55, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Post Traumatic Stress ==&lt;br /&gt;
&lt;br /&gt;
I've only found limited references to what I think is a bug: after one of my military dwarves was brain-damaged during a goblin ambush (and after the goblins were dead or long-gone) she kept spamming &amp;quot;Urist McMacedwarf cancels rest: interrupted by goblin mace man&amp;quot;. Although sporting a whole range of grievous wounds, she would ''not'' be carried to a hospital bed as the rest of the wounded, since she apparently retained consciousness albeit a strange dementia wherein she kept thinking goblins were still all around her. I thought this a bit comical at first, and after all, suffering brain damage could now be liable for myriad of behavioral quirks but when the spam messages -- about 5 per second -- went into the 1,000 range, and the dwarf kept sitting there, not having eaten or drank for over a month, I began getting concerned (especially when this eventually led to the game crashing, I assume from congestion of the spam messages). Recently, however, I had the same thing happen to a dwarf who had ''not'' suffered any brain or head injury, and yet the same thing's happening with her, leading me to believe it's a bug. The only solutions offered on the Bay12 forums involve deconstructing the bed of or killing the said dwarf on the pretense that he/she is underground, in one's fortress, specifically in the hospital. My wounded hospital dwarves have never spammed these messages (and why would they -- they're already resting) and both these instances occurred with dwarves still outside. I cannot have my squads kill them and see no way of ending the stream of messages. Any ideas? --[[User:Bronzebeard|Bronzebeard]] 12:45, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Good news: I've found a way to fix this bug! Apparently, the confused (or bugged, as the case may be) dwarves have to sustain another injury to snap them out of it. With a heavy heart, I built a menacing spike right under the troubled dwarf and connected it to a lever nearby, and had it pulled. To my disappointment, as I wanted to at least afford her a quick death, it only wounded her. I was going to have it pulled again before I discovered the spam messages had stopped and, despite the dire injuries, she was no longer trying to rest but attend a combat drill, but nonetheless, a dwarf nearby headed toward her to carry her off to a hospital bed. Problem solved, evidently. --[[User:Bronzebeard|Bronzebeard]] 02:59, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Skulls? ==&lt;br /&gt;
&lt;br /&gt;
I've been controlling creatures in the Arena, and something strange happened.  I was wandering around with nothing but a maul, trashing goblins because I could, and I hit a goblin in the head.  It said that it broke its skull, so I moved on to another creature, and didn't notice that it started following me.  Focusing on the actual threats, I killed everything else, and then it killed me by stabbing me in the lung.  Has this happened to anyone else?--[[User:Mad Fencer|Mad Fencer]] 23:02, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Propably you damaged only the cranial bone, but left the brain intact enough to not kill him instantly.--[[User:Gnarker|Gnarker]] 20:02, 28 May 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Pale ==&lt;br /&gt;
Just discovered a Hoary Marmot badly wounded by a Troglodyte, which had the 'pale' descriptor in the wounds-screen. I think that came from the heavy blood loss.--[[User:Gnarker|Gnarker]] 20:06, 28 May 2010 (CEST)&lt;br /&gt;
:Yah, that was present in 40d as well. It goes 'Faint', then 'Pale', and then the creature dies. Sorta the same way 'Hungry' and 'Starving' work, except it's referring to running out of blood instead of running out of food. Happens to your dwarves too, along with every creature that bleeds. --[[User:DeMatt|DeMatt]] 20:31, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== This page needs more info ==&lt;br /&gt;
&lt;br /&gt;
RIght now it should say what different injuries effects are.--[[User:Toybasher|Toybasher]] 12:10, 29 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Niggy&amp;diff=118794</id>
		<title>User talk:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Niggy&amp;diff=118794"/>
		<updated>2010-06-16T18:00:28Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please give feedback on anything I do. Just do it!&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=118792</id>
		<title>User:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Niggy&amp;diff=118792"/>
		<updated>2010-06-16T17:57:56Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Niggys Color helper!==&lt;br /&gt;
'''White'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Chalk]], [[Limestone]], [[Dolomite]], [[Rock salt]], [[Marble]], [[Quartzite]], [[Alabaster]], [[Alunite]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Borax]], [[Calcite]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Satinspar]], [[Selenite]], [[Talc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Native Aluminium]], [[Galena]], [[Horn silver]], [[Native Platinium]], [[Native Silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Aluminium]], [[Platinium]], [[Silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Fine Pewter]], [[Nickel Silver]], [[Sterling Silver]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Crystal Glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Fortification Agate]], [[Jasper Opal]], [[Milk Opal]], [[Milk Quartz]], [[Moonstone]], [[Onyx Opal]], [[pineapple opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pipe Opal]], [[Rock Crystal]], [[White Chalcedony]], [[White jade]], [[Bandfire Opal]], [[Cats Eye]], [[Clear Zircon]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Crystal Opal]], [[Goshenite]], [[Harlequin Opal]], [[Light Yellow Diamond]], [[Pinfire Opal]], [[White Opal]], [[clear Diamond]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Feather Tree]], [[Tower-Cap]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Ichor]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White is not very hard to find in certain biomes since 6 white blocks form entire layers, with marble which is nearly everywhere, but without those, white has only more stones that are not very common, so it can be easy or hard to make a white fortress. White also posses the second most valuable metals, platinium and aluminium, and also siver.&lt;br /&gt;
With 2 white trees, white has the second most trees after brown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Granite]], [[Dacite]], [[Gneiss]], [[Phyllite]], [[Anhydrite]], [[Pyrolusite]], [[Stibnite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores [[Bismuthinite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals [[Nickel]], [[Tin]], [[Zinc]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Billion]], [[Trifle Pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Bone Opal]], [[Clear Tourmaline]], [[Dendric Agate]], [[Gray Chalcedony]], [[Onyx]], [[Shell Opal]], [[Clear Garnet]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Light grey has 4 layerforming stones, but after that only three uncommon stones. It also has only 1 ore, 3 metals,2 alloys and no trees with its color, so its harder to make a light grey fortress.&lt;br /&gt;
&lt;br /&gt;
'''Dark Grey'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Claystone]], [[Shale]], [[Diorite]], [[Gabbro]], [[Andesite]], [[Basalt]], [[Obsidian]], [[Rhyolite]], [[Slate]], [[Chromite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Stones [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Lignite]], [[Mica]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Magnetite]], [[Sphalerite]], [[Tetrahedite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Iron]], [[Lead]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Pig Iron]], [[Steel]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Morion]], [[Schorl]], [[Black Opal]], [[Black Pyrope]], [[Black zircon]], [[Melanite]], [[Black Diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Black-Cap]]&lt;br /&gt;
&lt;br /&gt;
9 layerforming stones has dark grey and with that even more than white. I would say, dark grey is the easiest to find color currently in DF (Without gems), Since it has the most used metal (iron) and the most used alloys (pig iron, steel) and many common stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brown'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Chert]], [[Conglomerate]], [[Mudstone]], [[Sandstone]], [[Siltstone]], [[Schist]], [[Puddingstone]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Cassiterite]], [[Native Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals   [[Copper]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Amber Opal]], [[Brown Jasper]], [[Fire Agate]], [[Picture Jasper]], [[Plume Agate]], [[Smoky Quartz]], [[Tube Agate]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Wax Opal]], [[Wood opal]], [[Brown Zircon]], [[Cinnamon Grossular]], [[Honey Yellow Beryl]], [[Jelly Opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Fain Yellow Diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Acacia]], [[Alder]], [[Ash]], [[Birch]], [[Cacao Tree]], [[Candlenut]], [[Cedar]], [[Chestnut]], [[Highwood]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Kapok]], [[Larch]], [[Mango Tree]], [[Mahogany]], [[Maple]], [[Mangrove]], [[Oak]], [[Palm]], [[Pine]], [[Rubber Tree]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Saguaro]], [[Willow]]&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Mud]]&lt;br /&gt;
&lt;br /&gt;
With 6 layerforming stones and only 1 non layer stone which only occurs already in a brown stone, it can be dificult in many biomes to find brown stones. But it has many, many trees (all overground trees except featherwood and glumprong).&lt;br /&gt;
&lt;br /&gt;
'''Dark Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Bauxite]], [[Kaolinite]],&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Hematite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Banded Agate]], [[Bloodstone]], [[Carnelian]], [[Sardonyx]], [[Sard]], [[Almandine]], [[Red Grossular]], [[Red Pyrope]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Red Spinel]], [[Red Tourmaline]], [[Red Zircon]], [[Ruby]], [[Red Diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Blood Thorn]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Liquid&amp;quot; [[Blood]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first color without a layerstone but with the most valuable stone in previous versions (bauxite) it is quite hard to make a dark red fortress, but who has one is always pleased to see its fortress &amp;quot;bloodcovered&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Brimstone]], [[Gypsum]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Native Gold]], [[Limonite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Bismuth Bronze]], [[Brass]], [[Electrum]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Citrine]], [[Gold Opal]], [[Pyrite]], [[Resin Opal]], [[Sunstone]], [[Tiger iron]], [[Tiger Eye]], [[Yellow Jasper]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Golden Beryl]], [[Levin Opal]], [[Rubicelle]], [[Topazolite]], [[Topaz]], [[Yellow Grossular]], [[Yellow Spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Yellow Zircon]], [[Yellow Diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Fungiwood]]&lt;br /&gt;
&lt;br /&gt;
No layerstone, but many common stones, it is quite often that a fortress has many yellow stones.&lt;br /&gt;
&lt;br /&gt;
'''Light Red'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cinnabar]], [[Petrified wood]], [[Realgar]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Cherry Opal]], [[Rose Quartz]], [[Fire Opal]], [[Pink Tourmaline]], [[Precious Fire Opal]], [[Red Beryl]], [[Red Flash Opal]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Star Ruby]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Goblin-Cap]]&lt;br /&gt;
&lt;br /&gt;
Cinnabar the fake ore, petrified wood, the only magmasafe wood and realgar it has one vein stone and two small cluster stone, makes light red a very uncommon color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Cobaltite]] &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue jade]], [[Lace Agate]], [[Lapis Lazuli]], [[Claro Opal]], [[Star Sapphire]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cobaltite the second fake ore is the only building material of light blue.Very uncommon.&lt;br /&gt;
&lt;br /&gt;
'''Dark Blue'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Kimberlite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Blue Garnet]], [[Indigo Tourmaline]], [[Sapphire]], [[Blue Diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Nether-Cap]]&lt;br /&gt;
&lt;br /&gt;
One uncommon stone and one uncommon tree, nice color but very rare.&lt;br /&gt;
&lt;br /&gt;
'''Light Cyan'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Microcline]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Raw Adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Adamantine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysocolla]], [[Turquoise]], [[Aquamarine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ice [[Ice]]&lt;br /&gt;
&lt;br /&gt;
Even with only one stone and the most valuable metal ever (adamantine) it is quite common since microcline is everywhere.&lt;br /&gt;
And Ice is neat renewable source of light cyan.&lt;br /&gt;
My favorite color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Light Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Garnierite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Chrysoprase]], [[Chrysoberyl]], [[Green Jade]], [[Heliodor]], [[Peridot]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the ore of nickel has light green, which is another rare color in fortresses.&lt;br /&gt;
&lt;br /&gt;
'''Dark Green'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Olivine]], [[Serpentine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Ores  [[Malachite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Green Glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Aventurine]], [[Moss Agate]], [[Moss Opal]], [[Prase Opal]], [[Prase]], [[Variscite]], [[Demantoid]], [[Green Tourmaline]], &amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Green Zircon]], [[Tsavorite]], [[Emerald]], [[Green Diamond]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivine is quite often and green glass is a easy to create glass, so its no so uncommon to have a dark green color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Purple'''  &amp;lt;br /&amp;gt;&lt;br /&gt;
Stones  [[Pitchblende]], [[Rutile]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys  [[Black Bronze]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Lavender Jade]], [[Purple Spinel]], [[Rhodolite]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Glumprong]]&lt;br /&gt;
&lt;br /&gt;
Pitchblende and rutile are very uncommon stones that only occur as small clusters and a tree that only grows in evil biomes.&lt;br /&gt;
Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Teal'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Lay Pewter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Glass [[Clear Glass]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Spore Tree]] &lt;br /&gt;
&lt;br /&gt;
One alloy, one glass, one tree. Very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bright Purple/Pink''' &amp;lt;br /&amp;gt;&lt;br /&gt;
Metals  [[Bismuth]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Alloys [[Rose Gold]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Gems [[Pink Jade]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink Garnet]], [[Tanzanite]], [[Violet Spessartine]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Trees [[Tunnel Tube]]&lt;br /&gt;
&lt;br /&gt;
One metal, one alloy, one tree. Pretty much the same like above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have more things to add (Maybe leather, what ever else has colors), feel free to add it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==My idea on &amp;quot;Why do creatures stay at certain sites&amp;quot;==&lt;br /&gt;
There should be certain reasons if a creature stays(not visits) at a site (like your fortress) and if these are not met, they will go away or insane if they can't do the first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of reason to stay or not:&lt;br /&gt;
1: This is my home:&lt;br /&gt;
Basically, the creature wants to live here, this applies to your normal dwarves and immigrants but also goes into account of every other creature.&lt;br /&gt;
If the creature is happy it will stay, if not it will go (not the normally insane) and leave your fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2: That guy is killing me if I go:&lt;br /&gt;
This would apply to all slaves in your fortress.&lt;br /&gt;
They will attempt to flee if they don't fear the consequences enough or they will try to revolt if they have weapons. &lt;br /&gt;
&lt;br /&gt;
Things that increase the fear (of getting killed):&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves (in order of the highest to lowest effect) dying while attempting to flee/revolt&lt;br /&gt;
-Being chained/caged (This will increase the fear greatly)&lt;br /&gt;
-Getting punished &lt;br /&gt;
-Seeing family members/friends/creatures of the same race/other slaves getting punished for whatever reason (Lava pit diving is much more fun, if you let goblin slaves do it)&lt;br /&gt;
-Being far away from every exit (depends on distance)&lt;br /&gt;
-Walking in a trap while fleeing/revolting&lt;br /&gt;
&lt;br /&gt;
Things that decrease the fear(of getting killed while fleeing/revolting)&lt;br /&gt;
-Seeing a family member/friend/creature of the same race/other slaves revolting/fleeing&lt;br /&gt;
-Having access to some weapons (only revolting, don't let slaves haul your adamantine weapons)&lt;br /&gt;
-Having an open exit (fleeing only, don't let slaves outside)&lt;br /&gt;
-Seeing members of the enslavers dying (while an ambush or siege)&lt;br /&gt;
&lt;br /&gt;
Things that affect the fear level&lt;br /&gt;
-Being self confident or not (Affects chance of revolt more than fleeing)&lt;br /&gt;
-Being brave (Brave creatures prefer revolting and dead than being slaved, fearful creatures prefer living and fleeing)&lt;br /&gt;
-Getting spirited by a creature with a high leadership (revolting only, may also have drawbacks for creatures that hate each others)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3: I stay here because I am paid to do that:&lt;br /&gt;
Mercenaries will ocacially visit your fortress and will stay there if they get some money and/or a home to live in.&lt;br /&gt;
These will go if they don't get paid.&lt;br /&gt;
&lt;br /&gt;
4: Loyality :&lt;br /&gt;
Certain creatures can form loyality to other creatures, the crown guard to their king, a young mercrenary to an old master of fighting, slaves for getting defended against some things, &amp;quot;fathers and mothers to their children&amp;quot; (could be counted as loyality), an animal to its owner, even creatures can get attached to certain landscapes (I will never leave this cage, its to epic).&lt;br /&gt;
&lt;br /&gt;
Creatures which have loyality to different creatures will not flee if their object of loyality does not flee. In opposite, they will flee if their object of loyality indeed does flee.&lt;br /&gt;
&lt;br /&gt;
5: Wander mood:&lt;br /&gt;
Kinda liken the current strange moods, a creature may walk away to wander the world instead of staying at home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All reasons to stay or not, will be put together.&lt;br /&gt;
A slave may form loyality to his comrades or his family and will not flee even when able to.&lt;br /&gt;
Or a former mercrenary will settle in your fortress because he want to life there.&lt;br /&gt;
A child sees his father fleeing in battle (or something) but will not stay because it loves this place so much.&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Molemarian&amp;diff=118534</id>
		<title>v0.31 Talk:Molemarian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Molemarian&amp;diff=118534"/>
		<updated>2010-06-15T14:07:34Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Percentages==&lt;br /&gt;
&amp;quot;And if you're keeping score at home, a molemarian is 25% man and 75% mole-rat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean he's 25% man, 37.5% mole and 37.5% rat? --[[User:Aescula|Aescula]] 10:24, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think it means that he's 25% man and 75% [http://en.wikipedia.org/wiki/Mole_rat mole rat], which don't exist in DF at the moment. But there is a [http://en.wikipedia.org/wiki/Naked_mole_rat species] of mole rats that is quite similar to [[naked mole dog]]s. --[[User:Iffonox|Iffonox]] 10:56, 28 April 2010 (UTC)&lt;br /&gt;
::I think [[naked mole dog]]s are just bigger than normal naked mole rats.--[[User:Niggy|Niggy]] 14:07, 15 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tigerman&amp;diff=118532</id>
		<title>v0.31 Talk:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tigerman&amp;diff=118532"/>
		<updated>2010-06-15T11:37:34Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tigermen for sale==&lt;br /&gt;
The elves sold me a caged and tame (!) tigerman. At first, it died of thirst in his cage. After I reloaded the game and set him free, I saw that he has a name and even a skill: He's an adequate pacifier! He's also butcherable, though. --[[User:Doub|Doub]] 18:09, 14 June 2010 (UTC)&lt;br /&gt;
:Did you modded anything? Tigerman don't have a [PET_.... WTF?? Why do they have a [PET] tag? And anyway, shouldn't only your dwarves have thirst? And also, can it do jobs for you? It also has a skill because he has the [CAN_LEARN] tag so it can learn to do something, you can see this by the many underground animalmen, if they start wrestling, they will become wrestlers.--[[User:Niggy|Niggy]] 18:16, 14 June 2010 (UTC)&lt;br /&gt;
:: No, I never modded anything. But tigermen DO have a petvalue in the raws. And I don't know, if he should not have thirst, but he was dehydrated, as I found in the wounds screen, and he went of to the drinking zone right away. So at least, he doesn't drink any booze, as it seems. He doesn't do any tasks. In the unit-screen, he's still listed under the wild animals, and if I {{k|v}}iew him and his {{k|p}}references, it's stated that &amp;quot;This animal can't work&amp;quot;. --[[User:Doub|Doub]] 18:33, 14 June 2010 (UTC)&lt;br /&gt;
:::Its right that they have a petvalue, but most animals have a petvalue tag. The interresting thing is, they have a [PET] tag,which makes them able to be tamed WITHOUT a dungeon master. So they are the only animalmen/only &amp;quot;intelligent&amp;quot; creature that can be tamed. Too bad, they don't do anything. That would have been so awesome if you could put them in your army. &amp;quot;Oh my, more goblins to slay.&amp;quot; &amp;quot;Release the tigerman!&amp;quot;--[[User:Niggy|Niggy]] 11:36, 15 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tigerman&amp;diff=118531</id>
		<title>v0.31 Talk:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tigerman&amp;diff=118531"/>
		<updated>2010-06-15T11:36:47Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tigermen for sale==&lt;br /&gt;
The elves sold me a caged and tame (!) tigerman. At first, it died of thirst in his cage. After I reloaded the game and set him free, I saw that he has a name and even a skill: He's an adequate pacifier! He's also butcherable, though. --[[User:Doub|Doub]] 18:09, 14 June 2010 (UTC)&lt;br /&gt;
:Did you modded anything? Tigerman don't have a [PET_.... WTF?? Why do they have a [PET] tag? And anyway, shouldn't only your dwarves have thirst? And also, can it do jobs for you? It also has a skill because he has the [CAN_LEARN] tag so it can learn to do something, you can see this by the many underground animalmen, if they start wrestling, they will become wrestlers.--[[User:Niggy|Niggy]] 18:16, 14 June 2010 (UTC)&lt;br /&gt;
:: No, I never modded anything. But tigermen DO have a petvalue in the raws. And I don't know, if he should not have thirst, but he was dehydrated, as I found in the wounds screen, and he went of to the drinking zone right away. So at least, he doesn't drink any booze, as it seems. He doesn't do any tasks. In the unit-screen, he's still listed under the wild animals, and if I {{k|v}}iew him and his {{k|p}}references, it's stated that &amp;quot;This animal can't work&amp;quot;. --[[User:Doub|Doub]] 18:33, 14 June 2010 (UTC)&lt;br /&gt;
:::Its right that they have a petvalue, but most animals have a petvalue tag. The interresting thing is, they have a [PET] tag,which makes them able to be tamed WITHOUT a dungeon master. So they are the only animalmen/only &amp;quot;intelligent&amp;quot; creature that can be tamed. Too bad, they don't do anything.--[[User:Niggy|Niggy]] 11:36, 15 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Niggy&amp;diff=118498</id>
		<title>User talk:Niggy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Niggy&amp;diff=118498"/>
		<updated>2010-06-14T20:21:29Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hope my color helper can help you with painting your fortress.&lt;br /&gt;
Feel free to give me feedback.&lt;br /&gt;
Why does no one like my colorlist? WHY?&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=118497</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=118497"/>
		<updated>2010-06-14T20:15:48Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've found all the forgotten beasts I've found so far have been pretty easy to take down. Heavily armoured dwarfs helps a lot here - with how overpowered armour is currently, the forgotten beasts cheerfully mince my civilians but die to raw recruits. Which is amusing. My two least experienced soldiers are the ones with forgotten beast kills. &lt;br /&gt;
ADVICE: Use edged weapons. Against unarmoured targets these are lethal.--[[User:Nimblewright|Nimblewright]] 19:24, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)&lt;br /&gt;
:Just had one of those today, it was made of salt apparently. Also had two tails, which my Axe Lords chopped off quickly. However, they spent about 10 mins hacking at it to no effect. The 'body' section was red, but it kept bumping my dwarves to death. Lost about half my force before I gave up. Decided to seal the cavern to prevent it from destroying the rest of my fortress.--[[Special:Contributions/67.163.255.238|67.163.255.238]] 22:17, 17 April 2010 (UTC)&lt;br /&gt;
::Had one of those indestructible titans today as well.  Just a shell and a body, made out of mud, evidently.  On the upside, it kept my goblin seigers occupied for 3 months (until they got bored and left), more than enough time to build a collapsible pit trap and drop it in a hole.  Now, if I can get my dwarfs to stop freaking out within 20 tiles of it, I can hopefully seal it up and call it a day. --[[Special:Contributions/98.185.244.59|98.185.244.59]] 23:09, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had an Indestructible forgotten beast myself. This one was made of mud... Mud with wings. It excreted a paralysing vapour. I had 2 legendary swordsdwarves and 2 legendary axedwarves hacking it for some time. It only had one body piece besides the wings. It just wouldnt die. Glob quit are me. A previous fortress found a mauve crab that breathed fire. Gotta love the random gen. &lt;br /&gt;
&lt;br /&gt;
I've got two beast wandering at the caverns. First one was made of vomit, and first thing it did when appeared - ran to the bunch of batmen - 5 blowgunners and an elite wrestler. It was funny to watch them. Batmen (i think it was wrestler's work) injured '''all''' beast's body parts to red condition, all limbs were broke open. But somehow the beast killed all of them. Now it wanders at the darkness, all broken and unhappy. That's good that cavern is isolated from our domain&amp;lt;br /&amp;gt;&lt;br /&gt;
Second one passed cage traps and destroyed hatch hover that was closing the passage down to the caverns. I hardly had time to build a floor above the stairs closely to the fortress itself. Pheeewww... --[[User:Peregarrett|Peregarrett]] 14:17, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma/Drowning Immune==&lt;br /&gt;
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)&lt;br /&gt;
:There are some circumstances making creatures quite immune.&lt;br /&gt;
:A [[blizzard man]] for example will be hurt by magma, fire and dragonfire, (skin and fat will be destroyed) but will not die. I think it has something to do with its temperature. --[[User:Kami|Kami]] 14:46, 20 April 2010 (UTC)&lt;br /&gt;
:I had one made of snow - dispatched it quite easily with 'training swords'. Snow is weak to severs, apparently.--[[User:Zombiejustice|Zombiejustice]] 14:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worldgen parameter ==&lt;br /&gt;
&lt;br /&gt;
The article says that there's a worldgen parameter that changes the number of forgotten beasts.  Is this one of the cave-related options?  Changing &amp;quot;Titan number&amp;quot; and &amp;quot;Number of Demon Types&amp;quot; to zero didn't get rid of Forgotten Beasts; is this a bug? -- [[Special:Contributions/141.154.159.229|141.154.159.229]] 16:34, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common properties ==&lt;br /&gt;
&lt;br /&gt;
It's possible to extract the raws for all of the forgotten beasts, titans, and demons out of the &amp;quot;world&amp;quot; file for the region. I've written a short PHP script which seems to work reasonably well on uncompressed regions with no active saves - see my user page. --[[User:Quietust|Quietust]] 21:24, 23 April 2010 (UTC)&lt;br /&gt;
:Based on a sample size of 75 forgotten beasts (extracted from a single world), forgotten beasts appear to all have the following properties:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[FEATURE_BEAST]&lt;br /&gt;
[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[CARNIVORE]&lt;br /&gt;
[NATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
Either [BIOME:SUBTERRANEAN_CHASM] or [BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[SWIM_SPEED:2500]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:Given these properties, it would appear to be utterly impossible to capture one in a cage (as was possible in 40d with frog demons and tentacle demons by using cave-in dust to knock them unconscious). --[[User:Quietust|Quietust]] 19:38, 26 April 2010 (UTC)&lt;br /&gt;
::If that are the raws of forgotten beasts, there is a [GENERATED] tag. Does that mean.... I can make a species with that tag? ''Niggy grins evil'' EDIT: Nope does not work :/ the [GENERATED] tag doesn't do anything.  --[[User:Niggy|Niggy]] 18:01, 14 June 2010 (UTC)&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to either mod or edit the properties of Forgotten Beasts (eg, adding new types or new qualities) in the raws, or is it hard-coded into the game?&lt;br /&gt;
--[[Special:Contributions/121.44.11.37|121.44.11.37]] 06:22, 2 May 2010 (UTC)&lt;br /&gt;
:Actually, no. But it would be awesome to give forgotten beasts genders and making them able to cage and tameable. God, now I want to make a giant snail with huge wings that fizzles that spits poison farm. --[[User:Niggy|Niggy]] 20:15, 14 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tigerman&amp;diff=118471</id>
		<title>v0.31 Talk:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tigerman&amp;diff=118471"/>
		<updated>2010-06-14T18:22:19Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tigermen for sale==&lt;br /&gt;
The elves sold me a caged and tame (!) tigerman. At first, it died of thirst in his cage. After I reloaded the game and set him free, I saw that he has a name and even a skill: He's an adequate pacifier! He's also butcherable, though. --[[User:Doub|Doub]] 18:09, 14 June 2010 (UTC)&lt;br /&gt;
:Did you modded anything? Tigerman don't have a [PET_.... WTF?? Why do they have a [PET] tag? And anyway, shouldn't only your dwarves have thirst? And also, can it do jobs for you? It also has a skill because he has the [CAN_LEARN] tag so it can learn to do something, you can see this by the many underground animalmen, if they start wrestling, they will become wrestlers.--[[User:Niggy|Niggy]] 18:16, 14 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tigerman&amp;diff=118470</id>
		<title>v0.31 Talk:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tigerman&amp;diff=118470"/>
		<updated>2010-06-14T18:16:58Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tigermen for sale==&lt;br /&gt;
The elves sold me a caged and tame (!) tigerman. At first, it died of thirst in his cage. After I reloaded the game and set him free, I saw that he has a name and even a skill: He's an adequate pacifier! He's also butcherable, though. --[[User:Doub|Doub]] 18:09, 14 June 2010 (UTC)&lt;br /&gt;
:Did you modded anything? Tigerman don't have a [PET_.... WTF?? Why do they have a [PET] tag? And any, shouldn't only your dwarves have thirst? And also, can it do jobs for you?--[[User:Niggy|Niggy]] 18:16, 14 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=118469</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=118469"/>
		<updated>2010-06-14T18:14:06Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've found all the forgotten beasts I've found so far have been pretty easy to take down. Heavily armoured dwarfs helps a lot here - with how overpowered armour is currently, the forgotten beasts cheerfully mince my civilians but die to raw recruits. Which is amusing. My two least experienced soldiers are the ones with forgotten beast kills. &lt;br /&gt;
ADVICE: Use edged weapons. Against unarmoured targets these are lethal.--[[User:Nimblewright|Nimblewright]] 19:24, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)&lt;br /&gt;
:Just had one of those today, it was made of salt apparently. Also had two tails, which my Axe Lords chopped off quickly. However, they spent about 10 mins hacking at it to no effect. The 'body' section was red, but it kept bumping my dwarves to death. Lost about half my force before I gave up. Decided to seal the cavern to prevent it from destroying the rest of my fortress.--[[Special:Contributions/67.163.255.238|67.163.255.238]] 22:17, 17 April 2010 (UTC)&lt;br /&gt;
::Had one of those indestructible titans today as well.  Just a shell and a body, made out of mud, evidently.  On the upside, it kept my goblin seigers occupied for 3 months (until they got bored and left), more than enough time to build a collapsible pit trap and drop it in a hole.  Now, if I can get my dwarfs to stop freaking out within 20 tiles of it, I can hopefully seal it up and call it a day. --[[Special:Contributions/98.185.244.59|98.185.244.59]] 23:09, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had an Indestructible forgotten beast myself. This one was made of mud... Mud with wings. It excreted a paralysing vapour. I had 2 legendary swordsdwarves and 2 legendary axedwarves hacking it for some time. It only had one body piece besides the wings. It just wouldnt die. Glob quit are me. A previous fortress found a mauve crab that breathed fire. Gotta love the random gen. &lt;br /&gt;
&lt;br /&gt;
I've got two beast wandering at the caverns. First one was made of vomit, and first thing it did when appeared - ran to the bunch of batmen - 5 blowgunners and an elite wrestler. It was funny to watch them. Batmen (i think it was wrestler's work) injured '''all''' beast's body parts to red condition, all limbs were broke open. But somehow the beast killed all of them. Now it wanders at the darkness, all broken and unhappy. That's good that cavern is isolated from our domain&amp;lt;br /&amp;gt;&lt;br /&gt;
Second one passed cage traps and destroyed hatch hover that was closing the passage down to the caverns. I hardly had time to build a floor above the stairs closely to the fortress itself. Pheeewww... --[[User:Peregarrett|Peregarrett]] 14:17, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma/Drowning Immune==&lt;br /&gt;
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)&lt;br /&gt;
:There are some circumstances making creatures quite immune.&lt;br /&gt;
:A [[blizzard man]] for example will be hurt by magma, fire and dragonfire, (skin and fat will be destroyed) but will not die. I think it has something to do with its temperature. --[[User:Kami|Kami]] 14:46, 20 April 2010 (UTC)&lt;br /&gt;
:I had one made of snow - dispatched it quite easily with 'training swords'. Snow is weak to severs, apparently.--[[User:Zombiejustice|Zombiejustice]] 14:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worldgen parameter ==&lt;br /&gt;
&lt;br /&gt;
The article says that there's a worldgen parameter that changes the number of forgotten beasts.  Is this one of the cave-related options?  Changing &amp;quot;Titan number&amp;quot; and &amp;quot;Number of Demon Types&amp;quot; to zero didn't get rid of Forgotten Beasts; is this a bug? -- [[Special:Contributions/141.154.159.229|141.154.159.229]] 16:34, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common properties ==&lt;br /&gt;
&lt;br /&gt;
It's possible to extract the raws for all of the forgotten beasts, titans, and demons out of the &amp;quot;world&amp;quot; file for the region. I've written a short PHP script which seems to work reasonably well on uncompressed regions with no active saves - see my user page. --[[User:Quietust|Quietust]] 21:24, 23 April 2010 (UTC)&lt;br /&gt;
:Based on a sample size of 75 forgotten beasts (extracted from a single world), forgotten beasts appear to all have the following properties:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[FEATURE_BEAST]&lt;br /&gt;
[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[CARNIVORE]&lt;br /&gt;
[NATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
Either [BIOME:SUBTERRANEAN_CHASM] or [BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[SWIM_SPEED:2500]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:Given these properties, it would appear to be utterly impossible to capture one in a cage (as was possible in 40d with frog demons and tentacle demons by using cave-in dust to knock them unconscious). --[[User:Quietust|Quietust]] 19:38, 26 April 2010 (UTC)&lt;br /&gt;
::If that are the raws of forgotten beasts, there is a [GENERATED] tag. Does that mean.... I can make a species with that tag? ''Niggy grins evil'' EDIT: Nope does not work :/ the [GENERATED] tag doesn't do anything.  --[[User:Niggy|Niggy]] 18:01, 14 June 2010 (UTC)&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to either mod or edit the properties of Forgotten Beasts (eg, adding new types or new qualities) in the raws, or is it hard-coded into the game?&lt;br /&gt;
--[[Special:Contributions/121.44.11.37|121.44.11.37]] 06:22, 2 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=118465</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=118465"/>
		<updated>2010-06-14T18:01:18Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've found all the forgotten beasts I've found so far have been pretty easy to take down. Heavily armoured dwarfs helps a lot here - with how overpowered armour is currently, the forgotten beasts cheerfully mince my civilians but die to raw recruits. Which is amusing. My two least experienced soldiers are the ones with forgotten beast kills. &lt;br /&gt;
ADVICE: Use edged weapons. Against unarmoured targets these are lethal.--[[User:Nimblewright|Nimblewright]] 19:24, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)&lt;br /&gt;
:Just had one of those today, it was made of salt apparently. Also had two tails, which my Axe Lords chopped off quickly. However, they spent about 10 mins hacking at it to no effect. The 'body' section was red, but it kept bumping my dwarves to death. Lost about half my force before I gave up. Decided to seal the cavern to prevent it from destroying the rest of my fortress.--[[Special:Contributions/67.163.255.238|67.163.255.238]] 22:17, 17 April 2010 (UTC)&lt;br /&gt;
::Had one of those indestructible titans today as well.  Just a shell and a body, made out of mud, evidently.  On the upside, it kept my goblin seigers occupied for 3 months (until they got bored and left), more than enough time to build a collapsible pit trap and drop it in a hole.  Now, if I can get my dwarfs to stop freaking out within 20 tiles of it, I can hopefully seal it up and call it a day. --[[Special:Contributions/98.185.244.59|98.185.244.59]] 23:09, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had an Indestructible forgotten beast myself. This one was made of mud... Mud with wings. It excreted a paralysing vapour. I had 2 legendary swordsdwarves and 2 legendary axedwarves hacking it for some time. It only had one body piece besides the wings. It just wouldnt die. Glob quit are me. A previous fortress found a mauve crab that breathed fire. Gotta love the random gen. &lt;br /&gt;
&lt;br /&gt;
I've got two beast wandering at the caverns. First one was made of vomit, and first thing it did when appeared - ran to the bunch of batmen - 5 blowgunners and an elite wrestler. It was funny to watch them. Batmen (i think it was wrestler's work) injured '''all''' beast's body parts to red condition, all limbs were broke open. But somehow the beast killed all of them. Now it wanders at the darkness, all broken and unhappy. That's good that cavern is isolated from our domain&amp;lt;br /&amp;gt;&lt;br /&gt;
Second one passed cage traps and destroyed hatch hover that was closing the passage down to the caverns. I hardly had time to build a floor above the stairs closely to the fortress itself. Pheeewww... --[[User:Peregarrett|Peregarrett]] 14:17, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma/Drowning Immune==&lt;br /&gt;
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)&lt;br /&gt;
:There are some circumstances making creatures quite immune.&lt;br /&gt;
:A [[blizzard man]] for example will be hurt by magma, fire and dragonfire, (skin and fat will be destroyed) but will not die. I think it has something to do with its temperature. --[[User:Kami|Kami]] 14:46, 20 April 2010 (UTC)&lt;br /&gt;
:I had one made of snow - dispatched it quite easily with 'training swords'. Snow is weak to severs, apparently.--[[User:Zombiejustice|Zombiejustice]] 14:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worldgen parameter ==&lt;br /&gt;
&lt;br /&gt;
The article says that there's a worldgen parameter that changes the number of forgotten beasts.  Is this one of the cave-related options?  Changing &amp;quot;Titan number&amp;quot; and &amp;quot;Number of Demon Types&amp;quot; to zero didn't get rid of Forgotten Beasts; is this a bug? -- [[Special:Contributions/141.154.159.229|141.154.159.229]] 16:34, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common properties ==&lt;br /&gt;
&lt;br /&gt;
It's possible to extract the raws for all of the forgotten beasts, titans, and demons out of the &amp;quot;world&amp;quot; file for the region. I've written a short PHP script which seems to work reasonably well on uncompressed regions with no active saves - see my user page. --[[User:Quietust|Quietust]] 21:24, 23 April 2010 (UTC)&lt;br /&gt;
:Based on a sample size of 75 forgotten beasts (extracted from a single world), forgotten beasts appear to all have the following properties:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[FEATURE_BEAST]&lt;br /&gt;
[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[CARNIVORE]&lt;br /&gt;
[NATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
Either [BIOME:SUBTERRANEAN_CHASM] or [BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[SWIM_SPEED:2500]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:Given these properties, it would appear to be utterly impossible to capture one in a cage (as was possible in 40d with frog demons and tentacle demons by using cave-in dust to knock them unconscious). --[[User:Quietust|Quietust]] 19:38, 26 April 2010 (UTC)&lt;br /&gt;
::If that are the raws of forgotten beasts, there is a [GENERATED] tag. Does that mean.... I can make a species with that tag? ''Niggy grins evil''  --[[User:Niggy|Niggy]] 18:01, 14 June 2010 (UTC)&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to either mod or edit the properties of Forgotten Beasts (eg, adding new types or new qualities) in the raws, or is it hard-coded into the game?&lt;br /&gt;
--[[Special:Contributions/121.44.11.37|121.44.11.37]] 06:22, 2 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dragon&amp;diff=118446</id>
		<title>v0.31 Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dragon&amp;diff=118446"/>
		<updated>2010-06-14T15:21:52Z</updated>

		<summary type="html">&lt;p&gt;Niggy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dragons w/ armour==&lt;br /&gt;
Can someone provide a link to any thread where dragons wearing armour have shown up, or some other proof of such an occurrence? I left the relevant information in since it seems a plausible bug, but I wouldn't mind seeing some confirmation. --[[User:Retro|Retro]] 22:35, 4 April 2010 (UTC)&lt;br /&gt;
:I've never seen or even heard of this before; but I think that it might actually be an intentional feature that Toady put in; possibly alluding to some future HFS. [[Special:Contributions/71.194.101.232|71.194.101.232]] 03:34, 10 April 2010 (UTC)&lt;br /&gt;
::It can easily be tested in the arena (I for example made a dragon wearing all adamantine armor because I had not removed those items after making my dragon slaying dwarf character. Needless to say it was VERY hard to kill) Now if you mean any dragons actually showing up in the world durning a normal fortress mode game I dunno about that ;) --[[User:Railick|Railick]] 19:29, 26 May 2010 (UTC)Railick&lt;br /&gt;
&lt;br /&gt;
Dragons are very ewasy to kill with even unexperienced troops provided they have shields. They aren't powerful in close combat, in fact, most of their attacks will glance off even against silk clothes. These problems are probably related to the general balance of combat in 0.31.x, but this should be alluded to. [[Special:Contributions/200.222.3.3|200.222.3.3]] 23:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Breeding==&lt;br /&gt;
&lt;br /&gt;
Is it possible to establish a breeding pair of dragons? This fortress is now making that its goal.&lt;br /&gt;
:Dragons have no [CHILD] token, so they will never breed. --[[User:Quietust|Quietust]] 12:43, 14 May 2010 (UTC)&lt;br /&gt;
::You can make everything breed with modding, so that should not be any problem.--[[User:Niggy|Niggy]] 15:21, 14 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Niggy</name></author>
	</entry>
</feed>