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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36450</id>
		<title>40d:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36450"/>
		<updated>2008-09-20T04:37:33Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ambush''' is a sudden event in [[fortress mode]] when a small force of enemy [[humanoid]]s attempts to attack your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarves]] in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves or [[pet]]s. Not all traps trigger alert, specifically [[trap|stone fall traps]] and [[weapon trap]]s do not (38c), [[Trap#Cage_Trap|cage traps]] do (38c). You can still detect invaders from checking your traps &amp;quot;visually&amp;quot; - if the trap killed an invader the [[corpse]] and gear will be there. An ambush is announced with the message: &amp;quot;An Ambush!  Curse them!&amp;quot;. Ambushs tend to arrive with [[caravan]]s but can happen any time. They are not limited to one race - [[Kobold]]s and [[goblin]]s can arrive shortly after each other although they will not join forces as such.&lt;br /&gt;
&lt;br /&gt;
The same alert will also occur if a non-citizen creature has been using the ambush skill and stops, e.g. while hunting.  In this case, only the creature being stalked has been ambushed, and the player should not be alarmed.(38c)  &lt;br /&gt;
&lt;br /&gt;
== Ambushers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send a small force of attackers numbering between 4-8 soldiers. These forces are frequently accompanied by one goblin with somewhat better gear, and he is always of a different troop than the rest.&lt;br /&gt;
&lt;br /&gt;
Usually they send more than one squad at once - up to 4 squads, each with its own &amp;quot;leader&amp;quot;. These squad leaders may be from different goblin towers.&lt;br /&gt;
&lt;br /&gt;
Goblin are unable to navigate traps safely and can easily be killed or caught by simple [[weapon trap]]s or [[Trap#Cage_Trap|cage trap]]s. They also can not pass forbidden [[door]]s.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
[[Kobolds]] will test your fortress by sending [[thief|thieves]] dependent on your fort's population and wealth. If they are detected they will attempt to flee from you. Kobold soldiers - usually archers, though [[swordsdwarf|swordsmen]] and [[speardwarf|spearmen]] are possible - will begin to arrive if the Kobold thieves successfully steal any items; the number of successive soldiers and thieves who arrive will depend on how many items were stolen previously. Kobold melee soldiers have [[copper]] [[weapon]]s and little or no [[armor|armour]], making them somewhat easy to dispatch, but ranged attackers can be deadly.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Hostile [[human]]s will not ambush.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
Hostile [[elves]] have been known to ambush, but can be easily destroyed being that they only use wooden weapons and wrestlers.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
''The following was blind-copied from [[Siege]] and still needs plenty of work. Please modify!''&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*The very nature of an ambush makes it difficult to actively defend against one.  If an ambush is detected and heads towards your fortress, [[siege#Active Defense|standard siege tactics]] and defenses apply.  However, until an ambush is detected, there is oftentimes simply too much ground to cover without spreading your forces too thinly to do any good.  If you want to actively defend friendly workers and [[caravan]]s and whatnot from potential ambush, probably the best way to do so is to deploy your forces strictly to areas that you want to keep secure.  Building small towers with only underground access in these areas and stationing [[marksdwarf|Marksdwarves]] in them is proven to be a very effective way of doing so.&lt;br /&gt;
&lt;br /&gt;
*One of the largest advantages an ambushing enemy has is the fact that they go undetected until they encounter something.  This means that active detection can be extremely helpful in minimizing the damage dealt by an ambush by actually letting you react to the attack.  One such way of doing so is by placing dwarves or [[Captured creatures|chained animals]] in the direction from which an ambush is expected, sacrificing them to bait the ambushers into attacking them and thereby revealing their position.  A less-lethal way is to [[cage]] [[animals]] (any animal will do) in such areas, albeit with the disadvantage of needing a lot more cages to cover an area.  Finally, cage traps will usually capture ambushers and alert you to their presence, but they cover even less area than an animal cage.&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s and [[Siege weapon]]s are much less effective against an ambush than they are against a siege.  Trying to cover large areas with war dogs is liable to do little more than get them killed and an ambush out in the wild will often be too far away for a siege engine to attack.  When ambushers ''do'' get into range, insufficient detection measures may let them get close enough to scare off the civilian siege operators before they can fire a shot.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*[[Traps]] will all attack goblin ambushers, and cage traps work against any ambushers while alerting you as they do so.  Thus traps make good defenses, especially when placed in places that you know the enemy will be forced to go through.&lt;br /&gt;
&lt;br /&gt;
*Creating chokepoints in which to place detectors like animal cages and cage traps can greatly increase their effectiveness by reducing the number of ways the attackers can simply bypass them.  If an ambush manages to make it to the outer edge of your defenses, an animal cage placed in such a chokepoint and backed up by several rows of traps is often enough to break the enemy and send them into retreat.&lt;br /&gt;
&lt;br /&gt;
*A [[moat]] - especially combined with [[drawbridge]]s - is just as effective against detected ambushers as against a siege.  However, it can also help keep outdoor workers such as [[woodcutter]]s safe by sealing off access to areas that hold valuable resources.  For example, isolating a large patch of trees behind a moat so that it can only be accessed from your fortress will allow you to harvest that lumber with literally zero threat from melee-weapon ambushers, and a line of [[fortification]]s behind that moat will reduce the threat posed by enemy archers and crossbowmen.  Note that [[water]]-filled moats in cold or temperate climates can freeze during winter, so in those situations, filling that moat with water may not be a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
*Like a siege, your normal dwarves will still attempt to do their jobs during an ambush. Even worse is the fact that ambushes are all too often detected when the ambushers reveal themselves by slaughtering civilians working outdoors.  [[Siege#Civilians|Standard siege measures]] will reduce further casualties, but that is little comfort to the woodcutters, [[hunter]]s, etc. that are already full of [[arrow]]s and stab wounds.  To minimize the casualties taken in the first place, active and passive measures like those described above can be used to detect and combat incoming ambushes, giving you time to get your civilians to safety.&lt;br /&gt;
&lt;br /&gt;
*The best way to keep ambushers from killing your workers, however, is to keep your workers from going outside in the first place.  Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area [[activity_zone|zone]]) will make dwarves spend their break time in the fortress rather than outside.  Just as importantly, finding a way to gain &amp;quot;outdoor&amp;quot; resources without actually going there (such as getting wood from [[Tower-cap]] farms or getting water and [[fish]] from a tunnel connecting a safe area to a river) will further reduce the need to send civilians into harm's way.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36399</id>
		<title>40d Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36399"/>
		<updated>2008-09-20T04:36:08Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yesterday, I had an ambush. My woodcutter was ambushed by a group of one goblin bowman and five swordsmen. They were invisible, until attacked him. I had never seen anything like this until 38a. Think, it's something new, should we add the article? What do you think?--[[User:Dorten|Dorten]] 23:23, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: yes definitely.  I have been ambushed 3 times already in one year.  These attacks seem to coincide with trading caravans. --[[User:Kingzilla|Kingzilla]] 23:28, 6 February 2008 (EST)&lt;br /&gt;
::Is this really new? I started with 38a, but from reading i never expected anything else than thieves and ambushes with every caravan.--[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
:::38a was the first time that caravans caused direct attacks. Previously the only worry was theives which could be easily defeated by recruits.--[[User:Kingzilla|Kingzilla]] 14:07, 10 March 2008 (EDT)&lt;br /&gt;
==Ambush messages==&lt;br /&gt;
In my experience with last version (38a) it showed 'Ambush, curse them' on kobold thieves, and 'Amush!' on beforementioned goblins. This surely needs verification--[[User:Dorten|Dorten]] 01:10, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have:&amp;lt;br&amp;gt;&lt;br /&gt;
:38a&amp;lt;br&amp;gt;&lt;br /&gt;
:Kobold thieves (2): An ambush! curse them!&lt;br /&gt;
:Goblins:  An ambush! curse them!&lt;br /&gt;
&lt;br /&gt;
:38c &lt;br /&gt;
:Kobold thieves (2): Thief! protect the hoard from skulking filth! (the different message may be caused by increased wealth)&lt;br /&gt;
&lt;br /&gt;
:Goblins: An ambush! curse them!&lt;br /&gt;
&lt;br /&gt;
:You can read back the whole announcements log (page up key) if you have the patience ;) --[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady stated that the &amp;quot;Ambush!&amp;quot; message appearing for kobold thieves was a bug, and it has now been fixed. [[User:Furiousfish|Furiousfish]] 21:26, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Enemy squad supposedly fleeing after the commander's death ==&lt;br /&gt;
&lt;br /&gt;
Well, in my case he got caged, does that count? The squad of the 5 remaining goblin bowmen, however did not retreat, and continued to advance until torn apart by dogs. Only 1, last(after the other 4 died) goblin started retreating. That was 38a. --[[User:Digger|Digger]] 05:07, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just had my marksdwarves pump a goblin leader full of timber, and his squadmates just charged. --[[User:Shadow archmagi|Shadow archmagi]] 08:15, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Alright I'm killing that part then. It's obviously wrong now. --[[User:Digger|Digger]] 09:44, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::yep, just had an ambush too: leader dead, 1 unconscious, rest dead, and the last bowman was still charging.--[[User:Koltom|Koltom]] 11:49, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== weapon trap did not cause warning ==&lt;br /&gt;
&lt;br /&gt;
So i thought i had a squad of only 3 goblins, but it turned out a weapon trap had already finished of 2, but without giving the ambush-message. My cagetraps always gave the warning when they caught a goblin. Is this a known fact? how about other trap types? I think stone fall traps also triggered the warning before, but im not so sure anymore. --[[User:Koltom|Koltom]] 23:16, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Suppositions on ambush spawning/spotting ==&lt;br /&gt;
So, it seems like the game generates (invisible) goblins to ambush you that actually move about the map, and are only revealed when spotted or when they attack.  They still interact normally with map features and objects that don't require awareness.&lt;br /&gt;
&lt;br /&gt;
There are times when you'll spot them from a different z-level.  However, my supposition is that ambushers only ever spawn on a z-level from which they can access an open level of your fortress, even if there exist z-levels from which they could rain ranged death down upon your dwarves the game won't spawn them there if that level has no (path traceable) access to your fortress.  Can anyone confirm?  (Note that forbidden doors block path tracing, and if the only access to a given z-level is through a forbidden door...)  &lt;br /&gt;
&lt;br /&gt;
My anecdotal evidence: Given traps on 2 z-levels, one of which I had locked (forbade) all doors access to, and to which i often had LoS by dwarves walking about on raised walkways, I only ever had goblin 'ambushers' walk into traps on the level that actually had an open entrance to the base.  (I was no longer actually being ambushed at that point, i just kept seeing corpses appear).&lt;br /&gt;
&lt;br /&gt;
Similarly, I think siege forces only spawn on levels where they can path into your base, but i won't swear to that.&lt;br /&gt;
&lt;br /&gt;
Possibly replace all instances of 'into your base' with 'to a dwarf'.  I am unable to differentiate these with the games i've played.&lt;br /&gt;
&lt;br /&gt;
Unrelatedly, I've also had a wild elephant spot a goblin thief for me before - can wild animals spot ambushers?&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:50, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can verify the part about &amp;quot;to a dwarf&amp;quot; as I've played several isolationist games where migrants are just left outside beyond a channel-trench or what not to fend for themselves, and often get ambushers and/or siegers that slaughter them and then have nothing else to do (until sappers are created by Toady anyways;) ) --[[User:N9103|Edward]] 16:10, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ambushes do NOT have to be an enemy force; it's anybody using the ambusher skill.  After abandoning a propserous fortress and reclaiming it, I had several dwarves still there.  Periodically I'd get the ambush message; it was almost always a hunter stalking game. --[[User:Propatriamori|Propatriamori]] 00:23, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I can say that wild animals do spot ambushers. I have had it happen twice to me on df_28_181_39f. [[User:Mission0|Mission0]] 09:01, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updated &amp;quot;Tips&amp;quot; ==&lt;br /&gt;
I tried to update the &amp;quot;tips&amp;quot; portion to be more relevant to actual ambushes, rather than to sieges.  Hopefully I didn't do too bad a job, but I'm sure it still needs plenty of work. --[[User:LegacyCWAL|LegacyCWAL]] 16:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Some of the tips are useful, but I have a couple of complaints. Firstly, War Dogs are not useless. You can chain them to important locations, and discover ambushes a lot sooner then normal. Secondly, moats do not work. If you have a moat, and there is no bridge, the invader AI will completely break, and they will just stand still for eternity. A one way entrance to your fortress filled with traps might be better, but I'm not sure if that's possible. Can anyone confirm if one way corridors are any way feasable? --[[User:AlexFili|AlexFili]] 04:25, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is the sort of thing I meant by &amp;quot;still needs plenty of work&amp;quot;...namely clarifications in this case.&lt;br /&gt;
::With War Dogs, I didn't mean that they were useless per se, and I actually do mention using them to detect ambushes earlier than normal.  However, in order to ''fight'', they have to get to the fight in the first place.  But if you're trying to cover something over a large area (such as a road you're building or a caravan route that goes to the far end of the map), you start to need a LOT of packs of dogs in various places to make sure that one is close enough.  So while you can use them just fine for spotting and for their usual base-defense duties, you need an insane number of dogs to include them in your anti-ambush reaction plans as ''combatants''.&lt;br /&gt;
::As for moats, yes, cutting off an area entirely will break the pathfinding AI, but that goes for ''any'' situation a moat is used.  What I meant by cutting off an area with moats is to use moats to cut off all access routes ''except the ones that go through your fortress''.  There's still a path to the area, but the only path involves going through your Main Entrance, and thus your Main Entrance's defenses.  In turn, the enemy can't use the access route as a &amp;quot;back door&amp;quot; because the moat is in the way. --[[User:LegacyCWAL|LegacyCWAL]] 21:34, 10 June 2008 (EDT)&lt;br /&gt;
:::Oh right, I guess that would work fairly well. A tip for noobs; If a goblin raid appears, draft the whole population into the military and station them in the deepest part of your fortress. This work's pretty well as an alternative to watching all of your peasants die. By the way, is there a way of stopping all my fortress guards from running straight into the battlefield and getting their butts kicked? Or should I just not appoint a Sheriff at all. Does it matter? --[[User:AlexFili|AlexFili]] 03:43, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It may be a coincidence, but keeping the &amp;quot;inhabited&amp;quot; area - and thus any guards - as far away from your main defenses as possible seems to be doing a good job of keeping my Fortress Guards away from the fray.  My living quarters, kitchens, workshops, etc. are seperated from my ''last'' line of defense by a fairly long corridor, and that is seperated from the very first line of defense by a LOT of trap-filled space to travel through.  So by the time the Guards would even notice that there's invaders to charge, the attackers have already spent five minutes being torn apart by Weapon Traps and Ballistae.  As for drafting everybody, that works as a last resort, but it would be best to try to design the fortress to keep that from becoming necessary in the first place (which, admittedly, is easier said than done). --[[User:LegacyCWAL|LegacyCWAL]] 19:17, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::One-Way corridors would solve this problem, because the invader AI would remain unbroken. The trouble is trying to keep your people from foolishly running into the fray. The only thing I can think of is this kind of setup;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;[]**************....&lt;br /&gt;
&lt;br /&gt;
Where the stars represent a retractable bridge, the box represents a pressure plate, and the arrow means the stairway out of the pit below. Perhaps that could work? --[[User:AlexFili|AlexFili]] 04:19, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::If you could manage a one-way corridor, sure, it would keep your people from running into the fray.  It'd have to be a series of bridges/pressure plates/whatever though to try to make it work as one.  The way I've managed to keep my citizens out of the fray is when an enemy is detected, I use the &amp;quot;cancel everything outside and set &amp;quot;dwarves stay indoors&amp;quot;&amp;quot; method of keeping everybody inside, but I have a skylight a ways behind my defenses.  So they still go running to pick up the stuff and don't stop until they hit sunlight, but the skylight means that they hit sunlight and turn around before they get to the battlefield.  It's something like this:&lt;br /&gt;
::::::(Fortress) - (Skylight) - (Corridor Of Doom) - (Outside) --[[User:LegacyCWAL|LegacyCWAL]] 16:54, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Kobold Ambush and Traps ==&lt;br /&gt;
&lt;br /&gt;
I have witnessed Kobold ambushers (4 swordsman and 1 spearmen) walk straight over weapon traps and stone-fall traps. I have also witnessed the ambushers *note, not the theives I watched it as it happened* picklock one of my locked doors to gain access into my fortress. I do not know if this applies to cage traps yet. Once this is confirmed by someone else it should be added to the page. [[User:Mission0|Mission0]] 09:21, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elves leading Goblins? ==&lt;br /&gt;
&lt;br /&gt;
In the past few days (playing .40d), every Goblin ambush has included one Elf (presumably the leader). Is this a bug, or some freaky event caused by something within my game? --[[User:Nekojin|Nekojin]] 06:32, 13 September 2008 (EDT)&lt;br /&gt;
:Goblin pedos kidnap kids and they become part of goblin society. Maybe they harass elven and human kids too? --[[User:Someone-else|Someone-else]] 11:10, 13 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elves ambushing me ==&lt;br /&gt;
&lt;br /&gt;
I started a new fortress and after about a year i was actually ambushed by elves! I noticed that the wiki says that they dont ambush so i changed that. I was very surprised when it happened, and im not sure i could ahve fought them back if it wasnt for the fact that i had just reclaimed the fortress because of a fire imp accident --[[User:rock n rat|rock n rat]] 00:35, 19 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36449</id>
		<title>40d:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36449"/>
		<updated>2008-09-20T04:31:31Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ambush''' is a sudden event in [[fortress mode]] when a small force of enemy [[humanoid]]s attempts to attack your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarves]] in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves or [[pet]]s. Not all traps trigger alert, specifically [[trap|stone fall traps]] and [[weapon trap]]s do not (38c), [[Trap#Cage_Trap|cage traps]] do (38c). You can still detect invaders from checking your traps &amp;quot;visually&amp;quot; - if the trap killed an invader the [[corpse]] and gear will be there. An ambush is announced with the message: &amp;quot;An Ambush!  Curse them!&amp;quot;. Ambushs tend to arrive with [[caravan]]s but can happen any time. They are not limited to one race - [[Kobold]]s and [[goblin]]s can arrive shortly after each other although they will not join forces as such.&lt;br /&gt;
&lt;br /&gt;
The same alert will also occur if a non-citizen creature has been using the ambush skill and stops, e.g. while hunting.  In this case, only the creature being stalked has been ambushed, and the player should not be alarmed.(38c)  &lt;br /&gt;
&lt;br /&gt;
== Ambushers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send a small force of attackers numbering between 4-8 soldiers. These forces are frequently accompanied by one goblin with somewhat better gear, and he is always of a different troop than the rest.&lt;br /&gt;
&lt;br /&gt;
Usually they send more than one squad at once - up to 4 squads, each with its own &amp;quot;leader&amp;quot;. These squad leaders may be from different goblin towers.&lt;br /&gt;
&lt;br /&gt;
Goblin are unable to navigate traps safely and can easily be killed or caught by simple [[weapon trap]]s or [[Trap#Cage_Trap|cage trap]]s. They also can not pass forbidden [[door]]s.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
[[Kobolds]] will test your fortress by sending [[thief|thieves]] dependent on your fort's population and wealth. If they are detected they will attempt to flee from you. Kobold soldiers - usually archers, though [[swordsdwarf|swordsmen]] and [[speardwarf|spearmen]] are possible - will begin to arrive if the Kobold thieves successfully steal any items; the number of successive soldiers and thieves who arrive will depend on how many items were stolen previously. Kobold melee soldiers have [[copper]] [[weapon]]s and little or no [[armor|armour]], making them somewhat easy to dispatch, but ranged attackers can be deadly.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Hostile [[human]]s will not ambush.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
Hostile [[elves]] have been known to ambush, but are easily destroyed being that they only use wooden weapons and wrestlers.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
''The following was blind-copied from [[Siege]] and still needs plenty of work. Please modify!''&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*The very nature of an ambush makes it difficult to actively defend against one.  If an ambush is detected and heads towards your fortress, [[siege#Active Defense|standard siege tactics]] and defenses apply.  However, until an ambush is detected, there is oftentimes simply too much ground to cover without spreading your forces too thinly to do any good.  If you want to actively defend friendly workers and [[caravan]]s and whatnot from potential ambush, probably the best way to do so is to deploy your forces strictly to areas that you want to keep secure.  Building small towers with only underground access in these areas and stationing [[marksdwarf|Marksdwarves]] in them is proven to be a very effective way of doing so.&lt;br /&gt;
&lt;br /&gt;
*One of the largest advantages an ambushing enemy has is the fact that they go undetected until they encounter something.  This means that active detection can be extremely helpful in minimizing the damage dealt by an ambush by actually letting you react to the attack.  One such way of doing so is by placing dwarves or [[Captured creatures|chained animals]] in the direction from which an ambush is expected, sacrificing them to bait the ambushers into attacking them and thereby revealing their position.  A less-lethal way is to [[cage]] [[animals]] (any animal will do) in such areas, albeit with the disadvantage of needing a lot more cages to cover an area.  Finally, cage traps will usually capture ambushers and alert you to their presence, but they cover even less area than an animal cage.&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s and [[Siege weapon]]s are much less effective against an ambush than they are against a siege.  Trying to cover large areas with war dogs is liable to do little more than get them killed and an ambush out in the wild will often be too far away for a siege engine to attack.  When ambushers ''do'' get into range, insufficient detection measures may let them get close enough to scare off the civilian siege operators before they can fire a shot.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*[[Traps]] will all attack goblin ambushers, and cage traps work against any ambushers while alerting you as they do so.  Thus traps make good defenses, especially when placed in places that you know the enemy will be forced to go through.&lt;br /&gt;
&lt;br /&gt;
*Creating chokepoints in which to place detectors like animal cages and cage traps can greatly increase their effectiveness by reducing the number of ways the attackers can simply bypass them.  If an ambush manages to make it to the outer edge of your defenses, an animal cage placed in such a chokepoint and backed up by several rows of traps is often enough to break the enemy and send them into retreat.&lt;br /&gt;
&lt;br /&gt;
*A [[moat]] - especially combined with [[drawbridge]]s - is just as effective against detected ambushers as against a siege.  However, it can also help keep outdoor workers such as [[woodcutter]]s safe by sealing off access to areas that hold valuable resources.  For example, isolating a large patch of trees behind a moat so that it can only be accessed from your fortress will allow you to harvest that lumber with literally zero threat from melee-weapon ambushers, and a line of [[fortification]]s behind that moat will reduce the threat posed by enemy archers and crossbowmen.  Note that [[water]]-filled moats in cold or temperate climates can freeze during winter, so in those situations, filling that moat with water may not be a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
*Like a siege, your normal dwarves will still attempt to do their jobs during an ambush. Even worse is the fact that ambushes are all too often detected when the ambushers reveal themselves by slaughtering civilians working outdoors.  [[Siege#Civilians|Standard siege measures]] will reduce further casualties, but that is little comfort to the woodcutters, [[hunter]]s, etc. that are already full of [[arrow]]s and stab wounds.  To minimize the casualties taken in the first place, active and passive measures like those described above can be used to detect and combat incoming ambushes, giving you time to get your civilians to safety.&lt;br /&gt;
&lt;br /&gt;
*The best way to keep ambushers from killing your workers, however, is to keep your workers from going outside in the first place.  Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area [[activity_zone|zone]]) will make dwarves spend their break time in the fortress rather than outside.  Just as importantly, finding a way to gain &amp;quot;outdoor&amp;quot; resources without actually going there (such as getting wood from [[Tower-cap]] farms or getting water and [[fish]] from a tunnel connecting a safe area to a river) will further reduce the need to send civilians into harm's way.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31382</id>
		<title>40d Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31382"/>
		<updated>2008-05-02T02:44:33Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: /* Cage Traps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
&lt;br /&gt;
If anyone has tried other defenses against Demons and they either failed or they worked then please add it to the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Demons ==&lt;br /&gt;
&lt;br /&gt;
(from the raws) It seems that all demons can swim... except for spirits of fire (the only ones without lungs, heart, brain exc)... i see spirits of fire as the most dangerous for this reason... perhaps water puts them out?  tentacal and frog demons seem a bit less of a threat, due to their lack of fire breath.  Also, none of the Demons are fireImmune_super... which means dragonbreath hurts them... so... demons vs dragons anyone?--[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
:I agree on spirits of fire being the most dangerous. From my experience with them they are quite vulnerable to crossbow bolts (killed a total of 16 exclusively this way). As giant cave spiders don't even try to shoot web trough fortifications I think that fortifications and marksdwarves are the way to deal with the demons. Melee champions in steel are way superior to any demons but the problem is that they are very vulnerable to fire (&amp;quot;bug 000001&amp;quot; in reported bugs) and are frequently not able to get close (even worse if there is at least 1 z-level up as spirits of fire WILL fly up). Piling spirits of fire with lots of wardogs or anything else is useless due to their firebreath attack. Don't even try to counter demons with less then 6-8 elite marksdwarves or 50-60 novice ones or an extremely long 1 tile wide corridor with a masterpiece ballista + 2 legendary siege operators + a ballista arrows stockpile. Crushing them with bridges could also work if you don't consider it a cheat and are sure that the demons won't have time to destroy the bridges as IMHO they will actively try to.--[[User:Another|Another]] 15:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible defences? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
when i breach my pit, (eventually) i hope to be able to A: seal it off quickly without losing too much admantine. B if that fails, have a large &amp;quot;dwarven toliet&amp;quot; (a artificial river with a large water fall...)  if i am lucky, the water will be fast enough to sweep even the non-spirits of fire down the waterfall... where they will hopefully go *splat*. IF that fails... i plan to have a LOONG corridor, with fortifications on either side, and leet archers behind the fortifications and at the end of the tunnel, seige weapons, and spear masters hidden behind blind spots. and if that fails, hopefully by then i will have sealed my mines off from the main fortress.  --[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Spoiler warning? ==&lt;br /&gt;
We should probably have a spoiler warning for this page, especially for the picture of the pits. --[[User:Valdemar|Valdemar]] 10:05, 1 January 2008 (EST)&lt;br /&gt;
:Agreed and added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Upright spear repeating traps ==&lt;br /&gt;
I assume these work and are effective, I was wondering if this was considered too cheap to use or was known to be ineffectual (maybe they destroy them before they walk into them, as they are buildings). &lt;br /&gt;
&lt;br /&gt;
This is my first demon attack since df-23a, and I've been preparing multiple types of active defense in different layers, (ballistas on z-8, spears on z-7, pit with fortifications and 18 elite/champion marks-dwarves on z-5/6/4 [with 3 open z-levels to see how they deal with spirits of fire], 7 mace dwarves and 7 sword-dwarves with 62 war dogs for lulz if they get to z-3 and re-walling at z-2) so it'll be a learning experience. My last successful demon defense hinged on a drawbridge...wasn't as fun as this should be.&lt;br /&gt;
&lt;br /&gt;
The spoiler is there for the eerily glowing pits, so I think once more people post success/defeats on the demon page, or specific demon information, such as the different types and abilities, the spoiler should be here as well.&lt;br /&gt;
:Spoiler Warning added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps==&lt;br /&gt;
has any one caught a demon in a cage trap? if you could catch them that would be the easest way to deal with them. --[[Rock n rat]]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31381</id>
		<title>40d Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31381"/>
		<updated>2008-05-02T02:44:05Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
&lt;br /&gt;
If anyone has tried other defenses against Demons and they either failed or they worked then please add it to the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Demons ==&lt;br /&gt;
&lt;br /&gt;
(from the raws) It seems that all demons can swim... except for spirits of fire (the only ones without lungs, heart, brain exc)... i see spirits of fire as the most dangerous for this reason... perhaps water puts them out?  tentacal and frog demons seem a bit less of a threat, due to their lack of fire breath.  Also, none of the Demons are fireImmune_super... which means dragonbreath hurts them... so... demons vs dragons anyone?--[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
:I agree on spirits of fire being the most dangerous. From my experience with them they are quite vulnerable to crossbow bolts (killed a total of 16 exclusively this way). As giant cave spiders don't even try to shoot web trough fortifications I think that fortifications and marksdwarves are the way to deal with the demons. Melee champions in steel are way superior to any demons but the problem is that they are very vulnerable to fire (&amp;quot;bug 000001&amp;quot; in reported bugs) and are frequently not able to get close (even worse if there is at least 1 z-level up as spirits of fire WILL fly up). Piling spirits of fire with lots of wardogs or anything else is useless due to their firebreath attack. Don't even try to counter demons with less then 6-8 elite marksdwarves or 50-60 novice ones or an extremely long 1 tile wide corridor with a masterpiece ballista + 2 legendary siege operators + a ballista arrows stockpile. Crushing them with bridges could also work if you don't consider it a cheat and are sure that the demons won't have time to destroy the bridges as IMHO they will actively try to.--[[User:Another|Another]] 15:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible defences? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
when i breach my pit, (eventually) i hope to be able to A: seal it off quickly without losing too much admantine. B if that fails, have a large &amp;quot;dwarven toliet&amp;quot; (a artificial river with a large water fall...)  if i am lucky, the water will be fast enough to sweep even the non-spirits of fire down the waterfall... where they will hopefully go *splat*. IF that fails... i plan to have a LOONG corridor, with fortifications on either side, and leet archers behind the fortifications and at the end of the tunnel, seige weapons, and spear masters hidden behind blind spots. and if that fails, hopefully by then i will have sealed my mines off from the main fortress.  --[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Spoiler warning? ==&lt;br /&gt;
We should probably have a spoiler warning for this page, especially for the picture of the pits. --[[User:Valdemar|Valdemar]] 10:05, 1 January 2008 (EST)&lt;br /&gt;
:Agreed and added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Upright spear repeating traps ==&lt;br /&gt;
I assume these work and are effective, I was wondering if this was considered too cheap to use or was known to be ineffectual (maybe they destroy them before they walk into them, as they are buildings). &lt;br /&gt;
&lt;br /&gt;
This is my first demon attack since df-23a, and I've been preparing multiple types of active defense in different layers, (ballistas on z-8, spears on z-7, pit with fortifications and 18 elite/champion marks-dwarves on z-5/6/4 [with 3 open z-levels to see how they deal with spirits of fire], 7 mace dwarves and 7 sword-dwarves with 62 war dogs for lulz if they get to z-3 and re-walling at z-2) so it'll be a learning experience. My last successful demon defense hinged on a drawbridge...wasn't as fun as this should be.&lt;br /&gt;
&lt;br /&gt;
The spoiler is there for the eerily glowing pits, so I think once more people post success/defeats on the demon page, or specific demon information, such as the different types and abilities, the spoiler should be here as well.&lt;br /&gt;
:Spoiler Warning added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps==&lt;br /&gt;
has any one caught a demon in a cage trap? if you could catch them that would be the easest way to deal with them. [[User:Rock n rat]]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_adamantine&amp;diff=8725</id>
		<title>40d:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_adamantine&amp;diff=8725"/>
		<updated>2008-05-02T02:38:29Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This can be found at the last level of your fortress, not all fortress have adamantine. You should also look for it with cation because when mining on the last level you may wake up a [[demon]]&lt;br /&gt;
&lt;br /&gt;
{{Ore|name=Raw Adamantine|tile=£|color=#0FF&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[adamantine]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Glowing pit|The depths]]&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Material value]] 250}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35169</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35169"/>
		<updated>2008-05-01T19:59:55Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire men seem to come out of the same places that [[fire imp|imps]] do, but they are a little bolder and can go out past the [[lava]] vent. They leave behind a block of [[ash]] when killed.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.&lt;br /&gt;
If you can, fill it with [[water]] from a [[river]] or a brook. Designating the moat as a [[pond]] should also work.&lt;br /&gt;
&lt;br /&gt;
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. Try also building a wall around with the moat. You can also catch them using the same tactics as catching [[fire imp|fire imps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attacking your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
* First dig a [[channel]] but do not let it fill with lava yet&lt;br /&gt;
&lt;br /&gt;
* Then put vertical [[steel]] [[bar]]s ([[iron]] works too) as close to the entrance of the lava as you can (in the channel)&lt;br /&gt;
&lt;br /&gt;
* Dig out the rest of the lava channel&lt;br /&gt;
&lt;br /&gt;
* Then add [[wall]]s to box in any lava squares that are before the steel bars. &lt;br /&gt;
&lt;br /&gt;
* This stops the firemen from getting out before the steel bars.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]&lt;br /&gt;
	[NAME:fire man:fire men:fire man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:licks of fire]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:10800]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35168</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35168"/>
		<updated>2008-05-01T19:59:30Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire men seem to come out of the same places that [[fire imp|imps]] do, but they are a little bolder and can go out past the [[lava]] vent. They leave behind a block of [[ash]] when killed.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.&lt;br /&gt;
If you can, fill it with [[water]] from a [[river]] or a brook. Designating the moat as a [[pond]] should also work.&lt;br /&gt;
&lt;br /&gt;
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. Try also building a wall around with the moat you can also catch them using the same tachics as catching [[fire imp|fire imps]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attacking your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
* First dig a [[channel]] but do not let it fill with lava yet&lt;br /&gt;
&lt;br /&gt;
* Then put vertical [[steel]] [[bar]]s ([[iron]] works too) as close to the entrance of the lava as you can (in the channel)&lt;br /&gt;
&lt;br /&gt;
* Dig out the rest of the lava channel&lt;br /&gt;
&lt;br /&gt;
* Then add [[wall]]s to box in any lava squares that are before the steel bars. &lt;br /&gt;
&lt;br /&gt;
* This stops the firemen from getting out before the steel bars.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]&lt;br /&gt;
	[NAME:fire man:fire men:fire man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:licks of fire]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:10800]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19564</id>
		<title>40d:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19564"/>
		<updated>2008-05-01T19:57:04Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire Imp|biome=Subterranean lava|symbol=i|color=rgb(255, 255, 0)|bones=N/A|fat=N/A|skin=N/A|skulls=N/A|chunks=N/A|meat=N/A}}&lt;br /&gt;
&lt;br /&gt;
Fire imps are nasty little [[creatures]] that live in [[magma]] vents. They usually don't roam far from the vent, but they will surface and attack the odd [[dwarf]] who dares use their vent to fuel his [[magma smelter]].  They are rather small and easy to kill, but are able to breathe [[fire]] that deals high damage and ignites objects and creatures.  If you insist on using imp-infested magma for your metalworks, consider setting [[trap]]s or stationing [[marksdwarf|marksdwarves]] around the [[furnace]]s.  If you don't want to do that, you can follow the same procedure you use to prevent [[fire man|fire men]] from getting your dwarves.  They cannot be butchered, but once killed their [[corpse]]s will decay.  [[Crafts]] made from their [[bone]]s are quite valuable.&lt;br /&gt;
&lt;br /&gt;
==Catching Imps==&lt;br /&gt;
&lt;br /&gt;
Imps can be easily caught by building a channel or wall around the magma with only one little opening then placing cage traps in that one entrance, I recommend many traps in row. The imps will run out of the magma with the intent of killing your dwarfs only to get caught by your traps. This is a good semi-riskless way to control the fire imps in your area. Just make sure you dwarfs are not going in areas that you have boxed off, or there will be nothing to stop them from killing your dwarfs.&lt;br /&gt;
&lt;br /&gt;
== Upon Decay ==&lt;br /&gt;
&lt;br /&gt;
* fire imp [[bone]]s [3]&lt;br /&gt;
* fire imp [[skull]]&lt;br /&gt;
&lt;br /&gt;
== Interesting Note  ==&lt;br /&gt;
When Fire Imps are injured, they bleed Goo.&lt;br /&gt;
[[Image:Pool of Goo.png|thumb|A Pool of Goo from an injured Fire Imp]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:IMP_FIRE]&lt;br /&gt;
	[NAME:fire imp:fire imps:fire imp]&lt;br /&gt;
	[TILE:'i'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:20]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:5]&lt;br /&gt;
	[BIOME_SUBTERRANEAN_LAVA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10095]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HEATDAM_POINT:13000]&lt;br /&gt;
	[IGNITE_POINT:13500]&lt;br /&gt;
	[LEATHER_HEATDAM_POINT:13000]&lt;br /&gt;
	[LEATHER_IGNITE_POINT:13500]&lt;br /&gt;
	[BONE_HEATDAM_POINT:14000]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28331</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28331"/>
		<updated>2008-04-24T22:35:02Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Products&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The Raw Glass&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28330</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28330"/>
		<updated>2008-04-24T22:34:39Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Products&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The Raw Glass&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:rock n rat|rock n rat]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35165</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35165"/>
		<updated>2008-04-22T14:10:16Z</updated>

		<summary type="html">&lt;p&gt;Rock n rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire men seem to come out of the same places that [[fire imp|imps]] do, but they are a little bolder and can go out past the [[lava]] vent. They leave behind a block of [[ash]] when killed.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.&lt;br /&gt;
If you can, fill it with [[water]] from a [[river]] or a brook. Designating the moat as a [[pond]] should also work.&lt;br /&gt;
&lt;br /&gt;
After you have made a moat, the firemen should stop attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attacking your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
* First dig a [[channel]] but do not let it fill with lava yet&lt;br /&gt;
&lt;br /&gt;
* Then put vertical [[steel]] [[bar]]s as close to the entrance of the lava as you can (in the channel)&lt;br /&gt;
&lt;br /&gt;
* Dig out the rest of the lava channel&lt;br /&gt;
&lt;br /&gt;
* Then add [[wall]]s to box in any lava squares that are before the steel bars. &lt;br /&gt;
&lt;br /&gt;
* This stops the firemen from getting out before the steel bars.&lt;br /&gt;
&lt;br /&gt;
This works to stop imps as well.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]&lt;br /&gt;
	[NAME:fire man:fire men:fire man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:licks of fire]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:10800]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Rock n rat</name></author>
	</entry>
</feed>