<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Romeofalling</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=Romeofalling"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Romeofalling"/>
	<updated>2026-05-08T11:08:52Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_caretaker&amp;diff=153741</id>
		<title>v0.31 Talk:Animal caretaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_caretaker&amp;diff=153741"/>
		<updated>2011-10-20T10:46:42Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Implemented yet? */ anecdotal evidence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Implemented yet?==&lt;br /&gt;
:Has anyone seen this in action? I doubt this is implemented. unsigned on 14:20, 7 May 2010 by Old Ancient&lt;br /&gt;
&lt;br /&gt;
:: I didn't witness it first hand, but have some secondhand evidence that it works. I had overcrowded a pasture full of turkeys, and they fought amongst themselves. I was notified when one of them took red injury to the lungs and began suffocating. This happened as I was getting a migrant wave, and one of my migrants was a Proficient Animal Caretaker. I disabled all her other labors, and got on with other stuff. When I looked back a few minutes of play later, all of the animals in that pen were down to brown. I did not actually see the Animal Caretaker interact with them, but there's some anecdotal evidence for you. --[[User:Romeofalling|Romeofalling]] 10:46, 20 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Caging large animals==&lt;br /&gt;
:I have not seen caretakers heal animals. I have noticed that only dwarfs with Animal caretaker (or animal trainer?) enabled will shuffle animals between cages.  Does anybody know which skill it is? It would be useful to put on this page and the [[cage]] page.--[[User:Kwieland|Kwieland]] 16:38, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm pretty sure it's Animal Trainer. Any 3rd opinion? [[User:Speed112|Speed112]] 17:41, 19 May 2010 (UTC)&lt;br /&gt;
:::In 40d, only Animal Trainers would haul '''dangerous''' creatures between cages (for example, cramming all of your goblin prisoners into a single cage) - if the animal is tame, then ''anybody'' would do the job, even nobles. I wouldn't be surprised if the current version behaves the same way, though it would still be wise to check. --[[User:Quietust|Quietust]] 18:03, 19 May 2010 (UTC)&lt;br /&gt;
::::Thanks for the confirmation.  You are correct, I was referring to dangerous creatures.  I think the mishap came on a (corrupted?) 40d game where I had tamed and bred several Giant Cave Swallows.  But, several of them showed &amp;quot;Tame&amp;quot; in their title, but would attack anyone who tried to deal with them.  So has anyone figured out how to trade away creatures without letting them out of their cages, or is that still buggy?--[[User:Kwieland|Kwieland]] 01:01, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== animal cleaning ==&lt;br /&gt;
&lt;br /&gt;
I never saw them do it, but I have seen a few with this enabled standing next to animals with a bucket nearby, and a puddle of water on the ground with pages worth of blood and substances. This happens next to one milker at the farmer's workshop. Also, a ranger laid up in the hospital for years who is always surrounded by animals, pets and strays, always has a puddle of bloody water by his bed, and if I run dfclean and look away for a minute, there'll be another. [[User:Uzu Bash|Uzu Bash]] 20:25, 21 October 2010 (UTC)&lt;br /&gt;
: Whenever a creature (dwarf, animal, invader, whatever) walks through a square with numeric water in it, even if it's only 1/7 deep, it gets washed, ending up with a couple pages of &amp;quot;water covering (body part)&amp;quot; and dropping any blood on the floor.  If it's raining, the same happens the instant the creature steps outdoors - it doesn't actually have to get hit by those blue droplets.  I'd bet that the milker wasn't actually cleaning the animal, but was actually gearing up to milk the animal, and the presence of the puddle and its cleaning effect coincidental.  Similarly, I doubt the ranger had anything to do with his animals getting clean - if they're &amp;quot;resting&amp;quot; in the hospital, they're JUST resting. --[[User:DeMatt|DeMatt]] 01:43, 22 October 2010 (UTC)&lt;br /&gt;
:: If a farmer performing milking chooses a bucket that already contains water, they will dump it out first, leaving a non-numeric pool of water in the upper left corner of the workshop.  As with &amp;quot;numeric&amp;quot; water, anything walking through this square will end up being washed and leaving residues.  I have been cleaning up puddles of poisonous (but non-fatal) forgotten beast blood for a few game years, and besides the waterfalls I have to keep a close eye on the milking workshops. --[[User:Neil|Neil]] 16:43, 23 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Feeding livestock? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that my stray sheep tend to starve, even when I've got several dwarves with &amp;quot;Animal Caretaking&amp;quot; turned on. How do animals get fed? I kind of assumed either they'd feed themselves (you know, being sheep), or else they'd be fed by animal-caretaking dwarves.&lt;br /&gt;
&lt;br /&gt;
Of course, maybe they're too dumb to find the grass by themselves. I should try putting them in a pen outdoors. [[Special:Contributions/68.6.47.27|68.6.47.27]] 04:01, 5 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Grazing animals need to be assigned to a pasture, that is probably your issue --[[User:RadGH|RadGH]] 08:16, 23 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nest_box&amp;diff=153737</id>
		<title>v0.31 Talk:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nest_box&amp;diff=153737"/>
		<updated>2011-10-20T00:54:04Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Location */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clogs Up Food Stockpiles==&lt;br /&gt;
Hrm... upon finding a reasonably well-endowed site, I embarked with a couple of these. When I designated a food stockpile, to hold my harvested plants, I discovered that my dwarves plonked one nest box down in the first square of the stockpile, and then refused to add empty barrels to hold crops, instead filling the remainder of the stockpile with already-filled barrels (with plants) and other stacks of plants. Once I dumped out the nest box, they returned to normal behaviour, adding empty barrels and reshuffling the plant stacks into them. Apparently the dwarven mind considers a nest box to be a container, but not one that can hold plants, so they'll add it to a stockpile, refuse to stuff plants in it, and then refuse to add more barrels because there's an empty container already on the stockpile. Annoying. --[[User:DeMatt|DeMatt]] 23:50, 20 February 2011 (UTC)&lt;br /&gt;
==Won't claim nest boxes?==&lt;br /&gt;
I've build 2 boxes, one for each of my turkey hens, but they won't claim them! Not even if I remove then replace the boxes. Anyone else have this problem?&lt;br /&gt;
:My (limited) experience is that a bird will claim the nest box only briefly to lay an egg, then it is no longer claimed once they lay their egg (they then leave). It does not appear to be like a bedroom or item, which is assigned or can be claimed.--[[User:Dwarvenjames|Dwarvenjames]] 22:29, 4 April 2011 (UTC)&lt;br /&gt;
:Check your stockpiles for eggs. If they lay a clutch of eggs, and those eggs get transported to the stockpile, they'll abandon the nest box. They won't reclaim it for about 2 seasons, when they'll need to lay another clutch of eggs. [[User:Gentgeen|Gentgeen]] 22:31, 4 April 2011 (UTC)&lt;br /&gt;
::Might consider adding that to the main article.  I also couldn't figure out why my nest boxes were going unclaimed.  [[User:Gatherer818|Gatherer818]] 03:28, 27 April 2011 (UTC)&lt;br /&gt;
:::Good idea. Thanks. And done. [[User:Gentgeen|Gentgeen]] 08:34, 27 April 2011 (UTC)&lt;br /&gt;
==Materials and Skill==&lt;br /&gt;
The article doesn't say what material nest boxes are made of (though I'm assuming it's just wood/metal) or what skill it uses (is it carpentry, or woodcrafting?) - I'm on the embark screen now trying to plan my next fortress out :P [[Special:Contributions/90.218.171.35|90.218.171.35]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can make nest boxes out of a few different things -- metal and glass I know, I think also ceramic, not sure as to the whole list. My main question is whether or not the quality of the nest box makes any difference as to laying time.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
I've determined that you poultry doesn't graze, but can be adequately penned using pastures. My next question for the purposes of the wiki is: does it matter where the nest is? Does it have to be somewhere the animal can actually reach? Can it be adjacent to the pasture, or does it have to actually be IN the pasture? (I'm testing now, but maybe somebody already knows the answer to this?) --[[User:Romeofalling|Romeofalling]] 00:54, 20 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf_cancels_task:_Dangerous_terrain&amp;diff=128886</id>
		<title>v0.31:Dwarf cancels task: Dangerous terrain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf_cancels_task:_Dangerous_terrain&amp;diff=128886"/>
		<updated>2010-10-07T00:02:30Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: added faq template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Fine|21:31, 10 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
This message means that the path a dwarf has chosen has become occupied with deep {{L|water}} or {{L|magma}}. In the case of water, dwarves will path through water at depths of [3/7] or shallower. Dwarves cancel their task if confronted with water that is [4/7] or deeper. This often happens when players are slowly filling accessible pools or moats or what have you. As the dwarves attempt to cross the body of water during the filling, they will be interrupted by any tiles of [4/7] water sloshing around.&lt;br /&gt;
&lt;br /&gt;
Magma of course can also flow across a dwarf's path and cause a cancellation, but for magma it only requires a depth of [1/7].&lt;br /&gt;
&lt;br /&gt;
New to DF2010, {{L|Channel|channeling}} is more difficult for dwarves, and a lot more likely to cause a dwarf to step down into a hole just as its filling up with water (or magma!). &lt;br /&gt;
&lt;br /&gt;
Fortresses with {{L|waterfall}}s near high traffic areas or meeting areas can generate these messages with annoying frequency, though it can be amusing to see &amp;quot;Dwarf cancels Attend {{L|Party}}: Dangerous terrain&amp;quot; when a partygoer steps underneath the waterfall in your dining room or sculpture garden.&lt;br /&gt;
&lt;br /&gt;
It can also mean the dwarf is currently in dangerous terrain, and is canceling a job on the other side of the map or that the dwarf requires building materials that are at the bottom of a lake or river.&lt;br /&gt;
&lt;br /&gt;
If there is a river on your map with treacherous {{L|carp}}, this is often the message which heralds yet another of your dwarves drowning due to being yanked in by fish. Fun.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=128777</id>
		<title>User talk:Nahno</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nahno&amp;diff=128777"/>
		<updated>2010-10-05T07:27:38Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Created page with 'Thanks for correcting my redirect. May I ask what the correct coding is? I can never seem to figure it out. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for correcting my redirect. May I ask what the correct coding is? I can never seem to figure it out. --[[User:Romeofalling|Romeofalling]] 07:27, 5 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=128775</id>
		<title>v0.31:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=128775"/>
		<updated>2010-10-05T05:19:44Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: 31.16 adjustment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bones''' are obtained when butchering {{L|animals}} or taking apart skeletons. &lt;br /&gt;
&lt;br /&gt;
Skeletons are the last step of the {{L|rotting}} procedure. After a {{L|corpse}} begins to rot, no {{L|food}} can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the {{L|butcher's shop}} and &amp;quot;butchered&amp;quot; to be torn apart into {{L|skull}}s and bones afterwards. Note that many civilizations (like Dwarfs) consider it unethical to butcher certain corpses (see bug #0001180).&lt;br /&gt;
&lt;br /&gt;
Bones can be made into {{L|crossbow}}s at a {{L|bowyer's workshop}}, and {{L|crafts}}, {{L|bolt}}s, {{L|greave}}s, {{L|gauntlet}}s, or {{L|helm}}s at a {{L|craftsdwarf's workshop}}. Note that {{L|armor}} made out of bone can be used by dwarves assigned a {{L|uniform}} of {{L|metal}} armor.&lt;br /&gt;
&lt;br /&gt;
In previous 0.31.XX versions, bones are counted as &amp;quot;body parts&amp;quot; for the purposes of stockpiles and the stocks menu. As of 0.33.16, they are subsets of the body parts stocks menu.&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=128773</id>
		<title>v0.31 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=128773"/>
		<updated>2010-10-05T04:30:43Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Metal bolts by weaponsmiths?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Starting with bolts at embark==&lt;br /&gt;
When buying bolts from the [[df2010:starting build|&amp;quot;prepare for the journey carefully&amp;quot;]] screen, they come in [[stack]]s of 5. Interesting...--[[User:Albedo|Albedo]] 05:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolt Quality==&lt;br /&gt;
Does bolt quality have any effect on combat effectiveness? or does it just affect value? --[[User:Shabang50|Shabang50]] 17:02, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .31.09 ==&lt;br /&gt;
Need some testing with the new values to see how they work now. [[User:Richards|Richards]] 22:15, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Made by who? ==&lt;br /&gt;
Metal bolts are made by weaponsmiths or bowyers? --[[User:Romeofalling|Romeofalling]] 04:30, 5 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Coniferous_forest&amp;diff=128755</id>
		<title>v0.31:Coniferous forest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Coniferous_forest&amp;diff=128755"/>
		<updated>2010-10-04T20:09:31Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: redirect to forest...if it works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT {{L|Forest}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flux&amp;diff=128718</id>
		<title>v0.31:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flux&amp;diff=128718"/>
		<updated>2010-10-04T09:24:44Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: added ASCII symbols&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{L|Stone}}s which are classified as '''flux''' materials are needed in the creation of {{L|pig iron}} and {{L|steel}} at a {{L|smelter}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:* {{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}} {{L|Calcite}} &lt;br /&gt;
:* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} {{L|Chalk}}&lt;br /&gt;
:* {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}} {{L|Dolomite}}&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Limestone}}&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Marble}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=128715</id>
		<title>v0.31 Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap&amp;diff=128715"/>
		<updated>2010-10-04T07:24:08Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Buckets? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was under the impression that soap is bugged very badly right now.  Specifically, with the introduction of the new &amp;quot;glob&amp;quot; unit, soap is now produced in globs, but every potential use for soap is programmed to use bars.  This can be easily fixed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open reaction_other.txt in your save raws and/or default raws folder and change&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]to&lt;br /&gt;
&lt;br /&gt;
Code: [Select]&lt;br /&gt;
&lt;br /&gt;
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:B:SOAP_MAT]&lt;br /&gt;
&lt;br /&gt;
: With the bugfix version, soap is now in bars. --[[User:Zombiejustice|Zombiejustice]] 16:44, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks, Fox the Undead, http://www.bay12games.com/forum/index.php?topic=52996.0&lt;br /&gt;
&lt;br /&gt;
If someone wants to post this on the main page, go ahead.  I'm still new here and I don't want to mess anything up.&lt;br /&gt;
&lt;br /&gt;
-[[User:Theothersteve7|Theothersteve7]] 15:23, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== This command must be entered through the Manager ==&lt;br /&gt;
&lt;br /&gt;
Why doesn't the Soap Maker allow you to add the task directly?  Isn't this a bug missing from the Bug section of the page?&lt;br /&gt;
&lt;br /&gt;
[[User:Neebat|Neebat]] 18:08, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Is Soap needed? ==&lt;br /&gt;
&lt;br /&gt;
More specifically what happens if your hospital zone has no soap?&lt;br /&gt;
:Wounded dwarves won't be cleaned, which (probably) leads to an infection which is very bad. --[[Special:Contributions/dUMBELLS|dUMBELLS]] 05:31, 14 April 2010 (UTC)&lt;br /&gt;
::Actually they will be cleaned but only with water. It probably is more likely they will get an infection without soap. --[[Special:Contributions/202.124.123.107|202.124.123.107]] 03:01, 12 May 2010 (UTC)&lt;br /&gt;
:::Yeah, this happened to me, where I had a legendary mason who was injured in a cave-in, and was all patched up and casted at the hospital, but went from faint to pale and then died while resting. The announcement said he died from infection. I decided to try making soap after that one.&lt;br /&gt;
&lt;br /&gt;
==Soap Quality Question==&lt;br /&gt;
&lt;br /&gt;
Does soap have quality modifiers (like food and statues) or not (like coke and cut gems)? That is to say, do I need to pay attention to the skill levels of my soapmakers?&lt;br /&gt;
&lt;br /&gt;
== Buckets? ==&lt;br /&gt;
My dwarves put lye in buckets, but the soaper cancels, asking for lye bearing '''barrel'''.&lt;br /&gt;
&lt;br /&gt;
Will they fill the lye in barrels when i have 5? or 10? --[[Special:Contributions/92.202.121.225|92.202.121.225]] 00:02, 10 April 2010 (UTC)&lt;br /&gt;
:They'll do it once there's an empty (or lye-containing) barrel sitting in a Food stockpile which accepts lye, though it may take a while before a dwarf takes the initiative to actually '''do''' it. A single barrel should be able to hold up to 100 units of lye, assuming it hasn't changed since 40d. --[[User:Quietust|Quietust]] 00:06, 10 April 2010 (UTC)&lt;br /&gt;
::I think I've discovered a bit of a bug in regards to this.  Dwarves use buckets to clean patients and provide water to wounded &amp;amp; prisoners... but this doesn't use up the entire bucket of water, leaving you with a bucket containing &amp;quot;stagnant water [x]&amp;quot;.  Lye-makers don't care that the bucket has water in it, so they go ahead and put lye into it, giving you a bucket with both water and lye.  Then, said bucket sits in your ashery.  Why?  Dwarves who want to empty out the lye see the water and forget it, while dwarves who want to use up the water see the lye and forget that.  It might've been fixed after .31.04 (what I'm playing with right now). --[[User:DeMatt|DeMatt]] 21:52, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'm running .12 and have the same problem.  [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:37, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: And again in .14 an .15 (though I hadn't figured out how the buckets were getting filled). What's worse, you can't dump the liquid any more than you can dump blood or ichor out of a barrel. --[[User:Romeofalling|Romeofalling]] 07:24, 4 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pets ==&lt;br /&gt;
&lt;br /&gt;
I have several pets (cats and racoons seen so far) carrying around bars of soap in their mouths. I am not sure if it is their &amp;quot;cleaning&amp;quot; task or if it is something else. [[User:Matakuka|Matakuka]] 13:04, 12 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=128712</id>
		<title>v0.31:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Block&amp;diff=128712"/>
		<updated>2010-10-04T01:30:53Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: also, it adds weath&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:59, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For area blocks of 48x48 tiles on a game map, see {{L|Region}}.''&lt;br /&gt;
:''For &amp;quot;blocking&amp;quot; in combat, see {{L|Armor}}.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''block''' is a type of building material. {{L|Stone}} and {{L|wood}} can be shaped into blocks at a {{L|mason's workshop}} or {{L|carpenter's workshop}}.  {{L|Glass}} can be formed as blocks at a {{L|glass furnace}}, and {{L|metal}} blocks can be made at a {{L|forge}} from a single metal {{L|bar}} (or, in the case of {{L|adamantine}}, from '''four''' wafers).  Blocks do not have {{L|quality}} levels.&lt;br /&gt;
&lt;br /&gt;
A single block is required in order to build a {{L|well}}, {{L|screw pump}}, or {{L|ashery}}. Blocks can also be used in place of raw stone or wood in {{L|road}}s, {{L|bridge}}s, {{L|workshop}}s and {{L|construction}}s (but not in items like {{L|craft}}s or {{L|furniture}}).  Stone blocks are sometimes used as materials during {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
==Blocks vs Rocks==&lt;br /&gt;
&lt;br /&gt;
Building a bridge out of blocks instead of rocks cuts the building time by two thirds, independent of clearing and hauling time.  This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks.&lt;br /&gt;
&lt;br /&gt;
Blocks, unlike raw stone or wood, can stack in {{L|bin}}s in bar/block {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
Blocks are more valuable than rocks.  Blocks have a {{L|Value#Items with material but without quality|base value}} of 5, compared to the raw material value of 3 for stone, wood or glass.  Metal bars already have a base value of 5.&lt;br /&gt;
&lt;br /&gt;
{{L|Bridge}}s, {{L|pillar}}s, {{L|road}}s, and {{L|construction}}s built from rocks are called &amp;quot;rough&amp;quot; while the same built from blocks are not given that adjective.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to build workshops from blocks instead of rocks to avoid a surprising feature of forbidding.  Players often want to control which types of stones their workers use, especially at {{L|mason's workshop}}s and {{L|mechanic's workshop}}s, to control the color of the resulting furniture.  One way to achieve that control is by mass forbidding whole types of rocks from the {{L|stocks}} menu.  But if you forbid the stone (or block) that a workshop is made of, then that workshop will no longer function.  So a player forbidding stones to produce a particular color of chair or lever is often surprised when other seemingly workshops suddenly stop working.  Building workshops exclusively from blocks allows the player to mass forbid rocks from the stocks screen without encountering this problem. Building out of blocks also increases the value of the workshop, which increases the {{l|wealth}} of your fortress.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flux&amp;diff=128703</id>
		<title>v0.31 Talk:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flux&amp;diff=128703"/>
		<updated>2010-10-03T22:46:00Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: how to generate stone graphic samples?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I tried to create a table showing what all the different flux stones look like, and discovered that the wiki uses some extremely competent function calls to generate the sidebar info for stones. Where can I find info on how to use those functions? --[[User:Romeofalling|Romeofalling]] 22:46, 3 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fish&amp;diff=128699</id>
		<title>v0.31 Talk:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fish&amp;diff=128699"/>
		<updated>2010-10-03T21:09:26Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: No fishies anywhere?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's confirmed that the &amp;quot;few fish&amp;quot; bug has been fixed as of 31.04, yes?&lt;br /&gt;
--[[User:Vwspeedracer|VWSpeedRacer]] 05:16, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Requests feature: Rename 'Cave Lobster'- 'Rock Lobster'&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 10:27, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cavern 1 has a sea floor, and when I first broke through it I distinctly saw several fish swimming in there (vr .12). Yet by the time I sent my fisherdwarf down there (vr .14), I couldn't see any in the revealed section and he has yet to come home with a catch. Any idea what happened --[[User:Romeofalling|Romeofalling]] 21:09, 3 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=128698</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=128698"/>
		<updated>2010-10-03T20:51:53Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Work dogs? */ no&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
:From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.  [[User:KillerClowns|KillerClowns]] 03:52, 27 April 2010 (UTC)&lt;br /&gt;
::I've confirmed wood having the same old, looking to test glass portals. I've tested with all of the metals I possess, and they now have the same graphic as stone. [[User:The Architect|The Architect]] 20:20, 27 April 2010 (UTC)&lt;br /&gt;
:::Hornblende seems to use a different graphic from the other materials, for some reason. [[User:Minus|Minus]] 19:26, 22 May 2010 (UTC)&lt;br /&gt;
:::: Olivine has another graphic, too. It has that gem graphic. I was confused when I first saw that. --[[User:Niggy|Niggy]] 19:38, 22 May 2010 (UTC)&lt;br /&gt;
&amp;quot;Keep locked: The door can not be passed unless it is unlocked or destroyed. Dwarves, animals, both wild and tame, and most invaders will all be unable to pass.&amp;quot;, This doesn't seem to be the case.  It seems that goblins and kobolds both can take possession of your doors and unlock them.  Can someone please confirm?&lt;br /&gt;
:Most invaders will be stopped.  However, [[DF2010:Thief|thieves]] will not be.  Hmm... the article should mention this... I'll fix it.  --[[User:Kyle Solo|Kyle Solo]] 15:32, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Work dogs? ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves let animals that are assigned to them through a tightly-closed door (ex, soldiers let their war dogs in)? --[[User:MarauderIIC|MarauderIIC]] 03:53, 13 September 2010 (UTC)&lt;br /&gt;
:No. Tightly closed doors cannot be opened by any tame animal, AFAIK. --[[User:Romeofalling|Romeofalling]] 20:51, 3 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=128696</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=128696"/>
		<updated>2010-10-03T20:45:19Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Autopsy, or why your fortress died */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point or single goal or final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't, tend to be very conservative and very boring - and what fun is that?  Therefore, fun = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts sooner rather than later; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Nature===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
Outdoor titans and megabeasts are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[Giant Cave Spider]]s and [[Blind Cave Ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts and semimegabeasts are a later stage hazard - and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to get complacent.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Dwarf===&lt;br /&gt;
Sometimes you bring it on yourself. &lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to the {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must gather or {{L|farm}} certain plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}} - it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer. A dwarf would rather die than lower themselves to drinking from a [[mug]] (though it doesn't stop them being produced by the tonne in your [[workshops]]).&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately&amp;amp;mdash;creating a civilian alert and ordering your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Digger Mortis&amp;quot;) ====&lt;br /&gt;
aka no {{L|pick}}s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.'' Like in [http://xkcd.com/760/ a certain, other, well-known fort]... &lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You might get lucky with a {{L|caravan}} - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society?===&lt;br /&gt;
Sometimes your traditions and mores conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress. As of DF 2010, dwarf marriage is much more commonplace, with several marriages often happening per year or even per season. This means that the loss of one dwarf is likely to lead to a very unhappy widow - and potentially a trantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Dwarves, Orcs, Goblins, Humans, Elves...===&lt;br /&gt;
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ARE out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
====War====&lt;br /&gt;
See [[#Ambush|Ambush]].&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandated goods. Then again, you might not have nobles. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}}, and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Better build indoor refuse piles away from trafficked areas. Unless an {{L|well|interior water supply}} was established (or you find water in caverns) your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====HFS====&lt;br /&gt;
''(Hidden Fun Stuff)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it. It's a great deal of ''fun''. &lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Captured_creatures&amp;diff=128652</id>
		<title>v0.31:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Captured_creatures&amp;diff=128652"/>
		<updated>2010-10-03T12:45:37Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Other uses */ dump through stocks menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:55, 23 July 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can capture creatures in a variety of ways, including {{L|animal trap}}s for {{L|vermin}}, {{L|Traps#Cage_Trap|cage traps}} for wild {{L|animal}}s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment, but this is only because animals do not require food.  Caged animals have lifetimes, though, so they will die eventually.  Caged dwarves (except those in {{L|jail}}) will quickly starve, for they are never fed. The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in {{L|cage}}s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the {{L|animal trainer|animal training}} labor enabled can tame wild animals (including {{L|vermin}}) at a {{L|kennel}}. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. &lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed even off the map are &amp;quot;un-tamable&amp;quot;. Despite appearing tame, such a creature will go dwarf-killing as soon as it is released.&lt;br /&gt;
&lt;br /&gt;
Elven merchants often sell caged animals, even some that can't normally be trained. Often cages that appear empty on the trading screen (ie, -oaken cage-) will have tame rats, squirrels or other small animals in them.  Tamed animals can act as a guard, attacking hostile creatures. &lt;br /&gt;
&lt;br /&gt;
Dragons and other {{L|megabeast}}s may also be tamed, but this requires a {{L|Dungeon master}} which is currently buggy (0.31.10).  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master. &lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as {{L|pet}}s by the dwarves, and animals may also be {{L|Butchery|slaughter}}ed for food. {{L|Cage}}s and {{L|restraint}}s are also useful in {{L|meat_industry|animal husbandry}}.&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by assigning them to {{L|restraint}}s, putting them in cages, or throwing them in {{L|Activity zone#Pit/Pond|pits or ponds}}.  This can reduce {{L|lag}}, and may prevent adoption as pets (so they remain slaughterable without tantruming owners).  This will ''not'' work with {{L|cat}}s, who adopt their masters, not the other way around, and despite any physical barriers&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals may be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). Animals do not breed in cages, but an already pregnant animal will give birth while in a cage.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; Do not reassign any animal that is not tame (for example, one captured via a {{L|Traps#Cage trap|cage trap}}). If you do, the dwarf moving the animal will open the cage and then flee due to the proximity of the wild animal.&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Installed chains ({{k|b}}-{{k|v}}) and assign animals to them {{k|q}}. They'll be able to move one tile in any direction (including up/down/diagonal).&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an {{L|Activity zone#Pit/Pond|activity zone}}, designating it as pit/pond and assigning animals to it by setting its properties by pressing {{k|P}}.  Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
&lt;br /&gt;
* '''{{L|Zoo}}''' areas may be defined from a built cage via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive happy or unhappy thoughts from seeing an animal in a zoo based on their preferences.  Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
* '''Confiscating prisoner items''': You can strip a captured critter of its equipment. First, use {{k|d}}-{{k|b}}-{{k|c}} and {{k|d}}-{{k|b}}-{{k|d}}to mark the entire stockpile of cages (and ''every item in the cages'') for reclaiming and then for dumping, then use {{k|k}} (for unbuilt cages) or {{k|t}} (for built cages) to view and undump the cage itself.  After you ordered the items dumped, dwarves will come and strip the items from your captives. If they do not, double-check that you've reclaimed ({{k|d}}-{{k|b}}-{{k|c}}) - all the equipment a hostile carries is {{k|f}}orbidden by default. You can also dump caged prisoner items through the {{l|stocks}} menu.&lt;br /&gt;
&lt;br /&gt;
* '''Usage as an execution device''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward.&lt;br /&gt;
&lt;br /&gt;
* '''Silk farming''': If you are the lucky owner of a tamed {{L|giant cave spider}}, you can release disarmed enemies in a room with it, causing it to shoot significant quantities of {{L|silk}} which can then be woven into expensive cloth. Creative arrangements of doors, chains, and fortifications can allow a setup which generates a near-constant stream of silk using a single creature as bait.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lye_maker&amp;diff=128645</id>
		<title>v0.31:Lye maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lye_maker&amp;diff=128645"/>
		<updated>2010-10-03T04:04:09Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:30, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Lye Maker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Lye Making&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|Lye}}&lt;br /&gt;
| workshop = {{L|Ashery}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye maker''' is the skill associated with the '''lye making''' {{L|labor}}. Lye makers turn {{L|ash}} into {{L|lye}} at an {{L|ashery}}.  Lye can then used by a {{L|soaper}} to make {{L|soap}} at a {{L|soap maker's workshop}}. It could also be used by a {{L|potash maker}} at an {{L|ashery}} to make {{L|potash}}, though potash can be made directly from ash. Highly skilled lye-makers will produce lye faster than dwarves without the skill, but lye does not have quality levels.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
{{L|Soap}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_tactics&amp;diff=128644</id>
		<title>v0.31 Talk:Military tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military_tactics&amp;diff=128644"/>
		<updated>2010-10-03T04:03:01Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: military tactics appears to still show up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Presence in-game==&lt;br /&gt;
Military tactics first appeared in .13 as an immigrant skill; presumably the same bug as Drunk, War Peasant, and Hunting Peasant immigrants, which was fixed in .14.&lt;br /&gt;
&lt;br /&gt;
Presumably this skill is related to world generation populations and has no significance in-game, as dwarves would otherwise increase this skill when fighting, or perhaps as Militia Commander or Militia Captains. &lt;br /&gt;
&lt;br /&gt;
I don't want to mark this article for deletion as I don't actually know if the skill still shows up. I don't even know for a fact that its appearance was/is a bug. --[[User:Nahno|Nahno]] 00:13, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Well, it just showed up in my .14 game (world gen'd in .12), if that helps any. --[[User:Romeofalling|Romeofalling]] 04:03, 3 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=128628</id>
		<title>v0.31 Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Military&amp;diff=128628"/>
		<updated>2010-10-02T22:08:58Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Example ideas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Demonstration Leaders==&lt;br /&gt;
It seems that the only dwarves leading demonstrations are the ones that are the highest in that skill. Will my dwarves not practice wrestling if no one is a wrestler already? I'm going to try and verify this...--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:57, 10 June 2010 (UTC)&lt;br /&gt;
==Militant Civilians==&lt;br /&gt;
I am verily confused. Is it possible to create squads which act like civilians unless activated? I don't want them to train, but to do their normal duties, while remaining nominally a squad. [[User:AbuDhabi|AbuDhabi]] 18:05, 1 April 2010 (UTC)&lt;br /&gt;
:From what I've seen, in some cases squads do only activate when given orders, then go back to their civilian roles when the orders are canceled. I think what you'd want to do is define no orders in the Schedule screen (or just keep them in the Inactive alert level, which has no orders by default), then give them direct move or kill orders through the Squad screen. They should activate when you give the order, then go back to their civilian duties when you cancel their orders. On the schedule screen you can also tell them to either wear their military clothes when inactive or wear civilian clothes and only equip military clothes when active. --[[User:Valdemar|Valdemar]] 18:25, 1 April 2010 (UTC)&lt;br /&gt;
::I have them set to Inactive, but all they do is Individual Weapon Drill, completely ignoring civilian work such as making stuff and building workshops. [[User:AbuDhabi|AbuDhabi]] 07:01, 2 April 2010 (UTC)&lt;br /&gt;
::At least I think I did. This is somewhat confusing, and I need to switch booted OSes to run DF. [[User:AbuDhabi|AbuDhabi]] 07:07, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military Guide ==&lt;br /&gt;
[http://forums.somethingawful.com/showthread.php?threadid=3286986&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=14#post374739063 This] Something Awful post has a treasure trove of information on how the military screens work. If someone could work on editing it into the page (with proper attribution at the bottom, of course), that would be excellent. [[Special:Contributions/76.84.96.216|76.84.96.216]] 05:20, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wish I could but SA has reverted to needing an account to see the forum again. If you mind posting the relevant information here I'll be glad to sift through it and add what we can. [[User:KaelGotRice|KaelGotRice]] 07:12, 2 April 2010 (UTC)&lt;br /&gt;
:: Shouldn't we credit CC with that guide? Unless you are the original author. I don't know what's considered appropriate here. --[[User:Freeze|Freeze]] 15:34, 3 April 2010 (UTC)&lt;br /&gt;
: This information should be verified first. I've already noticed one thing that he was partially incorrect on. He mentions that dwarves won't stop training if min train in set too high but my dwarves will get food when needed and are only unhappy because of how long they've been on duty. It should also be noted that if min train is set to less than the number of dwarves in that squad then only that number of dwarves will train, all others will continue with civ work.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 05:31, 10 June 2010 (UTC)&lt;br /&gt;
::Forgot to mention that the never stop training bug still applies to the min train setting. You'll just have some dwarves that are marked as civs but are still training. --[[Special:Contributions/99.67.238.66|99.67.238.66]]&lt;br /&gt;
&lt;br /&gt;
== Arsenal Dwarf not appearing? ==&lt;br /&gt;
No matter what I do, I can't get the Arsenal Dwarf to show up on the nobles screen, iv'e tried everything, even turning his poulation requirements to 1. It could be a bug, but I really don't want to lose this fort, anyone have any help?[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I had this problem too, but the position just now opened up for me. The only thing I can think of that might have caused it would be I drafted another dwarf to my military, for a total of 5 soldiers. -[[User:Soronhen|Soronhen]] 06:35, 3 April 2010 (UTC)&lt;br /&gt;
::OK turns out they pick up equipment without an arsenal dwarf, boy do I feel dumb now[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:::Keep in mind that although arsenal dwarves will not appear until certain criteria is met (number of soldiers? population? dunno), until they arrive you do not need them. The page's information has been updated to reflect this. --[[User:Retro|Retro]] 04:24, 5 April 2010 (UTC)&lt;br /&gt;
My Arsenal Dwarf does not appear until I try to make changes with equipment (and the other requirements are fulfilled). If you don't see him when your pop. breaks twenty then try assigning a new uniform then checking the nobles screen--[[Special:Contributions/99.67.238.66|99.67.238.66]] 20:08, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Conglomerating + Full Page Overhaul==&lt;br /&gt;
&lt;br /&gt;
Station and routes don't need an individual page each; they're just stubs. Added them here, going to redirect the old pages here as well. --[[User:Retro|Retro]] 23:45, 3 April 2010 (UTC)&lt;br /&gt;
:More conglomerating - reading over the [[cv:Military_guide|military guide]] page it seems like the latter could easily be moved into the main military page, with a bit of formatting. I'm going to start this shortly (though I won't touch the guide itself yet); if anyone has other thoughts this is probably a good spot to discuss. No harm reverting if it comes to that anyhow. --[[User:Retro|Retro]] 01:41, 5 April 2010 (UTC)&lt;br /&gt;
::DONE! There is still some stuff to do, but I've made note of what needs to be expanded using hidden notes. Notably we need more info in teaching. Hopefully the [[cv:Military_guide|quick guide]] has served its purpose now. --[[User:Retro|Retro]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:::Added the beginnings of an FAQ; will be going in and adding screenshots of various military menus later tonight. It'll help as a point of reference. --[[User:Retro|Retro]] 17:29, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Under 'Forming Squads'==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No dwarves can be assigned under your militia commander; he is a squad of his own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Does this mean that no additional dwarves can be assigned to his squad? If so I am confused. I have a squad formed, with nine dwarves, led by my commander in slot number one....--[[User:BloodyThorn|BloodyThorn]] 09:48, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm also confused - My 1st squad (containing militia commander and 2 dwarves under him) seems to work just fine. (Well, fine-ish. They have trouble training, shooting goats or feeding themselves, but I think thats just my knowledge of the new military system...) --[[User:Mrchinchin25|Mrchinchin25]] 12:07, 5 April 2010 (UTC)&lt;br /&gt;
::I'm not sure about the validity of that statement myself, since I can assign dwarves to him, though it might not be working. I think this might have to be changed to &amp;quot;Assigning dwarves under your militia commander will not work, though it might be a bug&amp;quot; if that was his intent, since the military system seems like it allows you to assign dwarves to him. The reason I'm saying this is because if you can't assign dwarves under him the military screen shouldn't allow you to do so, whereas if it's bugged it would allow it.(Note, my knowledge of the military system isn't great either, as my dwarves have gotten stuck trying to train a lot) --[[User:Ramperkash|Ramperkash]] 16:57, 5 April 2010 (UTC+2)&lt;br /&gt;
:::I found that when editing his squad I could only replace the commander and not add additional dwarves, but if nobody else is noticing that, I'll just take it back out --[[User:Retro|Retro]] 16:04, 5 April 2010 (UTC)&lt;br /&gt;
:::: This appears to be incorrect. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:::: It might just be an isolated bug. --[[User:Ramperkash|Ramperkash]] 15:36, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
==Everybody inside==&lt;br /&gt;
To replicate the familiar behavior from 40d of ordering all your dwarves inside you first must define a burrow using {{k|w}},{{k|a}},{{k|enter}}. Use the tools to select your entire fortress except for your main entrance and any {{L|traps|unpleasantness}} you may have in store for potential invaders. As your fortress grows you will need to periodically update this burrow definition.&lt;br /&gt;
&lt;br /&gt;
Next, go to the alerts menu with {{k|m}},{{k|a}}. You already have one alert mode declared of active/training. Set this as the active alert status. When you want all dwarves to stay inside return again to this menu {{k|m}},{{k|a}} and move over to the right to activate your burrow. With this active (green A) all your dwarves will be restricted to staying inside your fortress.&lt;br /&gt;
&lt;br /&gt;
Squads with orders are exempt from burrow restrictions. Simply order a squad to move or kill and they will do so without any need to set up anything fancy. &lt;br /&gt;
&lt;br /&gt;
I'm slightly afraid of the main wiki page right this second, too many topics to try to muck through all of that just this second. I'm leaving this here for anybody who wants an easy tip to replicate familiar 40d behavior. If so desired you're welcome to copy this information into the main wiki page and edit it as necessary. I do however ask that you leave this here unchanged for the time being since I intend to be adding to it as I figure out some more easy methods of surviving in the new military. [[User:Doctorzuber|Doctorzuber]] 19:16, 5 April 2010 (UTC)&lt;br /&gt;
:Not planning on changing/moving this or anything like that, just pointing out that this material is basically already included in the main page. But this could be handy for anyone looking for a stepping stone to figuring burrows out. --[[User:Retro|Retro]] 20:24, 5 April 2010 (UTC)&lt;br /&gt;
:: I was half thinking I might put together a survival guide of sorts for the new highly impenetrable system that is the military now. But with how quickly the wiki is shaping up that idea is quickly becoming irrelevant. Perhaps this text might be used better by merging it into an appropriate page somewhere, possibly with some revision. [[User:Doctorzuber|Doctorzuber]] 19:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Information Overload==&lt;br /&gt;
Given the enormous amount of new options with this new system I think it may be a good idea to consider breaking this down into more manangeable pieces so it's not quite so overwhelming. I'm not saying any changes right this second, but once we get a slightly better handle on all the different options that are available in the new system (despite it's awkwardness and buggyness) I think we're going to have a rather enormous bloated looking page here if we don't start sorting this out. Squads for example, which currently redirects here could very easily have an entire page to itself simply to fully explain all of the options available in the squads menu itself. [[User:Doctorzuber|Doctorzuber]] 19:52, 5 April 2010 (UTC)&lt;br /&gt;
:It is indeed quite a packed page, but at the same time, squads ''are'' the military. Aside from teaching and expanding the FAQ (which could use its own page later, I might do that tonight) I doubt much more will be added. It's basically Section 1: Understanding how to ''make'' your military/squads, 2: How scheduling and alerts work aka how to make your squads ''do'' things, and 3: ''What'' they can do. It's not really possible to segregate squads from the military because they're the same thing. You'd end up with a stub page saying like &amp;quot;A squad is a group of soldiers. Click &amp;lt;&amp;lt;military page link&amp;gt;&amp;gt; for more info.&amp;quot; Moving the FAQ and making training into its own training/teaching page is really all that could be done. --[[User:Retro|Retro]] 20:29, 5 April 2010 (UTC)&lt;br /&gt;
:: Even so, I think this is an idea that should at least be considered. My plan here is to separate this out into ''squads'', ''military'' and probably ''schedule'' as well since each of those topics is a fairly meaty amount of subject material in their own right. These would naturally have to reference back to each other, but I think with a little bit of work we can come up with a much cleaner wiki from the effort. I've taken the liberty to write up the beginnings of a squads page which I have stashed on the Talk:Squads page for the time being. [[User:Doctorzuber|Doctorzuber]] 21:14, 5 April 2010 (UTC)&lt;br /&gt;
:::Forgive me for failing to understand, but it doesn't get more complicated than squads = the military. You can't separate them purely because they have different names by saying 'even so.' I can understand making equipment/uniforms (when the section is expanded on) and the FAQ into new pages, or even some of the scheduling/alert info (though a lot would have to stay), but you can't remove squads because then there is no military. ''Squads '''are''' the military. Your military does not exist without squads.'' I can't make this any clearer. Yes, this page has a lot of info, but all of it is essential to making, preparing, and using your squads. IMO wait for a larger consensus; you can't move the 'how to make your squad' info without rendering the article useless. The rest still isn't large enough to have its own page yet. I'm going to be working on cleaning this up a bit probably later tonight at which point some of it (but ''not'' 'squads') will probably be ready to own its own page. Right now, though, nothing is strong enough to stand on its own. --[[User:Retro|Retro]] 21:50, 5 April 2010 (UTC)&lt;br /&gt;
:::: I am moving nothing, I created and stashed in the talk:squads area for the time being. use that information as you wish. It's just an idea. [[User:Doctorzuber|Doctorzuber]] 22:32, 5 April 2010 (UTC)&lt;br /&gt;
:::::Having gone over the material you added (and reformatted it a bit to fit in better), I now agree with you - I was unaware that there was more than one command that could be given in a squads menu and figured the kill command wasn't enough to justify a page. Thanks for showing me the light there, and sorry if I sounded aggressive - I was kind of confused. IMO this is how the page should be divided: The formation of squads and equipment should stay, as should the notes about passive and active control. The active defense stuff should be moved into the Squads page as-is and replaced with a shorter, less-specific blurb; ditto the passive stuff on alerts/scheduling. When we have stuff on instruction and demonstrations it should be given a page too. Then the FAQ can get a page of its own, and we can leave the bugs. --[[User:Retro|Retro]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
:::::Wait wtf the last hour of my reformatting just disappeared. How in the hell? I had the page reserved! --[[User:Retro|Retro]] 00:51, 6 April 2010 (UTC)&lt;br /&gt;
:::::Noted your changes and managed to find a copy of my large reformatting job. Going to incorporate your changes into that. The page should make a lot more sense now. --[[User:Retro|Retro]] 00:53, 6 April 2010 (UTC)&lt;br /&gt;
:::::: No problem, thanks for calming down and taking a serious look at my suggestion. [[User:Doctorzuber|Doctorzuber]] 01:07, 6 April 2010 (UTC)&lt;br /&gt;
:::::: Since there's a good chance you're actively editing as I type this I'll avoid touching the main page right this second. Here is another bug just came to my attention. [[User:Doctorzuber|Doctorzuber]] 01:14, 6 April 2010 (UTC)&lt;br /&gt;
*Accessing Pri/Assignments {{k|m}}, {{k|e}}, {{k|U}}, {{k|P}} when no squads are formed causes a crash.&lt;br /&gt;
:::::::I was, thanks! We now have a '''[[DF2010:Squads|squads]]''' page and a '''[[DF2010:Scheduling|scheduling]]''' page (still working on redirecting the latter). Now we just need to remove some of the detail from this page and add links (I'll be getting on that shortly). Oh, and I'll add this bug to here and the Squads page. --[[User:Retro|Retro]] 02:25, 6 April 2010 (UTC)&lt;br /&gt;
:::::::Believe we're done for a while. Going to add another page with a very, very slow step-by-step walkthrough of each individual military/squad screen (with pictures!) later. But not today. --[[User:Retro|Retro]] 03:02, 6 April 2010 (UTC)&lt;br /&gt;
:::::::: I've been quietly watching your edits. I must say, I like the direction this is going. I think it's much improved. [[User:Doctorzuber|Doctorzuber]] 03:17, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf/Hunter bug==&lt;br /&gt;
I'm not sure whether I'm doing anything wrong and whether to post this here or not, but I've had a lot of trouble working with my Marksdwarf/Militia Commander/Hunter I'm embarking with. I've changed him to just being a Militia Captain but came up with kind of the same problems (Didn't think it would work, but tried it anyway).&lt;br /&gt;
&lt;br /&gt;
Firstly, when I do manage to get my dwarf hunting (which I never could achieve after him trying to train once) he tends to stop doing the job once he runs out of bolts, despite there being more bolts in storage, he defaults to &amp;quot;No job&amp;quot; and sits around my meeting area. I could only 'fix' this by going into the squads menu, giving him a move order, and cancelling it again, which would result in him fetching more bolts and starting to hunt again.&lt;br /&gt;
&lt;br /&gt;
Secondly, after making him some leather armour, including a leather cloak I forgot isn't in my uniform, he ran back and forth to pick it up, drop it, attempt to go train, change his mind and repeat. This wasn't solved by simply adding the cloak to his uniform, and was 'fixed' by forbidding the cloak in the end. In my next fort I soon discovered that this is not unique to cloaks, and not even to items not included in my uniforms, as he started dropping his crossbow to go train.&lt;br /&gt;
&lt;br /&gt;
Lastly, I just can't get him to hunt right again, I managed it once but it failed after trying to get him to train, and couldn't manage to get a dwarf to hunt in newer forts.&lt;br /&gt;
&lt;br /&gt;
Are these known bugs perhaps, or am I doing something wrong?&lt;br /&gt;
PS Not used to using a wiki, so let me know if I should be doing something differently--[[User:Ramperkash|Ramperkash]] 13:51, 6 April 2010 (UTC)&lt;br /&gt;
:All three of these are known bugs and a huge pain, but that's the first time I've seen a workaround for the running out of bolts bugs - thanks for the tip; I'll add it to the FAQ. And you're using the wiki just fine! --[[User:Retro|Retro]] 17:34, 6 April 2010 (UTC)&lt;br /&gt;
::Thanks, you know whether it's the hunter job bugging or the marksdwarf? Or just the combination? --[[User:Ramperkash|Ramperkash]] 17:37, 6 April 2010 (UTC)&lt;br /&gt;
:::Probably it applies to 'ranged attacking' in general. Question noted/added [[DF2010:Military_F.A.Q.#My_hunter.2Fmarksdwarf_ran_out_of_bolts_and_won.27t_pick_up_more.21|here]]. --[[User:Retro|Retro]] 17:42, 6 April 2010 (UTC)&lt;br /&gt;
::::I think (not completley sure yet) that the problem is that ammunition, once it's been assigned, never gets re-assigned, even if it's removed from the hunter / marksdwarf's list. Look in the ammo menu - if there is a specific pile of bolts assigned they seem to (sometimes, at least) get used, but if it's generic nothing happens. So if new bolts are created they may get used, but if they aren't, or you attempt to reallocate them then nothing happens. Oops, forgot to sign. [[User:Riedquat|Riedquat]] 20:13, 12 April 2010 (UTC)&lt;br /&gt;
To get your Hunter hunting again when he runs out of bolts, just go into the (m) military menu, hit (f) for amunition, select your hunter(s), press (c) for add item, then set the new quantity of ammo for their use 12:07, April 2010&lt;br /&gt;
&lt;br /&gt;
==Expedition Leader can not be a squad leader==&lt;br /&gt;
I've noticed that the Expedition Leader is not available to serve in the militia. I saw this because I was testing a few things using new forts with the seven dwarves and when I tried to form a squad only six were listed. I named my leader to easily spot him in the crowd and confirmed that it was the expedition leader that was missing from the list. I cannot confirm if this holds true later when promoted into a Mayor. [[User:Doctorzuber|Doctorzuber]] 19:25, 6 April 2010 (UTC)&lt;br /&gt;
:This may be what I had seen that caused all the confusion in Forming Squads higher up on this page - I had assigned my expedition leader to be the militia commander via the nobles screen, and I couldn't seem to pull any other dwarves into his squad. That'd explain some things if that was it. --[[User:Retro|Retro]] 21:36, 6 April 2010 (UTC)&lt;br /&gt;
:: I have to adjust what I said earlier. Apparently he can serve in the militia, just not as the leader of any squad. [[User:Doctorzuber|Doctorzuber]] 01:47, 7 April 2010 (UTC)&lt;br /&gt;
::: Ah, that then properly explains the problem Retro had, I assume it's a bug that the Expedition Leader can be a militia commander. --[[User:Ramperkash|Ramperkash]] 18:11, 7 April 2010 (UTC)&lt;br /&gt;
:::: I don't know if it's a bug or if it's intended. but I did make a note of it on the page which will hopefully prevent any further confusion on the matter. [[User:Doctorzuber|Doctorzuber]] 18:21, 8 April 2010 (UTC)&lt;br /&gt;
::::: As of 0.31.03, I'm able to assign expedition leader as militia commander, so perhaps this bug has been fixed?  At least it appears that you can assign the leader in the nobles screen.  Not sure if he/she actually acts as a militia commander.  [[Special:Contributions/24.68.132.208|24.68.132.208]] 22:59, 3 May 2010 (UTC)&lt;br /&gt;
:::::: If you wait a few seconds and return to the nobles screen I think you will find that your expedition leader has already quit his job in the militia. If you try to assign him directly in the military menus (militia commander is position 1 of squad 1) you will not be able to. The bug is still around.{{version|0.31.03}} --[[User:Doctorzuber|Doctorzuber]] 07:13, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creatures category? ==&lt;br /&gt;
Why is this, the interface, and the FAQ in the Creature category?--[[User:Tarran|Tarran]] 02:18, 7 April 2010 (UTC)&lt;br /&gt;
:Good catch; looks like the new military template has an improper link or something similar. I'll go fix that. --[[User:Retro|Retro]] 02:22, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==More pages to come, more work to be done==&lt;br /&gt;
&lt;br /&gt;
I looked through the 40d stuff and it looks like when Equipment gets moved out of the Squads page we should add stuff on specifics like weapons/armor there and notes on encumbrance and perhaps quality too. Also linked up the Soldier page to the Military template, which I think should be used for Heroes + the Champion info and the effectiveness of different soldier types (ie. swordsdwarf, marksdwarf, etc). Just a heads-up that that work still needs to be done eventually. I'll do what I can when I'm done my next batch of exams. --[[User:Retro|Retro]] 16:51, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Upcoming Bug Fixes ==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash.&lt;br /&gt;
&lt;br /&gt;
These three are marked as fixed for 0.31.03. Once 0.31.03 is released and these are verified I'll be sure to update the relevant pages. [[User:Doctorzuber|Doctorzuber]] 22:01, 12 April 2010 (UTC)bity &lt;br /&gt;
:Good work with all this bugfix stuff. I can't even profess to follow the bug-tracker in the slightest and am still playing .01 :P --[[User:Retro|Retro]] 02:23, 13 April 2010 (UTC)&lt;br /&gt;
:: no worries, I'm staying current with what's going on in the bug tracker, so I'll keep that one bit current here, otherwise my attention on the wiki has drifted elsewhere. [[User:Doctorzuber|Doctorzuber]] 03:49, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
I can't seem to get my dwarfs to practice with crossbows. I have:&lt;br /&gt;
#Assigned them equipment for archery (leather, ranged weapon of choice)&lt;br /&gt;
#Assigned them the default Active/training schedule (active all the time)&lt;br /&gt;
#Ammunition (arsenaldwarf as specific bolts they can use, 2000! of type bone). &lt;br /&gt;
#I have two archery targets defined, one with them set to train at and the other with no defined training.  &lt;br /&gt;
&lt;br /&gt;
Here is what happens: The dwarfs will stand near the target that they are assigned to, either doing individual training or waiting for demonstrations.  The dwarfs pick up equipment, but not the right equipment (two metal high boots when he should get leather and crossbow) The wiki says that archery targets are broken, but doesn't elaborate. I get the impression that somebody figured it out.  How? Anybody? A military without marksdwarfs is really nerfed, especially vs elite goblin snipers!--[[User:Kwieland|Kwieland]] 16:17, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'm getting the same problem with wrestler, axedwarf, and archer units.  Same settings as above with an arsenal dwarf noble setup with rooms. I've tried them on various schedules, changing their equipment. (ver: df_31_06_wins_s)--Anon 10:08, 22 June 2010&lt;br /&gt;
&lt;br /&gt;
: Archery seems to be entirely broken (up through 31_08 at least).  The only way I've found to get dwarfs to practice archery is to make them hunt.  But even then, practicing archery is only good for... more hunting.  Not that there's anything wrong with that. --[[User:Greycat|Greycat]] 15:08, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::What is the difference between Archery and crossbow?  I've had dwarfs show up with skills in Bow and Archery.  I thought dwarfs didn't (couldn't?) use certain weapons?--[[User:Kwieland|Kwieland]] 01:52, 24 June 2010 (UTC)&lt;br /&gt;
:::At a loose guess, Archery is the skill of hitting faraway things, while Bowdwarf/Marksdwarf/Blowgunner is the skill of using the respective weapon. Like Fighter versus Swordsdwarf.  Dwarves don't MAKE many weapons... but they can USE all but the largest, AFAIK. --[[User:DeMatt|DeMatt]] 01:59, 24 June 2010 (UTC)&lt;br /&gt;
::::40d:Weapon quotes these as two handed sword, great axes, mauls, pikes, and Halbards? Is this still true?  I can have dwarf lashers, etc?--[[User:Kwieland|Kwieland]] 01:44, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Equip Assignment Crash Bug ==&lt;br /&gt;
&lt;br /&gt;
Crashed after assigning a new settler a position in a squad. The exact moment was when the dwarf was ordered to equip a training axe (of which was not available at the time it was assigned). Dwarves are still not training despite being on active/training squad duty and having sufficient equipment/uniforms, a barracks, and commanding officers, but I am assuming this is because of they have not run out of preferrable civillian jobs? Requesting clarification from more savvy analysts.&lt;br /&gt;
:Congrats on trying to get the military working.  I still find it doesn't do what I need it to do.  Here is hoping for an update.  I think the problem with the marksdwarfs training has to do with the inability to assign quivers as part of their equipment.  I've never seen any of them pick up quivers.  Anyone?&lt;br /&gt;
:Do you have the squad assigned to train in the barracks?  If you select the furniture that defines the barracks, you need to select the squad (+/-?) and then hit {{key|t}} to have them train there.  Also, are they assigned to a burrow that is outside of the training area?  Something to check.&lt;br /&gt;
:I've found that dwarfs that don't have any specific equipment assigned will still go to the barracks and hang around.  If you get this, check in the military menu, under the equipment tab.  Under each dwarf it will say what equipment they are supposed to be wearing.  Each piece should have a check mark by it.  I've found it can take a few weeks (game time, probably depends on what your arsenal dwarf is doing) before the equipment is assigned.  That is assuming you have enough dwarfs to warrant a arsenal dwarf. &lt;br /&gt;
:I've found a bug too - just so you be careful. In the military menu, second line from the top under positions with the dwarfs selected will show what rank the dwarf is.  I've had it show &amp;quot;Talented&amp;quot; but if I looked at the dwarf it was at &amp;quot;Expert&amp;quot;.  I don't want any &amp;quot;greats&amp;quot; so I try to micromanage that.&lt;br /&gt;
:Another thing - under the equipment tab you can assign the dwarfs to wear armor over their clothes or not.  It had the opposite effect than I expected, so try toggling it if your dwarfs go naked to get into their armor.&lt;br /&gt;
:One last hint - I've found that having the schedule train for 12 months is fine if you have one less &amp;quot;required&amp;quot; dwarf than their are in the squad.  Otherwise you'll need to toggle the alerts or else you'll starve your dwarfs.&lt;br /&gt;
:My current problem is UN-ASSIGNING the soldiers.  Wether they are assigned ACTIVE/TRAIN or the other alert, they are always training.  If I delete the squad, they go into endless &amp;quot;No Job&amp;quot; even though they don't show up in the Idlers.  If I delete the barracks the same problem exists.  Anyone? --[[User:Kwieland|Kwieland]] 13:39, 6 May 2010 (UTC)&lt;br /&gt;
::That's a known bug, and a pretty devastating one, if the dwarf in question had any important civilian skills.  The only workaround I know of is, ''never'' mix civilian and military roles on the same dwarf.  If you draft a dwarf into the military and start training him or her, it's for life. --[[User:Greycat|Greycat]] 15:30, 6 May 2010 (UTC)&lt;br /&gt;
:::I kinda figured as much.  The other bug I detest is the fact that the dwarfs (to me) have no increases in strength/agility/etc. But I digress.  I did figure out a work around to the &amp;quot;No Job&amp;quot; ex-army dwarfs.  If you have military dwarfs that you accidentally removed from a squad with the &amp;quot;No Job&amp;quot; bug, if you assign them a squad, assign the squad to move to a location. Then, if you cancel that order, they seem to go back to training/etc as per their schedule.  At least you don't have a wasted dwarf in that case. &lt;br /&gt;
:::Any ideas on the Marksdwarfs?  I think I'm going to try assigning them to be hunters, and then recruit from there.  Then they should have a quiver, at least.--[[User:Kwieland|Kwieland]] 16:42, 6 May 2010 (UTC)&lt;br /&gt;
==Food and Water==&lt;br /&gt;
&lt;br /&gt;
Either this page or the [[DF2010:Squad|Squad]] page (or perhaps both) ought to be edited to include information on telling your military dwarves to carry food and water/booze by someone who has tested those features.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:16, 12 May 2010 (UTC)&lt;br /&gt;
:My understanding/experience is that the setting you are referring to don't do anything now.  They carry whatever they want, and as much food as they want, too. I expect the military to be buggy for a while until after the merge is somewhat complete. --[[User:Kwieland|Kwieland]] 13:43, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Endless individual training bug?==&lt;br /&gt;
I currently have two wrestlers starving to death and dying of thirst in my barracks after never having come off individual training. I suspect it may have something to do with a couple of rhesus macaques that are running around my fortress and playing havoc with my dwarves jobs. The two dwarves have just stood in one place and not moved. They're not locked in or anything, have checked all the obvious stuff. The job just won't end, it can't be ended on the units menu and can't be ended by removing the dwarves from the military. Whilst I was typing this, one of the starving, dehydrated dwarves just as mysteriously decided to go to bed. Still starving and dehydrated. After standing in place and starving and dying of thirst for ages. :| Baffling. I think this might be a more rare bug but it should be looked into.&lt;br /&gt;
&lt;br /&gt;
Edit: Said dwarf woke up, returned to their combat training. Still starving and dehydrated. And still, not technically in the military anymore. This is nuts :s&lt;br /&gt;
&lt;br /&gt;
:The only luck I've had is to make sure they are assigned to a squad, that their squad is assigned to an unactive alert, and that they are really part of the squad. Sometimes they get stuck in a weird state.  For those, I issue the squad a move order and that sometimes helps.--[[User:Kwieland|Kwieland]] 16:40, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deconstructing barracks ==&lt;br /&gt;
&lt;br /&gt;
Does not cause military to stop training ever again at all.  It is in fact the only way to get them to switch barracks it seems, as turning training off makes them still train at the old one [[Special:Contributions/71.134.230.146|71.134.230.146]] 07:37, 29 May 2010 (UTC)&lt;br /&gt;
: Recreate your barracks. Adjust your schedule so that your soldiers stop training. Once they're all on &amp;quot;no job&amp;quot; you should be able to remove the barracks safely. I know this is an awkward workaround, but thanks to the new dwarven work ethic a lot of things are screwed up right now.{{version|0.31.04}} --[[User:Doctorzuber|Doctorzuber]] 09:31, 29 May 2010 (UTC)&lt;br /&gt;
:: No I mean I never run into the no job through barracks deconstruction at all.  I do it all the time [[Special:Contributions/71.134.230.146|71.134.230.146]] 00:27, 30 May 2010 (UTC)&lt;br /&gt;
:I drafted to military four dwarves, gave them weapon and barrack and ordered to train. Oddly, their professions were still civilian - Armorsnith, Bove carver, etc. Then i wanted them to get back to their work, but switching squad to inactive didn't help, they were still practicing. Then i removed room state from armor stand - they became idlers with &amp;quot;No Job&amp;quot; state. Removing armor stand didn't help. Only after complete disbanding squad, removing dwarf from militia capitain noble and recreating squad from scratch they finally became Axedwarf, Macedwarf etc. proceded to their training and succesfully returned to civilian job after deactivating squad. --[[User:Peregarrett|Peregarrett]] 09:15, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Forgetful Militia ==&lt;br /&gt;
&lt;br /&gt;
I just figured out my militia and had my trained dwarves set up to be ready for the regular waves of Macaques, and even put in lots of effort to get them quality weapons (Turns out their weapons are the most valuable things we have).&lt;br /&gt;
So the monkeys attack, and my dwarves are at their stations, holding them off. I order one dwarf to simply chase down and kill them one by one. He gets through two, is chasing the third down, and drops his weapon. Cancels retreive equipment because of a nearby Macaque, and then continues chasing it after stopping for a moment without a weapon, and won't STOP chasing it even when I cancel it's orders, order it to his high quality axe and then just remove him from the military roster.&lt;br /&gt;
As a Macaque bee-lines for his axe, I order all the others to kill that one before it reaches it, and they, of course, drop their weapons and charge, and refuse to stop. Every weapon I owned was stolen because they don't know how to move and hold them, losing everything of value that I owned. &amp;gt;:(&lt;br /&gt;
&lt;br /&gt;
Does anybody else run into this infuriating issue?&lt;br /&gt;
&lt;br /&gt;
:Every dorf has the sacred responsibility to drop his weapon before going into combat, lest he injure the enemy, but if you leave them as civilians right up to the instant of combat, they might not get the chance to put away their weapons before being pulled into a fight.  But I haven't managed to get them to ''drop'' their weapons without forbidding the weapon - otherwise given the chance they want to take it back to a faraway stockpile and leave it to the civilians to fight.  I think it might work to try going into the military screen for the squad you've created, hitting &amp;quot;e&amp;quot; for equip, &amp;quot;W&amp;quot; for weapon, and choose ''specific weapon'' from the menu, then choose that particular dorf's specific weapon.  Note that this one option gives you the green check mark right away, no arsenal dorf input required.  But I'd still bet they'll drop the weapons just as a matter of civic duty... [[User:Dorf and Dumb|Dorf and Dumb]] 21:34, 26 June 2010 (UTC)&lt;br /&gt;
::Right now, Kill orders are buggy in that fashion.  However, MOVE orders tend to work as advertised.  So, if you're moving your squads around, they might reequip before they obey your first Move order, but they won't reequip between slaughtering stuff and following your next Move order.  Not perfect, but close.  Do note that after a soldier uses his weapon for a while (for training, say), he'll keep it and it'll become forbidden. --[[User:DeMatt|DeMatt]] 06:03, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More of a &amp;quot;getting started&amp;quot; slant? ==&lt;br /&gt;
&lt;br /&gt;
Just a suggestion, but I think it might be worthwhile to slant this page more heavily towards a &amp;quot;Getting started with a military&amp;quot; perspective. Right now, it's basically an overview/portal page, with a lot of links to comprehensive explanations of the new system, but there doesn't appear to be one single page that a new player can read and get a starting view of how to make the system function. (or, at least, I've read all this and I'm still confused).&lt;br /&gt;
&lt;br /&gt;
== Is equipment weight to blame? ==&lt;br /&gt;
&lt;br /&gt;
I was just trying to figure out how to get some dorfs to fight Plump Helmet Men (very nice creatures who seem to pose no hazard, leaving them to act on their own).  Hunting works, but so far what I'm seeing from the military is dorfs running out with crossbows and no ammo and standing close by their purple-helmeted friends without doing anything nasty, or heading out with crossbows and barrels of booze, then realizing once they get there that they have to put the booze back, then coming out and doing as before, or even dorfs with axes and full armor standing by the plump helmet men, and doing nothing.  The only way I get them to actually FIGHT is to hit enter in the equip screen to cancel all their equipment, and then they ravish the plump helmet men down to reds all up and down the list of washable parts.  (If they can do anything more than that, it must require a ''very'' long period of intense squeezing and stroking)&lt;br /&gt;
&lt;br /&gt;
Anyway, I wonder if the dorfs just aren't strong enough to hold everything ''in combat'' even though they carry it normally to get to combat, and their response is to stand still? [[User:Dorf and Dumb|Dorf and Dumb]] 21:25, 26 June 2010 (UTC)&lt;br /&gt;
:Doubt it.  I've got soldiers who are quite happy to implement [http://df.magmawiki.com/index.php/File:Champions.png divorce proceedings], using an assortment of assigned weaponry.  All melee, though, the only thing my ranged dwarves like to do is bash things.  Are those Plump Helmet Men actually hostile, or at least &amp;quot;Wild Animals&amp;quot;?  Are you using a Kill order, a Move order, or are you positioning them with a schedule order? --[[User:DeMatt|DeMatt]] 06:11, 27 June 2010 (UTC)&lt;br /&gt;
::It was a plain kill order.  The other stuff looks too complicated ;) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dorf and Dumb|Dorf and Dumb]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:There ya go.  Use a Move order ({{k|m}} in the squad menu, as opposed to {{k|k}} for a kill order) to move your squads in the vicinity of hostile targets, and let them decide to kill stuff.  It works better.  Of course, they'll ignore friendly targets. --[[User:DeMatt|DeMatt]] 20:25, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Knife user crash: Fixed. ==&lt;br /&gt;
&lt;br /&gt;
Can anyone else confirm that it's definitely fixed now? I'm playing 31.13 and one of my dwarves is a wrestler on my military screen because he picked up a large steel dagger off a kobold thief early into my fortress and refuses to drop it. He's now a high master knife user and I can manipulate his squad just fine with no crashings. --[[User:Eurytus|Eurytus]] 12:15, 19 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
Given the military screen's complexity, specific examples with screenshots would be very helpful. Here are a few stages that I've come up with. Do people think these are good ideas? See any potential problems with them?&lt;br /&gt;
&lt;br /&gt;
* Outpost (Embark) - Create a squad of your miners and woodcutters. Equip them. Set their alert levels so that they don't all need to train at the same time. Create a training barracks for them. Direct them to attack something. Direct them to stop.&lt;br /&gt;
&lt;br /&gt;
* Hamlet - Create a squad of marksdwarves and 2 small squads of melee fighters/haulers. Create training spaces for them. Set up the marksdwarves to occasionally train while still primarily performing their civilian tasks. Set up the 2 melee squads so that one squad is training for 6 months while the other is performing civilian labors.&lt;br /&gt;
&lt;br /&gt;
* Village &amp;amp; beyond&lt;br /&gt;
&lt;br /&gt;
I could probably create an outpost-level demonstration/walkthrough, and am trying to figure out the details of Hamlet-level now. I have no idea what more advanced topics might include. --[[User:Romeofalling|Romeofalling]] 22:08, 2 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military_tactics&amp;diff=128621</id>
		<title>v0.31:Military tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military_tactics&amp;diff=128621"/>
		<updated>2010-10-02T20:14:54Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: tattered data better than no data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
'''Military Tactics''' is a {{L|military skill}} first introduced in 0.31.14. Presumably, this skill relates to choices made during combat, and is valuable for survival. However, players have collected too little information about this skill to know for sure. Indeed, it is not clear even how to train this skill.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Lye_maker&amp;diff=128620</id>
		<title>v0.31 Talk:Lye maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Lye_maker&amp;diff=128620"/>
		<updated>2010-10-02T20:05:55Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: effect of skill lvl?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does skill level have any effect? --[[User:Romeofalling|Romeofalling]] 20:05, 2 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Suturer&amp;diff=128619</id>
		<title>v0.31:Suturer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Suturer&amp;diff=128619"/>
		<updated>2010-10-02T19:59:52Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: what suturing is&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Suturer&lt;br /&gt;
| profession = Doctor&lt;br /&gt;
| job name   = Suturing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Stitch up cuts, broken skin tissue&lt;br /&gt;
| attributes =&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
This dwarf is a member of the {{L|Healthcare}} Industry. Suturing is the act of using {{L|thread|}} to close wounds, preventing blood loss and infection.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
*{{L|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Extracts&amp;diff=128618</id>
		<title>v0.31:Extracts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Extracts&amp;diff=128618"/>
		<updated>2010-10-02T19:56:41Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Milk has a use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Extracts''' is an entry in your z-menus 'stocks' section. This entry sums up an odd collection of items, some of which are derived from animals, some from plants.&lt;br /&gt;
&lt;br /&gt;
==Producing extracts==&lt;br /&gt;
A variety of buildings allow you to produce extracts:&lt;br /&gt;
&lt;br /&gt;
===Butcher's shop===&lt;br /&gt;
{{main|Butcher's shop}}&lt;br /&gt;
Certain {{L|vermin}} will yield extracts at the butcher's shop by using the {{k|e}}xtract from a dead animal task. Requires a living caged animal, a glass {{L|vial}} (metal flasks will not work), and a dwarf with the [[Animal dissector|small animal dissection]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
*{{L|Fire snake}}s create {{L|liquid fire}}&lt;br /&gt;
*{{L|Phantom spider}}s create {{L|venom}}&lt;br /&gt;
*{{L|Cave spider}}s create {{L|venom}}&lt;br /&gt;
&lt;br /&gt;
===Farmer's workshop===&lt;br /&gt;
{{main|Farmer's workshop}}&lt;br /&gt;
With the appropriate caged animal and a {{L|milker}}, barrels and buckets you can produce milk at the farmer's workshop.&lt;br /&gt;
* Live (untamed) {{L|purring maggot}}s create {{L|Dwarven milk}}, worth 50☼ per unit&lt;br /&gt;
&lt;br /&gt;
{{L|Golden salve}} can be created from {{L|valley herb}}s, requiring a {{L|vial}} and a dwarf with the [[plant processing]] labor enabled:&lt;br /&gt;
* 1 Valley herb makes 5 units of Golden salve, worth 100☼ per unit&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarven syrup}} is created via &amp;quot;Process plants (barrel)&amp;quot;&lt;br /&gt;
* 1 {{L|Sweet pod}} makes 5 Dwarven Syrup, worth 20☼ per unit&lt;br /&gt;
&lt;br /&gt;
{{L|Milk}} is created via &amp;quot;Milk Creature,&amp;quot; requiring an empty bucket, an empty barrel (or available space in an existing milk barrel), a mature, non-pet, milkable animal, and a dwarf with the {{L|milker}} labor enabled. See the {{L|milk}} and {{L|cheese}} pages for more details. &lt;br /&gt;
&lt;br /&gt;
===Still===&lt;br /&gt;
{{main|Still}}&lt;br /&gt;
[[Gnomeblight]] can be created from [[Kobold bulb]]s at a still via &amp;quot;Extract plant essence&amp;quot;, requiring a [[vial]] and a dwarf with the [[Plant Gathering]] labor enabled:&lt;br /&gt;
* 1 Kobold bulb makes 5 units of Gnomeblight, worth 100☼ per unit&lt;br /&gt;
&lt;br /&gt;
===Fishery===&lt;br /&gt;
{{main|Fishery}}&lt;br /&gt;
With a living caged fish and a [[fish dissector]], you can get extracts from our aquatic neighbors.&lt;br /&gt;
* 1 {{L|Moghopper}} makes five units of [[Mog Juice]], worth 50☼ per unit&lt;br /&gt;
&lt;br /&gt;
===Import only===&lt;br /&gt;
Currently, there are some extracts that cannot be produced on site and need to be imported.&lt;br /&gt;
&lt;br /&gt;
Various types of [[venom]] can also be purchased, but currently have no use:&lt;br /&gt;
*{{L|Snakeman}} Venom&lt;br /&gt;
*{{L|Giant desert scorpion}} Venom&lt;br /&gt;
*{{L|Giant cave spider}} Venom&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Milk}}&lt;br /&gt;
*{{L|Venom}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts| ]]&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=128617</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=128617"/>
		<updated>2010-10-02T19:45:21Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Effect of Skill Levels?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons and Tactics==&lt;br /&gt;
With regards to whether or not the crossbow is considered a weak hammer, I lava-forged 64 chambers in arena mode and pitted dwarves against each other - no skills, no armour, but of each pair of dwarves, one had a crossbow (without ammo) and the other had a warhammer of the same material. The first 25 trials were done with steel, the remaining 39 with iron.&lt;br /&gt;
Of the steel trials, 11 hammerdwarves killed their partner, and 14 crossbowdwarves bludgeoned their opponents to death (though one died shortly after).&lt;br /&gt;
Of the iron trials, 22 hammerers emerged victorious, while only 17 of those hirsute little crossbow-wielders could claim the same. And when I say 'emerged victorious', I mean I flooded each chamber with lava after the battle to sanitise the arena.&lt;br /&gt;
So we have, for the hammers vs crossbows - 33 vs 31. In other words, inconclusive.&lt;br /&gt;
It seems that, at least for the moment, beating things down with a crossbow is roughly as effective as with a warhammer.&lt;br /&gt;
I'll be testing hammers and crossbows each vs various kinds of monsters at some point, and I'll write up my results here.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:25, 14 April 2010 (UTC)&lt;br /&gt;
* So I fought 26 untrained dwarves against wolves; half of the dwarves had steel crossbows without ammo, the other half steel warhammers. In the end, 9 dwarves using each weapon survived, and 4 perished. Two dead hammerdwarves did enough damage for their wolves to die very shortly after them, and one crossbowdwarf did the same. A while later, two further wolves died from sustained wounds, one from each weapon. Extra note - mortal wounds (that weren't happening fast) were discovered on two additional wolves, one on each side. This leaves one wolf that could survive, who killed a crossbowdwarf.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:46, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
They need quivers as they cannot hold bolts in their hand any more. Also you need to assign them ammo from the military screen : m &amp;gt; f &amp;gt; hunters &amp;gt; c &amp;gt; bolts (or whatever)&lt;br /&gt;
Also they don't seem to start hunting most of the time but I have noticed that assigning a hunting dog helps. &lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
:i have quivers, i have bows, i have bolts. i have wildlife both above and underground, and i have acesss TO the wildlife both above and underground. i have activated bolts for hunters in the '[m]ilitary' -&amp;gt; '[f]?-ammunition' section. i have offered him the default 100 bolts, an inflated 200 bolts, the bare-minimum 10, and a fair-sized 20 bolts. i have offered all the different types of bolts available (metal, wood, bone, or any material (despite having only bone ones available)), i have even asked him to go pick up some unusable 'arrows' and 'blowdarts' (of which, again, i have none), and still have a hunter who's refusing to hunt. he's picked up his bow, and his quiver, but has decided to go sit in the dining hall with his feet up instead of picking up some bolts and going hunting. checking through my stocks, i have a number of stacks of 5 bolts from various different animals, including 8 stacks of 5 finely crafted vulture bone bolts for example (which is 40 total, all of the same kind, and quality, spread over 8 stacks), but none in stacks of 20 (which is currently how many i've asked him to carry). i've also assigned him a hunting dog (not a war dog), and have taken off all his other duties apart from 'hunting' - still nothing.... i used my broker/manager/leader/bookkeeper to become my 'arsenal dwarf', and.. after i had to remove my broker/manager/bookkeeper jobs ([n]obles -&amp;gt; [r]eplace -&amp;gt; 'leave vacant'), his ammunition was eventually assigned, and he went and picked up some bolts! :D  4 stacks of 5 (different animal bones and different quality, so that doesnt affect it), and then..  he went and sat in the dining hall, feet up, refusing to move.. i give up -_- --[[User:DJ Devil|DJ Devil]] 04:19, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Try removing his labor, and re-assigning it again. That usually will make him remember that he doesn't have any bolts and he will go fetch some. [[User:Speed112|Speed112]] 04:32, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:i did do, several times. i completely forgot about the 'arsenal dwarf', and in the raws it says he's in control of the ammo, so.. thinking i was onto a winner, i got my leader to become ONLY the arsenal dwarf, and my hunter was assigned some bolts. he went to pick them up fine, put them in his quiver fine, and then STILL refuses to go out hunting. i'm gonna fiddle about with the military section today, to see if i can get him to hunt via that :]--[[User:DJ Devil|DJ Devil]] 12:53, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:omg, he did it..! he shot some bolts at a few wolves! i r so proud of him ^-^   i created a squad uniform for my hunters (leather armour and any bows, minus the shield), put him as the sole occupant, and after a bit of scurrying 'round, he was set. i was wondering if you had to manually assign quivers, and how to do that (there doesnt seem to be an option for it) but fortunately you dont - he went and picked a new one up after dumping his 'hunting' one (inc. bolts). then going through the [s]quads screen, i selected squad [a], [k]ill, 'wolf', and he seemed happy enough to trot off after one of 'em. he actually killed two in a hundred bolts (the idiot was shooting from halfway across the map, through trees - go figure..), and he went and bludgeoned the third with his bone crossbow. i have organised a party at talc Table, if anyone would like to attend?--[[User:DJ Devil|DJ Devil]] 13:42, 16 May 2010 (UTC)&lt;br /&gt;
p.s. there should be more information on this page about the arsenal dwarf, and unless i'm being truly dense and missing something obvious (like the arsenal dwarf, for example.. lol), that hunting is completely bugged; even WITH animals at his disposal, and all the necessary items in his inventory, my hunter still wouldnt hunt.--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::for a bit of an update; i have 4 &amp;quot;hunters&amp;quot;, with exactly the same labours turned on, but only one of them willing to hunt. he's been actively hunting for a while now, and the rest still have &amp;quot;no job&amp;quot; or something of the like. i have very little reason to construct a 'why' one will hunt, and the rest wont. all four are also in a military squad i sometimes use to chase off wildlife, with varying success - some dont re-equip a quiver/arrows before giving chase, some dont re-equip a bow, some dont equip anything (and before you say 'arsenal dwarf', i've removed all his labours but the arsenal dwarf one..). could it perhaps be something to do with the dwarves not dropping their military-assigned bows and picking up their hunting-assigned bow to become hunters again, and vice-versa? i.e. not being allowed to go hunting using the bow they've been assigned for military work? perhaps bolts have something similar stopping hunting-assigned bolts being used for military work, and vice-versa. i'm gonna have a play around with it and see what i figure out, anyway.. some help would be greatly appreciated xD  --[[User:DJ Devil|DJ Devil]] 00:24, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:okay, so i dont fully know why my hunters wouldnt hunt, but i now have THREE of them actively hunting 'til they run out of bolts. one of them still refuses to do a single thing, but that's also true of all his other tasks.. i dumped all the bows, ammo and quivers, reclaimed them, waited 'til they were back in the stockpiles, then asked them to re-equip (turned their hunting labours back on). as they had other jobs, it took a while, but two of them went after some prey once they'd done, with a bow, bolts, and a quiver. they continued until they ran out, which i believe is a current bug. then an indestructable titan showed up, and i had to 'end task', so tried it again with just dumping and reclaiming bows and quivers, which worked just aswell :]   i'm gonna presume it's something to do with the hunting/marksdwarves jobs clashing over which bows/bolts/quivers should be used, and the inability of the hunters to decipher between them (thus, not dropping a perfectly good hunting bow to pick up their military bow for military work, etc), and the quivers - if they have military bolts in them, they cant be used for hunting, and vice-versa. i think they definitely need to be dumped so the old ammo is cleaned out, before reequipping. i figured i'd bulletpoint a few tips, if it's not working for you...&lt;br /&gt;
* either they're a hunter, or a marksdwarf/soldier. both is buggy&lt;br /&gt;
* you must have a quiver per hunter to hold his bolts in.&lt;br /&gt;
* quivers need to be cleaned of previous bolts (via dumping of the quiver itself, or of the individual bolts held in the quiver(presumably, but dumping the quiver seems easier)). if the quiver was empty (like after your hunter had used the last of his bolts), then there are no problems.&lt;br /&gt;
* the arsenal dwarf must assign bolts to your hunters, specifically. i had my leader doing it along with the other 5 or so admin jobs, but have since employed a secondary bookkeeper to keep him free to &amp;quot;upgrade equipment manifests&amp;quot; and the like.&lt;br /&gt;
* once your hunters are out of bolts, and decide to bum about in the main hall, turn off their hunting labour, then put it back on again at some point (either immediately or after they've dumped their stuff - i dont think it makes a difference) for them to re-equip bolts (and possibly grab a new bow, too).&lt;br /&gt;
perhaps these (reworded) should be put on the wiki itself? i'm sure they could help other people in a similar predicament as i was :]&lt;br /&gt;
::i found out why it was, btw; known issue 0000605 - &amp;quot;When relieved from a squad, dwarves do not resume civilian jobs, even when squad is deleted entirely&amp;quot;. my first hunter was part of my military for a very short time before i assigned him to become a hunter. he started a combat drill, then i deleted the squad (cant remember the reason), and that's why he's not working as a hunter now, but the other 3 are. so apart from the arsenal dwarf delaying things, and i'm relatively sure the bolts affect things now and again (wrong material, or not the specifically assigned ones, etc), or the fact you gotta keep switching the hunting labour on and off.. i cant see too many problems with hunting in general--[[User:DJ Devil|DJ Devil]] 15:50, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;br /&gt;
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)&lt;br /&gt;
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effect of Skill Levels? ==&lt;br /&gt;
Does anyone have any idea what happens as the skill gets higher? --[[User:Romeofalling|Romeofalling]] 19:45, 2 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=128616</id>
		<title>v0.31:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Meat_industry&amp;diff=128616"/>
		<updated>2010-10-02T19:22:09Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Undo revision 128608 by 222.252.107.32 (Talk) Humor inconsistent with style guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can {{L|rot}} and so requires slightly more micromanagement than other {{L|industry|industries}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, (organ-)meat, fat, skulls/bones/horns and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal (or make soap with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining {{L|Animals|animals}}, outlined below. Alternatively you can skip that business and just {{L|trade}} directly for {{L|leather}} and {{L|meat}}. You'll miss out on {{L|horn|horns}} (neglible), {{L|fat}}, and {{L|bone|bones}} though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on {{L|embark}} and even decide how many males and females of each animal you embark with. Since you need only one male to breed, you could embark with one bull and 3 cows. Note, though, that with the exception of cats and dogs, buying animals on embark is extremely expensive.  You also get one random {{L|Domestic animal|draft animal}} on embark that drags your wagon. These can be butchered when needed, or be kept in the hopes that {{L|Trade#Liaisons|traders}} will supply matching animals for breeding. This doesn't necessarily mean that you need to ''buy'' one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals. Nature will find a way.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A {{L|Trade depot|trade depot}}, a {{L|Broker|trader}}, a {{L|merchant}}, and some {{L|Finished goods|tradeable goods}}''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more tamed exotic animals which are additionally interesting for defense purposes. &lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your {{L|leatherworker|leatherworkers}} occupied year-round, then you should request leather to be imported from the trading {{L|liaison|liaisons}}. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from {{L|human}} and {{L|dwarf|dwarven}} caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting === &lt;br /&gt;
&lt;br /&gt;
''Requires: A {{L|hunter}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A {{L|dog}} (or three), leather {{L|armor}}(not usually neccessary with hunting animals), and a {{L|weapon}} - preferably a {{L|crossbow}}, {{L|quiver}}, and {{L|bolt|bolts}}''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. {{L|zombie}} {{L|groundhog|groundhogs}} {{verify}}. Depending on where you settled your {{L|fortress}}, your {{L|biome}} may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the {{L|corpse}} directly to the nearest {{L|butcher's shop}}, the closest {{L|refuse}} {{L|stockpile}} if none is available, or the nearest meeting area if no stockpile exists{{verify}}. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors{{verify}}. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of {{L|soldier|soldiers}} and huntable {{L|Creatures|wildlife}}''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (see the article on {{L|Attack|Attacking}}). This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher {{L|Domestic animal|domestic}} or {{L|tame}} animals. Take note that currently soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: {{L|Cage|Cages}}, {{L|mechanism|mechanisms}}, and a {{L|mechanic}}''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of {{L|cage trap|cage traps}}. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or {{L|invader}}) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, dig {{L|channel|channels}}, eliminate ramps to create sheer cliffs, use ponds, &amp;amp;c. to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: {{L|Cage|Cages}} and/or {{L|restraint|restraints}}''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some {{L|immigrant|immigrants}} will bring {{L|pet|pets}} that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes {{L|restraint|restraining}} most/all your livestock near your {{L|butcher's shop}}, as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away, rather than wait 10 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a {{L|catsplosion}}).&lt;br /&gt;
* You can define a {{L|zoo}} from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using {{L|cage trap|cage traps}} judiciously (or taking advantage of the animals {{L|elf|elves}} trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an {{L|alligator}} farm!&lt;br /&gt;
Note however that you need a {{L|Dungeon_Master|Dungeon Master}} before Exotic Animals will breed [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1677]], and as of v0.31.03 there's an [http://www.bay12games.com/dwarves/mantisbt/view.php?id=519 outstanding bug] causing the Dungeon Master never to show up except in rare reported cases, despite having met the demands.&lt;br /&gt;
&lt;br /&gt;
Also note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on {{L|restraint|restraints}} still can {{L|path}} (1 tile in any direction from the chain/rope), and that can hurt your {{L|Maximizing framerate|framerate}}.  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so {{L|path|pathing}} is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place.  (See {{L|Restraint}} for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
{{L|Activity zone#Pit/Pond|Pits}} can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths.  Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so, they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash.  Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding.    One could even use bars instead of floodgates, I think, and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A {{L|butcher's shop}}, a {{L|butcher}}, and either a stray tamed {{L|animal}} marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher {{L|pet|pets}}, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a {{L|butcher's shop}} will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal is available if it is taken to the butcher's shop or in a refuse stockpile.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (though {{L|hydra|hydras}} ''should'' currently produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, potentially {{L|horn|horns}}/{{L|hoof|hoofs}}, fat and cartilage. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage and hair have no use and should be disposed of (note that hair doesn't rot), but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To keep your animal population growing you should preferably butcher the males except for one of each species you are breeding, because one male is enough to impregnate all the females. The number of males does not affect how frequently the females give birth as long as you have at least one{{verify}} (which can also be a pet).&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after {{L|rhesus macaque}} or {{L|mandrill|mandrill}} invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and {{L|severed body part|severed body parts}} than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered quickly.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for {{L|Bolt|ammunition}}, trade goods and in desperate circumstances armor. Horns/hoofs can currently only be used for decorations and to make crafts from. The {{L|value}} of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a {{L|giant cave spider}} or a {{L|dragon}}.  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: {{L|Bone carver}}, {{L|craftsdwarf's workshop}}, and some {{L|bone|bones}}, {{L|horn|horns}}, {{L|hoof|hoofs}} or {{L|skull|skulls}}''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. In the case of some animals (like cows) also horns and hoofs. By setting up a craftsdwarf workshop near your abattoir you can turn these to use, such as turning your piles of bones into bone bolts for your {{L|archer|archers}} to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a {{L|totem}} for {{L|trading}}. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot. &lt;br /&gt;
&lt;br /&gt;
Note that hoofs count as 'horns' in the sense of the 'Decorate with horn'/'Make horn crafts' task in your craftsdwarf's shop.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a {{L|cook}}, a {{L|kitchen}}, and some {{L|meat}} or {{L|fat}}''&lt;br /&gt;
&lt;br /&gt;
{{L|Fat}} can be rendered into {{L|tallow}} at a {{L|kitchen}}, and then used as an ingredient in meals. The various organs and meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be turned into {{L|soap|soap}}. Not worth much as tradegood considering the required effort, but since version 0.31.01 soap plays an important role in staving off infections when performing operations in your {{L|Healthcare|hospital}}, and it's recommended to stock your hospitals with at least some bars. See the {{L|soap|soap article}} on how to make soap.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a {{L|tanner}}, a {{L|tanner's shop}}, and {{L|skin|raw hide}}''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A {{L|leather works}}, a {{L|leatherworker}}, and a {{L|tanned hide}}''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the {{L|leather works}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*{{L|Ambusher}} / {{L|Hunting}}&lt;br /&gt;
** A {{L|crossbow}} or other {{L|weapon}}&lt;br /&gt;
** {{L|Bolt|Bolts}}, {{L|quiver}}&lt;br /&gt;
** Leather {{L|armor}}&lt;br /&gt;
** {{L|Cross-training|Stats buffing}}&lt;br /&gt;
** {{L|Archery target|Archery practice}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Soldier|Soldiers}}/{{L|Military}}&lt;br /&gt;
**{{L|Soldier|Soldiers}}&lt;br /&gt;
**Some form of {{L|armor}}&lt;br /&gt;
**Any {{L|weapon}}&lt;br /&gt;
&lt;br /&gt;
*{{L|Cage trap}}ping&lt;br /&gt;
** {{L|Mechanic}}&lt;br /&gt;
** {{L|Mechanic's workshop}}&lt;br /&gt;
** {{L|Mechanisms}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** {{L|Animals}}&lt;br /&gt;
** {{L|Cage|Cages}}&lt;br /&gt;
** {{L|Restraint|Restraints}}&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** {{L|Butcher}} / Butchery&lt;br /&gt;
*** {{L|Butcher's shop}}&lt;br /&gt;
** {{L|Tanner}} / Tanning&lt;br /&gt;
*** {{L|Tanner's shop}}&lt;br /&gt;
** {{L|Leatherworker}} / Leatherworking&lt;br /&gt;
*** {{L|Leather works}}&lt;br /&gt;
** {{L|Bone carver}} / Bone carving&lt;br /&gt;
*** {{L|Craftsdwarf's workshop}}&lt;br /&gt;
** {{L|Cook}} / Cooking&lt;br /&gt;
*** {{L|Kitchen}}&lt;br /&gt;
*** {{L|Barrel}}s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Leather}}&lt;br /&gt;
*{{L|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=128600</id>
		<title>v0.31 Talk:Caverns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=128600"/>
		<updated>2010-10-02T07:22:40Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* No subterranean vegetation in some biomes? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure 'When should I move in' is a relevant topic for this page.  It goes from being informative to prescriptive.  As this is not a guide page, it should probably avoid recommendations and focus on facts about Caverns.  (Relevantly, the answer to 'when should i move in' may well be never, based on considerations entirely unconnected to the dangers of the cavern). --[[User:Squirrelloid|Squirrelloid]] 18:58, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, it needed something, and I'm not the best writer in the world, so you're right. Someone should also take a picture of a cavern for when the images work again, I might if no-one else does. --[[User:Tarran|Tarran]]&lt;br /&gt;
::I haven't found ruins.  Instead I used an adamantium pillar to mine through a magma sea layer, and found glowing pits with about eleventy-billion demons in them.  Good to see that while going deep is GAME OVER, there are dozens of different ways to die.--[[User:Alkyon|Alkyon]] 03:38, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should this page be considered/have a link to a Biome page? All creatures that exist in these caverns have a the tag [BIOME:SUBTERRANEAN_CHASM] and appear use the [UNDERGROUND_DEPTH:1-3:1-3] to control the depths they can be found in. This would be quite useful for organization. -[[User:EricBlank|EricBlank]]&lt;br /&gt;
:I think it should have a link from the biome page, since this page is more specific, and it is a biome itself.--[[User:Tarran|Tarran]] 02:22, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Geography - I have a game where I didn't breach the caverns until z-level 59.  In my current game after breaking through a double aquifer I hit the caverns immediately at z-level 6.  It doesn't seem like z-level 15 is typical.--[[User:Dextradei|Dextradei]] 16:21, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Of magma and pools ==&lt;br /&gt;
&lt;br /&gt;
Can anyone verify if the first level will likely have a gigantic pool, and that the magma is really part of the cavern an not the separate {{l|Magma_sea|Magma sea}}? --[[User:Tarran|Tarran]] 08:24, 8 April 2010 (UTC)&lt;br /&gt;
:There is a world gen setting for &amp;quot;cavern water&amp;quot; ranging from 1-100, also one for &amp;quot;force magma at bottom layer&amp;quot;. the latter is on by default. So, dont know, maybe merge or link the articles? Maybe i´ll try a world without forced magma later. --[[User:Arin|Arin]] 08:28, 8 April 2010 (UTC)&lt;br /&gt;
::Maybe the &amp;quot;force magma at bottom layer&amp;quot; means the magma sea, so I don't think it is a part of the cavern, if someone doesn't disagree, then I'll remove it from the cavern page. --[[User:Tarran|Tarran]] 08:31, 8 April 2010 (UTC)&lt;br /&gt;
::: I agree, but i think the page should link to [[Magma sea]], as a reference to what you get when you got past the caverns. --[[User:Arin|Arin]] 08:39, 8 April 2010 (UTC)&lt;br /&gt;
::::You made a link to 'Magma_Sea' instead of 'Magma_sea' :p (yes it matters), anyway, changed the main page around a bit. --[[User:Tarran|Tarran]] 08:51, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== downward passage ==&lt;br /&gt;
As adventurer I entered a cave with a dragon in it from the surface, it let to one of these caverns. upon exploring it for about two hours I got an announcement that I found a downward passage. What followed was a series of small caves much like the one that let from the survace into the caverns, only that this one led to the second level.&lt;br /&gt;
Does one get this announcement also in fortress mode?&lt;br /&gt;
&lt;br /&gt;
Yes I got it in fortress mode too, I think they are there to let adventurers get deeper into the caverns[[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I found one in fortress mode too... except it lasted one tile down. Must be flaw in cave gen. Anyone else get this? I can make screenshots/movies and use old file to get discovery message. --[[User:Peglegpenguin|Peglegpenguin]] 02:07, 13 August 2010 (UTC)&lt;br /&gt;
== Underworld article ==&lt;br /&gt;
&lt;br /&gt;
There is a more generic article about subterrean features: {{L|Underworld}} what do? merge/redirect?&lt;br /&gt;
:This page should stay, since it is larger and more specific, and 'Cavern' is the correct meaning, 'Underworld' just means everything beneath the ground. So it is unneeded, we should just wait for Briess or someone more experienced then me to decide. --[[User:Tarran|Tarran]] 08:44, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Edge of the Map ==&lt;br /&gt;
&lt;br /&gt;
I spent like 30 minutes Googling to try to find out how to get rid of an infinite water supply drawn from a river now that there are no more chasms, and after a while I learned that water flows out of the edge of the map and that caverns can breach the edge of the map, creating a drain with the same effect that chasms had before.  I think someone should mention this since it's much less difficult to build a large-scale water system if that water has somewhere to drain instead of flooding your fortress. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wonder, is that possible to drain water from the cavern, which goes out of the edge of the map? Will water flow from the edge to the cavern or not? [[User:WFrag|WFrag]] 04:59, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Caverns where the water touches the edge is an infinite water source, where the water doesnt touch the edge once fortified is an infinite water drain so this makes for VERY easy waterwheel powerstations, you want a roughly 4:1 water source/water drain ratio to keep 5 wide channel supplied with enough water to power the wheels. --[[User:MLegion|MLegion]] 08:48, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Generation ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this should be here on in the World Generation article, but there are a bunch of variables related to caverns in the worldgen parameters which let you customize the cavern layout, and it's not particularly obvious what they do.  Turning the cavern layer count to 0, for example, makes it so you can't embark with seeds for some reason (bug?) &lt;br /&gt;
: One explanation could be that your starting civilisation gathered seeds for subterran crops from natural occuring underground plants in caves. So a world without caves would be a world without underground crops. But this should of course also imply that there are no crops or their products (like any pigtail items) or towercaps in the world. --[[Special:Contributions/80.187.102.242|80.187.102.242]] 16:33, 12 May 2010 (UTC)&lt;br /&gt;
and I'm not entirely sure what Openness and Passage Density are referring to.  Raising &amp;quot;levels above layer 1&amp;quot; makes you encounter the first cavern later (obviously) which I think creates a more relaxed fortress-building experience should you want it. --[[Special:Contributions/129.252.122.38|129.252.122.38]] 14:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Underground lakes==&lt;br /&gt;
If an underground lake is connected to the edge of the fortress map will it fill up as it is drained (thus giving an unlimited supply of water) or is the water limited to whats in it on embarkation?&lt;br /&gt;
&lt;br /&gt;
==Caravan spawning into the caverns==&lt;br /&gt;
Amusingly, as of v0.31.03, I've witnessed that instead of spawning at the side of the map ABOVE GROUND, the dwarven caravan sometimes spawns at the side of the map in the CAVERNS. This invariably leads to carnage.&lt;br /&gt;
&lt;br /&gt;
==Spoilers==&lt;br /&gt;
I'm labeling the article as a spoiler, since I believe players should explore the caverns by themselves, without knowing what waits in there. Possibly there could be a simple unspoiled paragraph that says something along the lines of: &amp;quot;there are huge caverns underground with interesting plants and creatures. Dig down an unspecified number of Z levels to find. Have Fun.&amp;quot; But everything else is a spoiler, IMHO. --[[User:Markus cz|Markus cz]] 16:49, 15 May 2010 (UTC)&lt;br /&gt;
:It's not a major spoiler, since everyone knows about in now, and it is mentioned many times, nothing is particularly 'spoilery, you don't ruin the entire gaming experience reading the page, it's about as 'spoilery as adamantine. --[[User:Tarran|Tarran]] 00:26, 17 May 2010 (UTC)&lt;br /&gt;
::I would argue that both caverns and adamantine ''are'' spoilers, perhaps not for us, but definitely for starting players, but I didn't know there is a Minor spoilers tag. I think it works well enough, thanks.--[[User:Markus cz|Markus cz]] 09:28, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Dwarf stays in cavern?==&lt;br /&gt;
My dwarf went and dug down into a cavern. Now she refuses to get out, even though she has stair access and she's hungry, thirsty, and tired. Here's the kicker: When I tell her to dig a bit higher than where she is, she happily runs on up, hollows it out, and then runs back down to where she was before. [[Special:Contributions/76.199.199.110|76.199.199.110]] 05:45, 10 September 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot to mention. Everyone else can go down and up again from there, but she can't.&lt;br /&gt;
&lt;br /&gt;
== No subterranean vegetation in some biomes? ==&lt;br /&gt;
&lt;br /&gt;
Having embarked on a location without sedimentary rock (and therefore no coal), I've dug some huge tree farms underground. My map spans two biomes, one being ocean, and all of my artificially muddied areas on the ocean side of the map have failed to sprout anything. Caverns 2 and 3 are fully fertile as normal, but cavern 1 also lacks vegetation in the ocean biome. The muddied areas are all near-surface (i.e. I haven't tried muddying any dug areas at or below cavern levels). [[Special:Contributions/202.156.10.234|202.156.10.234]] 06:12, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Have you been muddying the area with salt water? Or is it just muddy from the ocean biome (still salt)? --[[User:Romeofalling|Romeofalling]] 07:22, 2 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Offset_Finding_Methods&amp;diff=128595</id>
		<title>Talk:Offset Finding Methods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Offset_Finding_Methods&amp;diff=128595"/>
		<updated>2010-10-02T05:59:44Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Should this page be deleted?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm sorting through orphaned pages, to look for things that should be deleted. The content here seems like it might be useful to someone who knows more about the game than I do, so I'm posting this message to pop it into the Recent Changes queue. --[[User:Romeofalling|Romeofalling]] 05:59, 2 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=128592</id>
		<title>v0.31:Hide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=128592"/>
		<updated>2010-10-02T05:55:59Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{deletion |This is an orphan page that contains version 0.28.181.39a information, and should either be templated properly or deleted.}}&lt;br /&gt;
&lt;br /&gt;
You can '''hide and unhide Items and Buildings''' as of v0.28.181.39a using the designation menu or look mode.&lt;br /&gt;
&lt;br /&gt;
Hidden items/[[buildings]] will still be there and will still be available to [[dwarves]] usage, except they will not be visible on screen and will instead show what is on the tile other than they (or just the tile alone). You can still view the object in look mode.&lt;br /&gt;
&lt;br /&gt;
To hide or unhide a building or item, you can loo{{k|k}} at an item, and then press {{k|h}} to hide/unhide that item, or, alternatively, you can use the {{k|d}}esignations menu, get into the item options menu with {{k|b}} and {{k|h}}ide or un{{k|H}}ide a large group of items/buildings.&lt;br /&gt;
&lt;br /&gt;
Note that if you hide all [[stone]] from the stock menu, all buildings made of stone will be hidden as well.&lt;br /&gt;
&lt;br /&gt;
To unhide a building, you can use the {{k|t}}ask menu to see the items it is built with, and use {{k|h}} to toggle hidden.&lt;br /&gt;
&lt;br /&gt;
This can cause what appear to be bugs, if cage traps are hidden after they're set.  In this case, use {{k|t}} to select only the mechanisms, and not the cage.  This will hide the trap, but still allow the cage to be seen after trigger.  Weapon traps need all their weapons and the mechanisms hidden to disappear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Personality_facet&amp;diff=128586</id>
		<title>v0.31 Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Personality_facet&amp;diff=128586"/>
		<updated>2010-10-02T05:18:42Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: low sympathy nursedwarf wouldn't nurse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The traits seem pretty much unchanged from 40d, but there are a few new ones, like &amp;quot;She always points at others when greeting them.&amp;quot; What does that mean? [[User:Garanis|Garanis]] 16:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Those are little habits and mannerisms added to dwarfs, like I got a dwarf that &amp;quot;always sticks his tongue out while thinking hard&amp;quot; and another that &amp;quot;speaks softly when angry&amp;quot; I don't know if these are just flavor or if they have any gameplay effect though. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
:I guess I just never noticed those before... [[User:Garanis|Garanis]] 17:26, 6 April 2010 (UTC)&lt;br /&gt;
::Toady mentioned several times that new &amp;quot;mannerisms&amp;quot; would be added to the dwarves. Not clear if they have any interaction other than purely cosmetic (but I wouldn't put it past them).--[[User:Albedo|Albedo]] 18:39, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yup, [[Mannerisms]] are new.[[User:Garanis|Garanis]] 21:39, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I set one of my haulers to temporary nursing duty, disabling all of his duties except for Feed/Water Wounded. He proceeded to sit on his butt On Break for a solid season while my wounded starved and dehydrated into the red levels. I watched a no-skill furnace operator complete three furnace op jobs and then fetched a bucket of water for the dying while my &amp;quot;nurse&amp;quot; continued to sit on break, eat, drink and try to throw a party, instead of feeding the injured. Later,  I checked in Dwarf Therapist and saw that he had a 23 in Sympathy. It's not just that he gained a negative thought from helping others, he actually refused to do it. Coincidence? --[[User:Romeofalling|Romeofalling]] 05:18, 2 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=128580</id>
		<title>v0.31:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=128580"/>
		<updated>2010-10-02T02:12:04Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: unified explanation of table details to a single heading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon&amp;quot; can refer to either the manufactured weapons used by dwarves and other creatures for either {{l|combat}} or specific {{L|labor}}s, or natural weapons like fists, horns and {{L|syndrome|breath attacks}} used for creature-specific methods of combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do we really need to use top-level headings? --&amp;gt;&lt;br /&gt;
=Manufactured weapons=&lt;br /&gt;
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in {{L|Dwarf fortress mode|Fortress Mode}}. &lt;br /&gt;
&lt;br /&gt;
==Notes about manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
*If you find your dwarves wearing more than one weapon -- or any unwanted {{l|armor}}, for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem.&lt;br /&gt;
*Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided neither is wearing armor. &lt;br /&gt;
**Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
*Weapons and ammunition with the &amp;quot;foreign&amp;quot; attribute (item being rarer than Common in the entity file) must be either imported by either {{L|trade}}rs or {{L|invader}}s, or acquired from {{L|strange mood}}s. &lt;br /&gt;
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a {{L|bone}} spear, for example, a fey {{L|bone carver}} may produce one from a single {{L|rainbow trout}} bone.&lt;br /&gt;
*Training weapons are all wooden, and all made at the {{L|Carpenter's workshop|carpenter's workshop}}. All training weapons can be constructed in dwarf fortress mode.&lt;br /&gt;
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a {{L|weaponsmith}} at a {{L|forge}}, while wood and bone crossbows are made by a {{L|bowyer}} at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core {{L|item quality|quality}} of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a {{L|experience|legendary}} bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
*The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
*The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
*The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
&lt;br /&gt;
===Weapons as tools===&lt;br /&gt;
{{l|hunter|Hunters}}, {{l|wood cutter|Woodcutters}} and {{l|miner|Miners}} use weapons for their {{l|labor|work}} and if need be will also {{l|combat|fight}} using them. Hunters seem to be limited to {{l|crossbow|crossbows}} while miners and woodcutters use {{l|pick|picks}} and {{l|battle axe|axes}} respectively.&lt;br /&gt;
&lt;br /&gt;
==Dwarf-manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack Type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Bowyer|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Obsidian}}&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Battle Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 1000 || (1000) || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0x&lt;br /&gt;
| Mace&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0x&lt;br /&gt;
| Mining&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Short Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 1000 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Weapons==&lt;br /&gt;
&lt;br /&gt;
All training weapons must be made of {{L|Wood|wood}} at the {{L|Carpenter's workshop|carpenter's workshop}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack Type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a {{L|Strange mood|strange mood}}, out of any material. {{L|Elf|Elves}} construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the ''Used by'' column is in no way all the weapons that race can make.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack Type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2H Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| {{L|Goblin}}, {{L|Human}}&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean animal peoples&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| {{L|Elf}}, Goblin, Human, {{L|Kobold}}&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5x&lt;br /&gt;
| Mace&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Great Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Halberd&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Kobold&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Long Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Elf, Goblin, Human&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Morningstar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Scimitar&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Goblin, Human&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arena Testing==&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarfs vs 15 dwarfs combats) shows, that in v0.31.12 best dwarven-made weapon against humanoids is {{L|silver}} war hammer.&lt;br /&gt;
Even in match 15x(steel armor+silver war hammer) VS 15x(adamantine armor+adamantine battle axe)  hammerdwarves was a winner with less than 50% casualties(most of it is one-strike kills). But in battles against megabeasts 6 silver hammerdwarves was barely able to scratch bronze collossus(attacks was glancing away) due to bronze being better &amp;quot;weapon&amp;quot; material. However, when the dwarves in question were without armor or only wearing leather/cloth, the result were opposite: axedwarves won with less than 50% casualties.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed {{L|gold}} and {{L|platinum}} (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition {{L|stockpile}}s, sometimes in quivers. Ammunition may also refer to the {{L|stone}}s and {{L|ballista}} arrows fired from siege engines: For more information about these weapons, see the {{L|siege engine}} article.&lt;br /&gt;
&lt;br /&gt;
===Notes about ammunition===&lt;br /&gt;
&lt;br /&gt;
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress. &lt;br /&gt;
&lt;br /&gt;
*All ammunition has the &amp;quot;EDGE&amp;quot; attack type.&lt;br /&gt;
&lt;br /&gt;
===Ammunition table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Craftable&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Bolt (Crossbow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Crossbowman&lt;br /&gt;
| Yes ({{L|Weaponsmith|metal}}, {{L|Wood crafter|wood}}, {{L|Bone carver|bone}})&lt;br /&gt;
| {{L|Dwarf}}, {{L|Goblin}}, {{L|Human}}&lt;br /&gt;
|-&lt;br /&gt;
| Arrow (Bow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Bowman&lt;br /&gt;
| No&lt;br /&gt;
| {{L|Elf}}, {{L|Goblin}}, {{L|Human}}, {{L|Kobold}}&lt;br /&gt;
|-&lt;br /&gt;
| Blowdart (Blowgun)&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
| 50&lt;br /&gt;
| Blowgunner&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Natural weapons=&lt;br /&gt;
&lt;br /&gt;
Natural weapons are incredibly varied, but may be divided into a few basic types. Every creature in the game has natural weapons of one sort or another. (Even if one mods the attacks out, the creature will '''push''' as an attack.) A short description of natural weapons and damage considerations follows.&lt;br /&gt;
&lt;br /&gt;
==Types of natural weapons==&lt;br /&gt;
&lt;br /&gt;
===Striking natural weapons===&lt;br /&gt;
Every creature has basic natural weapons, most commonly biting and kicking. Damage done by these weapons depends greatly on the respective size of the combatants and the strength and striking/kicking/biting skill of the attacker.&lt;br /&gt;
&lt;br /&gt;
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', goring with the '''horns''', scratching with the '''nails''', and '''kicking'''.&lt;br /&gt;
&lt;br /&gt;
===Other natural weapons===&lt;br /&gt;
The various {{L|syndrome}} delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the {{L|syndrome}} page. For specific information on breath weapons, see the {{L|Syndrome#Breath_attacks|breath attacks}} section of the syndrome page.&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=128576</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=128576"/>
		<updated>2010-10-02T02:07:54Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Columns Mean Whatnow? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weight of the weapon ==&lt;br /&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;
== Table of weapons? ==&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;
: There's a minor bug, wooden training axes can be used to cut down trees. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 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 blowgun 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;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
::Did the dwarf had a certain affinity for blowguns or was he a blowgunner?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:09, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Poison on ammunition/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 View 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;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]].&lt;br /&gt;
&lt;br /&gt;
== One-handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two-handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces vs. Hammers ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernible by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
:One can analyze the arena combat logs in a spreadsheet, by sorting the events (by &amp;quot;,in the bodypart&amp;quot; and &amp;quot;,through the X armor&amp;quot;) and counting successful and failing hits. Pretty easy to do 30 vs 30 test, the boring part is adding the armor to the dwarves. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden Weapons? ==&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates.&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foreign Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can Dwarves Use These? ==&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;br /&gt;
: I think they can use pikes and other large weapons if you decrease the weapon's required-user-size. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== We dont have wooden training hammers but... ==&lt;br /&gt;
&lt;br /&gt;
Can't we use ammoless wooden xbows as hammers?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:13, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dammit, that's brilliant!  Dunno why I never thought of that.  I don't think training weapons are necessary for sparring (sparring injuries are rare or absent in 0.31.12), but this trick could extend the time for hammerdwarves to beat unarmed goblins or whatever in live training.  [[User:Bognor|Bognor]] 10:38, 13 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact Weapons ==&lt;br /&gt;
&lt;br /&gt;
How does a weapon made in a mood affect the weapons effectiveness? Does it at all? Also when weapons are named what difference does this make?&lt;br /&gt;
&lt;br /&gt;
== Columns Mean Whatnow? ==&lt;br /&gt;
The data in these tables is not useful to new players, and there is no discussion of how to interpret these tables. What is the tradeoff between a larger penetration and greater velocity? Why are some of the numbers in parentheses? --[[User:Romeofalling|Romeofalling]] 20:05, 1 October 2010 (UTC)&lt;br /&gt;
:You're right - the numbers aren't useful.  That's because we don't know what the formulae are.  Judging from the variables present, Toady seems to be trying to model the physics much more accurately than your average RPG;  if you're really interested in optimizing your combatants that much, digging out some university-level physics texts and running through the sections on elastic collisions and material deformation would be helpful.  The parentheses, at least, indicate that the value present in the raws is irrelevant - BLUNT attacks don't actually penetrate.&lt;br /&gt;
&lt;br /&gt;
:If you're just being confused by the big lists o' numbers, forget 'em and ask yourself if you want your dwarves to be waving around axes or spears or whatnot.  Then make lots of your choice. --[[User:DeMatt|DeMatt]] 01:16, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I'm trying to figure out if I should equip my Talented Lasher immigrant with the (+iron scourge+) and/or 3 (bronze whips) harvested from my first goblin ambush. I've also got 4 Knife Users - Talented, Professional, Adequate and Novice. No daggers yet, though. (You've already given valuable advice about the availability of arrows for my Novice Bowdwarf, DeMatt. Thanks for that.) Trying to get a sense of relative damage potential by the skill/weapon combos is....well, impossible, I guess, given that we don't have the formulae. Still, it's cool that dwarves can now wear goblin-forged armor. --[[User:Romeofalling|Romeofalling]] 02:07, 2 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Building_list&amp;diff=128566</id>
		<title>v0.31:Building list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Building_list&amp;diff=128566"/>
		<updated>2010-10-01T21:55:21Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: copy-pasta from 40d, minor edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;br /&gt;
The building list screen is accessed from the main view by pressing {{k|Shift}} - {{k|R}}. A list of the buildings (along with their owners) is displayed. If an item in the list is&amp;lt;span style=&amp;quot;color:#8B0000;background:#000000&amp;quot;&amp;gt; red &amp;lt;/span&amp;gt;, then it is a {{L|room}} which overlaps with some other defined room-space, drastically reducing the quality value of these rooms. &lt;br /&gt;
&lt;br /&gt;
On some buildings, specifically those that need the {{L|architecture}} {{L|skill}} to be built ({{L|trade depot}}s, {{L|bridge}}s, {{L|archery target}}s, {{L|furnace}}s, {{L|pump}}s, {{L|road}}s...), the {{L|quality}} levels of both the design and the construction (as well as the names of the dwarves involved) can be made visible by pressing {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=128559</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=128559"/>
		<updated>2010-10-01T20:05:15Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Tables Mean Whatnow?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weight of the weapon ==&lt;br /&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;
== Table of weapons? ==&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;
: There's a minor bug, wooden training axes can be used to cut down trees. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 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 blowgun 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;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
::Did the dwarf had a certain affinity for blowguns or was he a blowgunner?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:09, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Poison on ammunition/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 View 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;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]].&lt;br /&gt;
&lt;br /&gt;
== One-handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two-handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces vs. Hammers ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernible by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
:One can analyze the arena combat logs in a spreadsheet, by sorting the events (by &amp;quot;,in the bodypart&amp;quot; and &amp;quot;,through the X armor&amp;quot;) and counting successful and failing hits. Pretty easy to do 30 vs 30 test, the boring part is adding the armor to the dwarves. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden Weapons? ==&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates.&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foreign Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can Dwarves Use These? ==&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;br /&gt;
: I think they can use pikes and other large weapons if you decrease the weapon's required-user-size. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== We dont have wooden training hammers but... ==&lt;br /&gt;
&lt;br /&gt;
Can't we use ammoless wooden xbows as hammers?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:13, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dammit, that's brilliant!  Dunno why I never thought of that.  I don't think training weapons are necessary for sparring (sparring injuries are rare or absent in 0.31.12), but this trick could extend the time for hammerdwarves to beat unarmed goblins or whatever in live training.  [[User:Bognor|Bognor]] 10:38, 13 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact Weapons ==&lt;br /&gt;
&lt;br /&gt;
How does a weapon made in a mood affect the weapons effectiveness? Does it at all? Also when weapons are named what difference does this make?&lt;br /&gt;
&lt;br /&gt;
== Columns Mean Whatnow? ==&lt;br /&gt;
The data in these tables is not useful to new players, and there is no discussion of how to interpret these tables. What is the tradeoff between a larger penetration and greater velocity? Why are some of the numbers in parentheses? --[[User:Romeofalling|Romeofalling]] 20:05, 1 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=128557</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=128557"/>
		<updated>2010-10-01T17:57:39Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Buying Cages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from {{L|wood}} at a {{L|carpenter's workshop}}, from {{L|metal}} at a {{L|metalsmith's forge}}, and from {{L|glass}} at a {{L|glass furnace}}.&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage, {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot; + &amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
Animals cannot become pregnant while in cages.&lt;br /&gt;
&lt;br /&gt;
Cages are the infinite stone stockpiles of the animal world, you can hold a {{L|dragon}}, a thousand cats plus more.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released and the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section. However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a {{L|tame}}d {{L|creature}}, the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed {{L|vermin}}, in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants cannot be freed. They can only be transferred between cages.&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=128532</id>
		<title>v0.31:Megaprojects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=128532"/>
		<updated>2010-10-01T03:20:24Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* The cube */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a {{L|magma pipe}} and {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground; to make this easiser mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus levelling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
**Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
**Bonus: Try to build all freestanding structures&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
*When the time has come, or when your fortress is about to be destroyed by a siege etc perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! &lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.  (With magma, of course.)&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate maze.  You may use [http://www.billsgames.com/mazegenerator/ a maze generator] to assist you.  It should be filled with traps and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the maze walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it a three-dimensional maze.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding {{L|booze}} as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable {{L|ramp}} for boarding.&lt;br /&gt;
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; Magma Channels in time for merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===World Domination===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Mabye both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one singluar structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Smariot&amp;diff=128531</id>
		<title>User talk:Smariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Smariot&amp;diff=128531"/>
		<updated>2010-10-01T03:01:02Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Created page with 'Excellent pumpstack.gif, by the way. Thanks for the contribution! --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Excellent pumpstack.gif, by the way. Thanks for the contribution! --[[User:Romeofalling|Romeofalling]] 03:01, 1 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=128530</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=128530"/>
		<updated>2010-10-01T02:57:06Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Necessity of Pump Stacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack in the article.&lt;br /&gt;
:Moved this to here from the article. [[User:Oddtwang of Dork|Oddtwang of Dork]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
&lt;br /&gt;
== Pump Speed ==&lt;br /&gt;
&lt;br /&gt;
How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
&lt;br /&gt;
:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe they move 7/7 per step. Make sure your drainage is good :) [[Special:Contributions/66.30.8.88|66.30.8.88]] 21:27, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe Pump ==&lt;br /&gt;
&lt;br /&gt;
How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
* Nevermind, pipe sections and corkscrews can be made of metal, just not rock.  Leaving this here in case anyone else has a similar concern. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
The entry implies that you can pump magma with a pump containing some wooden parts.  This is very misleading because while you can fill an area on the other side of it with some magma, the pump pretty much instantly catches on fire, and within a couple minutes will fall apart.--[[User:Krenn|Krenn]] 06:40, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Desalinating water ==&lt;br /&gt;
&lt;br /&gt;
Can someone add an idiot-proof explanation for how pumps desalinate water? I can't get it to work.&lt;br /&gt;
&lt;br /&gt;
Here's my setup:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 (saltwater lake)&amp;lt;br/&amp;gt;&lt;br /&gt;
   %&amp;lt;br/&amp;gt;&lt;br /&gt;
╔═0%0&amp;lt;br/&amp;gt;&lt;br /&gt;
║+++║&amp;lt;br/&amp;gt;&lt;br /&gt;
║+++║&amp;lt;br/&amp;gt;&lt;br /&gt;
║▲++║&amp;lt;br/&amp;gt;&lt;br /&gt;
╚═══╝&amp;lt;br/&amp;gt;&lt;br /&gt;
 ▲&lt;br /&gt;
&lt;br /&gt;
Pump pumping north to south from the lake, ramps put in for access while constructing, floor built under first tile of the pump. When I order the pump to be started, the reservoir gets filled. I stopped the pumping before the reservoir overfilled, then designated the level above as a zone. Water source does not highlight, and designating it doesn't work.&lt;br /&gt;
&lt;br /&gt;
Initially I did the above but had not built a floor tile under the exit end of the pump, which did not work. I removed the pump, put in the floor, waited for all the water to evaporate and tried again - no dice. Does that mean mud will contaminate the water and make it salty?&lt;br /&gt;
:See [[Salt_water]] - you have to pump the salt water into a completely constructed cistern. The water inside the cistern will be desalinated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
========desalination not as simple as portrayed 9/22/2010&lt;br /&gt;
I built a basalt cistern.  Basalt floor, basalt walls, basalt door into basalt floored pumping room. cistern fills, holds water, not drinkable.&lt;br /&gt;
&lt;br /&gt;
cistern is constructed from rock hauled up the mountain.&lt;br /&gt;
&lt;br /&gt;
does the cistern need to be made of blocks or bars?&lt;br /&gt;
&lt;br /&gt;
I must be an idiot though because after 3 days trying with the wiki and youtube open I still can't get a single level of pump stack to work either.&lt;br /&gt;
&lt;br /&gt;
== Pumping FPS ==&lt;br /&gt;
&lt;br /&gt;
I have built about 110 pumps in a stack to get magma to the surface. After I have turned them on, the FPS dropped to &amp;lt;1 (with typical FPS about ~60) until all stack containments filled up to the 7/7. [[User:WFrag|WFrag]] 06:24, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== They only stack one way if you dig correctly == &lt;br /&gt;
Worth noting that due to the way the power is transmitted from one pump to the next, if you have any problems of this nature it's because the inlet hole and power transmition holes are not dug correctly -- one level is '1010' and the next level is '0101', repeated as many times as is necessary.  If you dig the holes correctly, then the pumps will only allow you to build them one way -- the way that will work.  This confused me for a good while! [[User:FleshForge|FleshForge]] 01:10, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
FYI These are extraordinarily dangerous - if you didn't channel your aquifer access, dorfs slip and drown when using pumps.&lt;br /&gt;
&lt;br /&gt;
== Necessity of pump stacks ==&lt;br /&gt;
&lt;br /&gt;
Here's the thing that I've never understood: If I dig a set of Up/Down stairs straight down, and then position a pump stack to pump water into the stairs, water will get pushed into the stairwell. This water has nowhere to go but up, and eventually rises up the stairwell. So why do we need pump stacks in the first place? Why not just pump into a vertical aqueduct? --[[User:Romeofalling|Romeofalling]] 02:57, 1 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cat&amp;diff=128512</id>
		<title>v0.31 Talk:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cat&amp;diff=128512"/>
		<updated>2010-09-30T18:29:59Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: cat meat &amp;amp; cat-to-vermin ratios?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Embark Cost ==&lt;br /&gt;
Has the update done anything to the 40d system of embark points?  Also, I tried to clear out anything that looked like it won't fit in this version when I filled the page out, but this definitely needs work.--[[User:Johntor|Johntor]] 18:31, 9 April 2010 (UTC)&lt;br /&gt;
:Embark cost is still the same. However, some other details have been changed with respect to butchering - reportedly, particularly young kittens will yield '''zero''' bones due to the new creature size mechanics. --[[User:Quietust|Quietust]] 20:05, 9 April 2010 (UTC)&lt;br /&gt;
::Speaking of size mechanics, do you know if anyone has pinned down the exact relationship between butchering yields and the new creature size mechanics? --[[User:Johntor|Johntor]] 00:44, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat body colors and male calicos ==&lt;br /&gt;
&lt;br /&gt;
If you get a cat's profile using 'z' it will describe the cat, including all the colors of their fur. I've found that cats often have multiple colors, including males. Multiple colors indicates a calico cat, which is strictly female.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:43, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat meat ==&lt;br /&gt;
&lt;br /&gt;
When I butcher a cat, I get only a skull and no meat. [[Special:Contributions/89.251.107.19|89.251.107.19]] 14:16, 16 May 2010 (UTC)&lt;br /&gt;
:The results of butchery depend a LOT on the individual animal's stats.  If they're described as being fat, then they'll generate more fat.  If they're described as being skinny, they'll generate less.  Cats are small enough that no-variation kittens tend to generate only a skull - once it's grown into an adult, it'll generate a few bones and skin and such.  If you want more out of each individual animal, then you'll need to breed your animals larger - kill off small ones, let big ones breed. --[[User:DeMatt|DeMatt]] 07:53, 17 May 2010 (UTC)&lt;br /&gt;
:: Does that actually work in DF? Genetic breeding programs? --[[User:Romeofalling|Romeofalling]] 18:29, 30 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat/vermin ratios? ==&lt;br /&gt;
&lt;br /&gt;
How many cats does your fortress need, anyway? I assume the answer is based on size? Or maybe number of food stockpiles? --[[User:Romeofalling|Romeofalling]] 18:29, 30 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=128414</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=128414"/>
		<updated>2010-09-30T07:09:26Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}} &amp;lt;br&amp;gt; {{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
&lt;br /&gt;
'''Sparring''' is a form of (usually) non-lethal melee {{l|combat}}, led by the {{l|Militia Captain}} in charge of the respective {{l|squad}}, to train {{L|soldier}}s in their {{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at a {{L|barracks}}; off-duty soldiers will engage in training activities, such as {{l|observer|watching}} combat demonstrations and {{l|combat drills|individual training drills}} with other off-duty soldiers.&lt;br /&gt;
&lt;br /&gt;
You cannot assign a soldier to sparring, but instead {{l|schedule}} his or her squad to train, in a manner similar to enabling civillian [[labor]]s.  This is accomplished by opening the {{key|m}}{{l|military interface|ilitary screen}}. Open the  {{key|a}}lerts panel, then assign the squad to Active/Training (Or establish a more complex schedule of alerts). Now {{k|q}}uery the {{l|bed}}, {{l|weapon rack}}, and/or {{l|armor stand}} that you used to designate a barracks. Highlight which squad you wish to train and press {{k|t}} again. A {{k|T}} should appear on the right side of the screen beside that squads name. Now your squad is set to be training, and has a place to train in.&lt;br /&gt;
&lt;br /&gt;
If a squad is set to Civilian Alert level, and has a designated training barracks, members of the squad will occasionally engage in Individual Combat Drills, but will be primarily focused on their civillian lives. A squad set to the default Alert/Training alert level (or a more complicated schedule using the advanced calendar system) will predominantly train in their training barracks and occasionally engage in their civillian lives. A squad with active orders delivered through the squad menu will first carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
You can assign individual squads to train in different areas, so when trouble strikes they are already nearby, equipped, and prepared for battle. If you have 3 entrances into your fort, instead of having a central training area, you station a squad's barracks near each. You could also have your [[marksdwarves]] spar in a nearby archery tower while your elite fighters train near the front hall, and your novices train somewhere safely under the eyes of an accomplished [[teacher]].&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Thus, in order to train {{L|axedwarf|axedwarves}}, it is necessary to assign the recruits axes, and so forth with all other {{L|weapon}}s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
During sparring soldiers can get {{l|wound}}ed, ranging from minor injuries to loss of ability. This cripples their training time (leading to death in real combat) or disables them from fighting at all. To avoid injury you can&lt;br /&gt;
&lt;br /&gt;
* '''Equip''' them with {{l|training weapon}}s. However, there are only training axes, swords, and spears. Wooden crossbows substitutes as training hammers. Mace dwarves will have to use real weaponry. And during an {{l|ambush}}, it might be difficult to switch over to effective weapons. Therefore build your weapon {{l|stockpile}} or weapon racks close to the {{l|barracks}}.&lt;br /&gt;
* '''Equip''' them with {{l|armor}}; this lowers damage being received and allowing them to train with their armor. However, it has been observed that training is less {{l|fun|spartan and dangerous}} than previous incarnations, and it seems that {{l|dwarf|dwarves}} are less likely to consider training to be a Mortal Kombat match. &lt;br /&gt;
&lt;br /&gt;
Also note, {{l|Healthcare|healing}} injury caused by sparring is good {{l|experience}} for a new {{L|doctor}}.&lt;br /&gt;
==Scheduling training==&lt;br /&gt;
Many players make the mistake of assuming that the Active/Training {{L|scheduling#Alert_Levels|alert}} sets your squad to train year round. However this is not the case. Instead it simply fills a squads {{L|schedule}} with the priority to train. That is, your soldiers will put on their uniforms and grab their weapons but they may continue to do jobs outside the military. In order to make them actually train you must do the following after setting their alert to Active/Training (or by scheduling Train under the schedule screen).&lt;br /&gt;
&lt;br /&gt;
#Designate a {{L|barracks}} from an item.&lt;br /&gt;
#Press {{k|q}} and highlight the item used to designate the barracks from.&lt;br /&gt;
#Select the squad you want to train in that particular barracks and press {{k|t}}. A &amp;quot;T&amp;quot; will appear beside the squads name in the menu.&lt;br /&gt;
#Multiple squads can be set to train in the same barracks. Whether or not this means they will train between squads is unknown{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Things to note: The default alert Active/Training requires 10 members of a squad to activate. This can be changed from the {{L|scheduling}} menu. Dead squad members used to stay in the squad, but as of 31.12 they are removed upon death. At that point another member must be appointed or the minimum number required to train lowered to accommodate the new squad count.&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
There is a method to train up your military to legendary {{L|skill}}s with little interaction from the player. It involves the creation of a room, designated as a {{L|barracks}}, that is filled with {{L|Traps#Upright_Spear/Spike|spike traps}}. The traps are each loaded with one wooden {{L|training weapon|training spear}} only, so they are not very dangerous. The traps are linked to a single {{L|lever}} set to repeat. As your military stands in the room, engaging in whatever training exercise they would normally be doing, they will gain skill increases in other areas as well. So far the following skills have been confirmed to increase: armor user, dodge, shield user, and weapons skills (see {{L|Combat Skill|here}} for more details on each). Crossbowdwarfs will increase their close-range weapon skill (hammer) as well, due to parrying the trap weapons with their crossbows. In order to build a danger room do the following steps:&lt;br /&gt;
&lt;br /&gt;
#Create an area large enough to hold your militia/training squad, but the smaller the better, by {{k|d}}esignating an {{L|armor stand}} or {{L|weapon rack}} and creating a {{L|barracks}}.&lt;br /&gt;
#Cover all of the floor tiles in spike traps loaded with a training spear - a single spear would be safest. This part is what separates highly trained dwarves from dwarves who are having too much {{L|fun}}.&lt;br /&gt;
#Link all of the traps to a single {{L|lever}} and set the lever to be pulled on repeat. &lt;br /&gt;
#Set your {{L|military}} to train in that room.&lt;br /&gt;
&lt;br /&gt;
Some words of caution. Any {{L|pet}}s caught following their masters into this room will be perforated. Whether this is a positive or a negative will be left for the player to decide. Multiple tightly closed doors - the more the better - will help save the livestock. Babies will also not last long, which can be rather upsetting to the mother. Because the dwarves will be taking damage there is a possibility of death due to infection or a string of unlucky hits, though serious injury is unlikely. Besides, minor injuries or infections could help train your doctors.&lt;br /&gt;
&lt;br /&gt;
In practice (v 31.12), dwarves equipped with a shield tend to max their shield user skill VERY quickly and after that other damage-evading skills (weaponskill for parrying, dodging) will rise relatively slowly, only being used when dwarf fails to block an attack with a shield. So it is recommended to strip legendary shield users of their shields to help them maximise their weapon and dodging skills.&lt;br /&gt;
Similarly, if a dwarf have maxed his weapon skill AND shield user skill, you can strip him of his weapon as well to make him a legendary dodger. Don't forget to re-equip before a real fight!&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=63528.0 this] forum thread for more information and verification.&lt;br /&gt;
&lt;br /&gt;
== Training on Disarmed Prisoners ==&lt;br /&gt;
A somewhat less exploity and also very effective way of training your dwarves is letting them fight stripped prisoners while heavily armored and carrying training weapons themselves. &lt;br /&gt;
&lt;br /&gt;
See {{L|Cage#Remotely_Opening_Cages|Remotely Opening Cages}} for more information.&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Military}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=128408</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=128408"/>
		<updated>2010-09-30T03:49:14Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Introduction */ reworded sparring description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}} &amp;lt;br&amp;gt; {{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
&lt;br /&gt;
'''Sparring''' is a form of (usually) non-lethal melee {{l|combat}}, led by the {{l|Militia Captain}} in charge of the respective {{l|squad}}, to train {{L|soldier}}s in their {{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at a {{L|barracks}}; off-duty soldiers will engage in training activities, such as {{l|observer|watching}} combat demonstrations and {{l|combat drills|individual training drills}} with other off-duty soldiers.&lt;br /&gt;
&lt;br /&gt;
You cannot assign a soldier to sparring, but instead {{l|schedule}} his or her squad to train, in a manner similar to enabling civillian {{labor}}.  This is accomplished by opening the {{key|m}}{{l|military interface|ilitary screen}}. Open the  {{key|a}}lerts panel, then assign the squad to Active/Training (Or establish a more complex schedule of alerts). Now {{k|q}}uery the {{l|bed}}, {{l|weapon rack}}, and/or {{l|armor stand}} that you used to designate a barracks. Highlight which squad you wish to train and press {{k|t}} again. A {{k|T}} should appear on the right side of the screen beside that squads name. Now your squad is set to be training, and has a place to train in.&lt;br /&gt;
&lt;br /&gt;
If a squad is set to Civilian Alert level, and has a designated training barracks, members of the squad will occasionally engage in Individual Combat Drills, but will be primarily focused on their civillian lives. A squad set to the default Alert/Training alert level (or a more complicated schedule using the advanced calendar system) will predominantly train in their training barracks and occasionally engage in their civillian lives. A squad with active orders delivered through the squad menu will first carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
You can assign individual squads to train in different areas, so when trouble strikes they are already nearby, equipped, and prepared for battle. If you have 3 entrances into your fort, instead of having a central training area, you station a squad's barracks near each. You could also have your [[marksdwarves]] spar in a nearby archery tower while your elite fighters train near the front hall, and your novices train somewhere safely under the eyes of an accomplished [[teacher]].&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Thus, in order to train {{L|axedwarf|axedwarves}}, it is necessary to assign the recruits axes, and so forth with all other {{L|weapon}}s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
During sparring soldiers can get {{l|wound}}ed, ranging from minor injuries to loss of ability. This cripples their training time (leading to death in real combat) or disables them from fighting at all. To avoid injury you can&lt;br /&gt;
&lt;br /&gt;
* '''Equip''' them with {{l|training weapon}}s. However, there are only training axes, swords, and spears. Wooden crossbows substitutes as training hammers. Mace dwarves will have to use real weaponry. And during an {{l|ambush}}, it might be difficult to switch over to effective weapons. Therefore build your weapon {{l|stockpile}} or weapon racks close to the {{l|barracks}}.&lt;br /&gt;
* '''Equip''' them with {{l|armor}}; this lowers damage being received and allowing them to train with their armor. However, it has been observed that training is less {{l|fun|spartan and dangerous}} than previous incarnations, and it seems that {{l|dwarf|dwarves}} are less likely to consider training to be a Mortal Kombat match. &lt;br /&gt;
&lt;br /&gt;
Also note, {{l|Healthcare|healing}} injury caused by sparring is good {{l|experience}} for a new {{L|doctor}}.&lt;br /&gt;
==Scheduling training==&lt;br /&gt;
Many players make the mistake of assuming that the Active/Training {{L|scheduling#Alert_Levels|alert}} sets your squad to train year round. However this is not the case. Instead it simply fills a squads {{L|schedule}} with the priority to train. That is, your soldiers will put on their uniforms and grab their weapons but they may continue to do jobs outside the military. In order to make them actually train you must do the following after setting their alert to Active/Training (or by scheduling Train under the schedule screen).&lt;br /&gt;
&lt;br /&gt;
#Designate a {{L|barracks}} from an item.&lt;br /&gt;
#Press {{k|q}} and highlight the item used to designate the barracks from.&lt;br /&gt;
#Select the squad you want to train in that particular barracks and press {{k|t}}. A &amp;quot;T&amp;quot; will appear beside the squads name in the menu.&lt;br /&gt;
#Multiple squads can be set to train in the same barracks. Whether or not this means they will train between squads is unknown{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Things to note: The default alert Active/Training requires 10 members of a squad to activate. This can be changed from the {{L|scheduling}} menu. Dead squad members used to stay in the squad, but as of 31.12 they are removed upon death. At that point another member must be appointed or the minimum number required to train lowered to accommodate the new squad count.&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
There is a method to train up your military to legendary {{L|skill}}s with little interaction from the player. It involves the creation of a room, designated as a {{L|barracks}}, that is filled with {{L|Traps#Upright_Spear/Spike|spike traps}}. The traps are each loaded with one wooden {{L|training weapon|training spear}} only, so they are not very dangerous. The traps are linked to a single {{L|lever}} set to repeat. As your military stands in the room, engaging in whatever training exercise they would normally be doing, they will gain skill increases in other areas as well. So far the following skills have been confirmed to increase: armor user, dodge, shield user, and weapons skills (see {{L|Combat Skill|here}} for more details on each). Crossbowdwarfs will increase their close-range weapon skill (hammer) as well, due to parrying the trap weapons with their crossbows. In order to build a danger room do the following steps:&lt;br /&gt;
&lt;br /&gt;
#Create an area large enough to hold your militia/training squad, but the smaller the better, by {{k|d}}esignating an {{L|armor stand}} or {{L|weapon rack}} and creating a {{L|barracks}}.&lt;br /&gt;
#Cover all of the floor tiles in spike traps loaded with a training spear - a single spear would be safest. This part is what separates highly trained dwarves from dwarves who are having too much {{L|fun}}.&lt;br /&gt;
#Link all of the traps to a single {{L|lever}} and set the lever to be pulled on repeat. &lt;br /&gt;
#Set your {{L|military}} to train in that room.&lt;br /&gt;
&lt;br /&gt;
Some words of caution. Any {{L|pet}}s caught following their masters into this room will be perforated. Whether this is a positive or a negative will be left for the player to decide. Multiple tightly closed doors - the more the better - will help save the livestock. Babies will also not last long, which can be rather upsetting to the mother. Because the dwarves will be taking damage there is a possibility of death due to infection or a string of unlucky hits, though serious injury is unlikely. Besides, minor injuries or infections could help train your doctors.&lt;br /&gt;
&lt;br /&gt;
In practice (v 31.12), dwarves equipped with a shield tend to max their shield user skill VERY quickly and after that other damage-evading skills (weaponskill for parrying, dodging) will rise relatively slowly, only being used when dwarf fails to block an attack with a shield. So it is recommended to strip legendary shield users of their shields to help them maximise their weapon and dodging skills.&lt;br /&gt;
Similarly, if a dwarf have maxed his weapon skill AND shield user skill, you can strip him of his weapon as well to make him a legendary dodger. Don't forget to re-equip before a real fight!&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=63528.0 this] forum thread for more information and verification.&lt;br /&gt;
&lt;br /&gt;
== Training on Disarmed Prisoners ==&lt;br /&gt;
A somewhat less exploity and also very effective way of training your dwarves is letting them fight stripped prisoners while heavily armored and carrying training weapons themselves. &lt;br /&gt;
&lt;br /&gt;
See {{L|Cage#Remotely_Opening_Cages|Remotely Opening Cages}} for more information.&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Military}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=128383</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=128383"/>
		<updated>2010-09-29T19:54:22Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Experience, fey moods  and masterwork */ numbers mean what now?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is Experience?==&lt;br /&gt;
(I'm brand new so let me know if I'm doing something wrong here)&lt;br /&gt;
It would be nice if this page had info more on what xp is instead of just details on it. Maybe, how xp is earned, how you know you have earned it, where you can view how much xp a dwarf has earned, ect...  [[User:Zerocyde|Zerocyde]] 08:37, 21 August 2010&lt;br /&gt;
&lt;br /&gt;
==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
:Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze &amp;lt;s&amp;gt;titan&amp;lt;/s&amp;gt;colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. &amp;lt;s&amp;gt;I try to redo that (deleted the save) and make PICS!&amp;lt;/s&amp;gt; Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.&lt;br /&gt;
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist.  I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so).  So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:53, 23 April 2010 (UTC)&lt;br /&gt;
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)&lt;br /&gt;
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)&lt;br /&gt;
::::I second this, tho for a different reason - I've had my broker switch to &amp;quot;administrator&amp;quot; type from &amp;quot;miner&amp;quot; (he is legendary at both, and had just bought about 11k of goods). Give him a pick and set him to mine, soon enough he's back to &amp;quot;miner&amp;quot; type. Despite being legendary in both a few years back. - Nimblewright (forgot to sign in)&lt;br /&gt;
:::::I most definitely have a Legendary +5 Gem Cutter, if that means anything.&lt;br /&gt;
::::::Why do we still have the verifies? It's in the memory, so I guess we can at least say the skills are 'assumed' to have an effect instead? Also, skills go up to skill 255, after that it either overflows to dabbling (skill 0) or there is code to prevent that (which the disassembler does not show, leading me to believe it does infact overflow). The adventure mode statistics are, memory-wise, correct, but the thing that needs to be verified is wheather those higher skills have '''any''' use. Looking at my craftdwarf's workshops, it seems that the 40d Leg+x skill bonuses still apply, but that may be statistical error. --[[User:Dree12|Dree12]] 21:25, 4 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Atrophy of skills==&lt;br /&gt;
I started a game with a proficient farmer but never planted anything.  I can verify that after 5 game years, my proficient farmer &amp;quot;rusted&amp;quot; to be skilled.  So, I assume he lost experience like Toady noted would be included in this release.   I don't know when exactly it happened, but on those scales it doesn't really bear mentioning.  If you had a legendary it would never really come into play.  I don't know if it even bears mentioning on the page.  Anyone? --[[User:Kwieland|Kwieland]] 21:48, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm this. A proficient Bowyer became skilled after years without work. It was after around five years too. Dwarf Therapist shows that the progress of experience of the Dwarf is 0% towards next level. Because he has never worked as Bowyer, it might be that the experience is set to the pevious level with or without the progress. --[[User:Blur|Blur]] 11:43, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Experience, fey moods  and masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hi, I don't have an account here yet so I guess I'm just anonymous, but I noticed that when a dwarf suddenly does a masterpiece their experience level jumps realllly high. I had a Competent Trapper do some Engraving, but then she turned out a series of masterpieces and she became Legendary. She still consistently makes masterpiece engravings; she can even fill an entire announcement page of masterpieces in minutes. &lt;br /&gt;
&lt;br /&gt;
Another dwarf of mine, a Competent Gem Setter, was hit by a fey mood and constructed an artifact amulet. He became Legendary after that. Couldn't sell the artifact. Wish I could, though; it's worth 72000 DB. --Unnoskol--&lt;br /&gt;
:Masterpieces don't boost experience - it's just that Engraving trains up more quickly at higher skill levels, and high skill levels result in more frequent Masterwork products. As for strange moods, a successful mood (provided it wasn't a Possession) grants 20,000 experience points, which is enough to boost to Legendary+1. --[[User:Quietust|Quietust]] 15:26, 4 September 2010 (UTC)&lt;br /&gt;
:Well, I also have a Carpenter who reached High Master from Adequate after a string of masterpiece beds. And I also have a Competent Leatherworker who shot up to High Master after a few masterpiece bags. I'm serious; please verify. [[User:Unnoskol|Unnoskol]] 15:53, 4 September 2010 (UTC)&lt;br /&gt;
::I put a debugger trap on experience gain and ran a new fort for 5 seasons.{{Version|0.31.12}}&amp;amp;nbsp; I filtered out all gains of 30 points, gains of 10 points associated with mining and engraving, gains of 1 point associated with masonry, and all military and social skills.&amp;lt;br/&amp;gt;The trap caught gains of n*500 to random skills when migrants, merchants, and liaisons were generated, and one gain of 20,000 to carpentry when a strange mood succeeded.  No bonuses for creating or engraving a masterwork were detected.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:47, 5 September 2010 (UTC)&lt;br /&gt;
:::As someone unfamiliar with the mechanics behind the system, these numbers mean little to me. Can you explain your conclusions based on this data? --[[User:Romeofalling|Romeofalling]] 19:54, 29 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=128377</id>
		<title>v0.31 Talk:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=128377"/>
		<updated>2010-09-29T19:09:17Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone re-verified the diagonal miasma thing in DF2010? I thought I saw some leaking diagonally, but there were other openings, so I may have been wrong. --[[User:Romeofalling|Romeofalling]] 19:09, 29 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=128376</id>
		<title>v0.31 Talk:Miasma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Miasma&amp;diff=128376"/>
		<updated>2010-09-29T19:08:59Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Created page with 'Has anyone re-verified the diagonal miasma thing in DF2010? I thought I saw some leaking diagonally, but there were other openings, so I may have been wrong.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone re-verified the diagonal miasma thing in DF2010? I thought I saw some leaking diagonally, but there were other openings, so I may have been wrong.&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lever&amp;diff=128375</id>
		<title>v0.31:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lever&amp;diff=128375"/>
		<updated>2010-09-29T18:50:35Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Linking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:05, 18 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''lever''' is a building constructed from one {{L|mechanism}} on an empty tile. Once in place, it can be linked to one or more other devices such as {{L|door}}s, {{L|bridge}}s or {{L|support}}s, permitting you to control these other devices by ordering the lever pulled through its {{k|q}} menu. A free dwarf will get assigned the job of pulling the lever. This dwarf might be a long way away, and the delay in pulling the lever can result in {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Pressure plate}}s are like levers, but triggered by creatures or fluids rather than by giving an order to a dwarf. If you are trying to trigger a trap, the delay in getting the lever pulled might prove very {{L|fun}}, so a pressure plate may be a better choice. More on trap design {{L|trap design|here}}.&lt;br /&gt;
&lt;br /&gt;
When a lever is linked with one or more devices ({{L|door}}s, {{L|trap}}s, {{L|bridge}}s, etc.), pulling the lever activates that secondary system. What &amp;quot;activates&amp;quot; means depends on the linked device:&lt;br /&gt;
* {{L|Door}}s open and close,&lt;br /&gt;
* {{L|Support}}s collapse, potentially causing a cave-in. (Pulling the lever again won't put it back, cave-in or not.)&lt;br /&gt;
* {{L|Bridge}}s raise and lower, or retract and extend, depending on the type of bridge.&lt;br /&gt;
* {{L|Floodgate}}s open and close,&lt;br /&gt;
* A {{L|Gear assembly}} engages and disengages (disengaged assemblies can't support other machinery),&lt;br /&gt;
* {{L|Cage}}s are deconstructed, releasing their content (single-use only), and&lt;br /&gt;
* {{L|Spike}}s raise and lower.&lt;br /&gt;
&lt;br /&gt;
Different objects take different amounts of time to respond to activation; generally this is only a brief pause but it can be enough for a charging {{L|goblin}} to cover more than a few tiles.&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
One {{L|mechanism}} is required to construct a lever, and then two more are required to '''link''' the lever with a device. The link is made by selecting the lever with {{k|q}}, choosing the type of object you want to link the lever to, and then using {{k|-}} and {{k|+}} to choose the particular object. The list is chronological by order of construction, most recently designated last, and the map will recenter on each object as you scroll through the list.&lt;br /&gt;
&lt;br /&gt;
Then you can choose what specific mechanisms you want to use to connect the device to the lever. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism you choose is for the device end, the second for the lever end. This is important when working with {{L|magma}}.&lt;br /&gt;
&lt;br /&gt;
A lever can be linked to any number of objects, and each object can have any number of levers controlling it.&lt;br /&gt;
&lt;br /&gt;
There is no way to de-link an object without disassembling either object or lever {{verify}}. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms. Deconstructing the lever will free all these mechanisms and allow to reuse them - keep your permanent and one-time linkages to separate levers.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no built-in indication of what a lever does, and pulling them to see what will happen can be immensely {{L|fun}}. Using the {{L|note}} function is the most foolproof way of labeling levers; colour-coding of levers can give some indication too.&lt;br /&gt;
&lt;br /&gt;
However, it is possible to ascertain whether or not a building has been linked to a lever by finding the building under {{k|R}} &amp;quot;View Rooms/Buildings&amp;quot; and then selecting {{k|t}} &amp;quot;Zoom to building items&amp;quot;.  A device that is actuated by a lever not only lists the components of the building but will also include a mechanism item.  Viewing the lever itself this way will display one mechanism for each building the lever is linked to.  (But it is not possible to ascertain which lever is linked to which buildings.)&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=128365</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=128365"/>
		<updated>2010-09-29T06:51:57Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Bowdwarf */ ammo issues, indeed.&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;
** I created a &amp;quot;danger room&amp;quot; to spar in and though their attack capabilities are fairly mediocre (talented), their fighter stats are High master or Legendary.  So recieved attacks appear to increase fighter also.&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;br /&gt;
&lt;br /&gt;
==Lasher==&lt;br /&gt;
&lt;br /&gt;
What does this do?&lt;br /&gt;
:Skill with whips. You tend to only see it on immigrants and invaders, because whips cannot be made in fortress mode. [[User:JohnnyMadhouse|JohnnyMadhouse]] 16:25, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Marksdwarf ==&lt;br /&gt;
&lt;br /&gt;
Marksdwarf redirects here, but the word doesn't appear anywhere in the article ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Bazzalisk|Bazzalisk]] 12:53, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Added an entry for this, and linked it to the hunting page.  Unfortunately, I'm not sure how it is used.  Perhaps it is for hitting accurately with the first shot, when ambushing?  --[[User:Acru|Acru]] 03:41, 25 September 2010 (UTC)&lt;br /&gt;
::It's the weapon skill for using a crossbow.  Literally.  &amp;quot;Marksdwarf&amp;quot; is to crossbows as &amp;quot;Axedwarf&amp;quot; is to axes.  I guess &amp;quot;Crossbowdwarf&amp;quot; was too long and too close to &amp;quot;Bowdwarf&amp;quot; (uses ordinary bows and arrows) way back when the skill was first coded, and it hasn't been changed since. --[[User:DeMatt|DeMatt]] 05:58, 25 September 2010 (UTC)&lt;br /&gt;
:::I assume that this means it's the skill for using Crossbows in melee? Otherwise, it seems that Marksdwarf and [[Archery]] serve the same purpose. --[[Special:Contributions/173.64.163.5|173.64.163.5]] 22:29, 27 September 2010 (UTC)&lt;br /&gt;
::::Marksdwarf is specifically for using a crossbow to shoot bolts, just as bowdwarf is specifically for using a bow to shoot arrows, and blowgunner is specifically for using a blowgun to shoot darts. And actually, Hammerdwarf is the skill for using Crossbows in melee. --[[User:Eurytus|Eurytus]] 05:09, 28 September 2010 (UTC)&lt;br /&gt;
*Okay, after some arena testing... Marksdwarf decreases reload time for crossbows.  It also seems to boost accuracy. Archery seems to boost accuracy, as well, but not as much as Marksdwarf does. I can't tell for damage - I guess that would mainly be up to the material and quality of the bolt. I haven't done enough testing to determine the exact amounts by which the skills affect things - just some &amp;quot;create naked dwarves with crossbows/bolts and let them shoot each other&amp;quot;. --[[User:DeMatt|DeMatt]] 05:16, 28 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bowdwarf ==&lt;br /&gt;
Can dwarves use bows? An immigrant showed up with the skill, so I bought one from the human caravan and adjusted his Equipment list to specifically carry it. He refuses to use it, though, and I just got the message that he's &amp;quot;become highly attached&amp;quot; to his -oak crossbow-.&lt;br /&gt;
&lt;br /&gt;
Also, there doesn't seem to be any way to get him, and him alone, to carry the arrows that I bought for the thing. I can tell the entire squad to carry arrows as well as bolts, but I'm guessing they'll all grab a stack then. &lt;br /&gt;
&lt;br /&gt;
Curiously, I didn't even have to assign the *bronze scourge* to anyone. One of my melee guys picked it up straight out of the depot. --[[User:Romeofalling|Romeofalling]] 06:57, 28 September 2010 (UTC)&lt;br /&gt;
:A quick arena-test (and a not-so-quick fortress mode test) show dwarves can use bows. At a loose guess, though, crossbows do more damage and are more accurate, at the cost of being slower to reload. So he's probably picking the crossbow because of that. Similarly, your melee guy decided the superior-quality scourge was better than anything else he could grab. Does he have Lasher skill?&lt;br /&gt;
&lt;br /&gt;
:I don't think a mixed squad will grab unusable ammunition.  That said, I'd probably just let him go with the crossbow anyways - being able to make the ammo (and therefore control quality, materials, production scheduling...) counts for a lot. --[[User:DeMatt|DeMatt]] 03:28, 29 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: As I suspected, anyone in the unit will grab the ammo listed for that squad, so one of his squadmates was running around with a crossbow and arrows, while the bowdwarf was running around with a quiver of bolts and a bronze bow. --[[User:Romeofalling|Romeofalling]] 06:51, 29 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lever&amp;diff=128364</id>
		<title>v0.31:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lever&amp;diff=128364"/>
		<updated>2010-09-29T06:48:25Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Linking */ single-use levers keep one of the mechanisms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:05, 18 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''lever''' is a building constructed from one {{L|mechanism}} on an empty tile. Once in place, it can be linked to one or more other devices such as {{L|door}}s, {{L|bridge}}s or {{L|support}}s, permitting you to control these other devices by ordering the lever pulled through its {{k|q}} menu. A free dwarf will get assigned the job of pulling the lever. This dwarf might be a long way away, and the delay in pulling the lever can result in {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Pressure plate}}s are like levers, but triggered by creatures or fluids rather than by giving an order to a dwarf. If you are trying to trigger a trap, the delay in getting the lever pulled might prove very {{L|fun}}, so a pressure plate may be a better choice. More on trap design {{L|trap design|here}}.&lt;br /&gt;
&lt;br /&gt;
When a lever is linked with one or more devices ({{L|door}}s, {{L|trap}}s, {{L|bridge}}s, etc.), pulling the lever activates that secondary system. What &amp;quot;activates&amp;quot; means depends on the linked device:&lt;br /&gt;
* {{L|Door}}s open and close,&lt;br /&gt;
* {{L|Support}}s collapse, potentially causing a cave-in. (Pulling the lever again won't put it back, cave-in or not.)&lt;br /&gt;
* {{L|Bridge}}s raise and lower, or retract and extend, depending on the type of bridge.&lt;br /&gt;
* {{L|Floodgate}}s open and close,&lt;br /&gt;
* A {{L|Gear assembly}} engages and disengages (disengaged assemblies can't support other machinery),&lt;br /&gt;
* {{L|Cage}}s are deconstructed, releasing their content (single-use only), and&lt;br /&gt;
* {{L|Spike}}s raise and lower.&lt;br /&gt;
&lt;br /&gt;
Different objects take different amounts of time to respond to activation; generally this is only a brief pause but it can be enough for a charging {{L|goblin}} to cover more than a few tiles.&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
One {{L|mechanism}} is required to construct a lever, and then two more are required to '''link''' the lever with a device. The link is made by selecting the lever with {{k|q}}, choosing the type of object you want to link the lever to, and then using {{k|-}} and {{k|+}} to choose the particular object. The list is chronological by order of construction, most recently designated last, and the map will recenter on each object as you scroll through the list.&lt;br /&gt;
&lt;br /&gt;
Then you can choose what specific mechanisms you want to use to connect the device to the lever. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism you choose is for the device end, the second for the lever end. This is important when working with {{L|magma}}.&lt;br /&gt;
&lt;br /&gt;
A lever can be linked to any number of objects, and each object can have any number of levers controlling it.&lt;br /&gt;
&lt;br /&gt;
There is no way to de-link an object without disassembling either object or lever {{verify}}. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no built-in indication of what a lever does, and pulling them to see what will happen can be immensely {{L|fun}}. Using the {{L|note}} function is the most foolproof way of labeling levers; colour-coding of levers can give some indication too.&lt;br /&gt;
&lt;br /&gt;
However, it is possible to ascertain whether or not a building has been linked to a lever by finding the building under {{k|R}} &amp;quot;View Rooms/Buildings&amp;quot; and then selecting {{k|t}} &amp;quot;Zoom to building items&amp;quot;.  A device that is actuated by a lever not only lists the components of the building but will also include a mechanism item.  Viewing the lever itself this way will display one mechanism for each building the lever is linked to.  (But it is not possible to ascertain which lever is linked to which buildings.)&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Saved_game_folder&amp;diff=128334</id>
		<title>v0.34 Talk:Saved game folder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Saved_game_folder&amp;diff=128334"/>
		<updated>2010-09-28T21:33:09Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Upgrading to a new version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Continue Playing menu isn't showing many of the saved game folders that I have. Now, some of those folders are not showing up because I Abandoned the fortress, but I copied those files out and then pasted them back into the save game folder after abandoning them, so shouldn't they show up now? --[[User:Romeofalling|Romeofalling]] 01:21, 27 September 2010 (UTC)&lt;br /&gt;
:Um... in order to safely savescum, you need to copy the ENTIRE region folder as a unit.  Copying bits and pieces out of that folder, and then pasting them back in, won't necessarily create a valid savegame. --[[User:DeMatt|DeMatt]] 06:43, 27 September 2010 (UTC)&lt;br /&gt;
::I was copying the region folders entirely. What I wasn't doing was deleting the old folder before copying the backup back to save/. Thank you, whoever updated with that info. --[[User:Romeofalling|Romeofalling]] 21:32, 28 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Upgrading to a new version ==&lt;br /&gt;
Do we need to do anything special when upgrading to a newer version of DF2010? Specifically, I'm upgrading from vr0.31.12 to vr0.31.14, but the page should be updated for all DF2010 versions. --[[User:Romeofalling|Romeofalling]] 21:33, 28 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Saved_game_folder&amp;diff=128333</id>
		<title>v0.34 Talk:Saved game folder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Saved_game_folder&amp;diff=128333"/>
		<updated>2010-09-28T21:32:55Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Upgrading to a new version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Continue Playing menu isn't showing many of the saved game folders that I have. Now, some of those folders are not showing up because I Abandoned the fortress, but I copied those files out and then pasted them back into the save game folder after abandoning them, so shouldn't they show up now? --[[User:Romeofalling|Romeofalling]] 01:21, 27 September 2010 (UTC)&lt;br /&gt;
:Um... in order to safely savescum, you need to copy the ENTIRE region folder as a unit.  Copying bits and pieces out of that folder, and then pasting them back in, won't necessarily create a valid savegame. --[[User:DeMatt|DeMatt]] 06:43, 27 September 2010 (UTC)&lt;br /&gt;
::I was copying the region folders entirely. What I wasn't doing was deleting the old folder before copying the backup back to save/. Thank you, whoever updated with that info. --[[User:Romeofalling|Romeofalling]] 21:32, 28 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Upgrading to a new version ==&lt;br /&gt;
Do we need to do anything special when upgrading to a newer version of DF2010? Specifically, I'm upgrading from vr0.31.12 to vr0.31.14, but the page should be updated for all DF2010 versions.&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Romeofalling&amp;diff=128318</id>
		<title>User:Romeofalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Romeofalling&amp;diff=128318"/>
		<updated>2010-09-28T08:08:39Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Gamelog update. There's probably a better place to do this than on a wiki....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Secretive Earth heads to Spearpost, 1053 ==&lt;br /&gt;
A steep cliff in the middle of a thick forest, teaming with flora and fauna. A narrow ribbon of yellow sand overtop obsidian offers tempting possibilities for the more obscure dwarven arts.&lt;br /&gt;
&lt;br /&gt;
=== The Original Expedition ===&lt;br /&gt;
'''&amp;quot;Cleave&amp;quot; Lekadrith''' - quick to heal, natural beauty, dislikes helping others&lt;br /&gt;
* Adeq Axedwarf, Adeq Armor User,  Adeq Wrestler,  Nov Wood Cutter,  Competent Teacher&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Boss&amp;quot; Alathstukon''' - weak, pig tail fiber fabric, picks, way with words, willpower&lt;br /&gt;
* Prof Appraiser, Prof Judge of Intent, Not Organizer, Not Miner&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Nails&amp;quot; Sherikazir''' - tough, goat hoof, hippo bone&lt;br /&gt;
* Novice Carpenter,  Proficient Bone Carver,  Novice Animal Trainer,  Adequate Bowyer,  Novice Ambusher&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Skins&amp;quot; onuldural''' - &lt;br /&gt;
* Comp Butcher,  Comp Tanner,   Skilled Leatherworker, Not Grower,  Not Herbalist,&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Tinker&amp;quot; Lilarkol''' - indefatigiuable, short swords, cabinets, chains, &lt;br /&gt;
* Proficient Stone Crafter,  Proficient Mechanic, Not Miner&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Doc&amp;quot; Orsharastesh''' - obsidian, backpacks, traction benches, dogs &lt;br /&gt;
* Adeq in all medical skills, Not Brewer, Not Record Keeper, Not Organizer ?&lt;br /&gt;
 &lt;br /&gt;
'''&amp;quot;Stones&amp;quot; Litastoram''' &lt;br /&gt;
* Proficient Mason,  Proficient Building Designer, Not Miner&lt;br /&gt;
&lt;br /&gt;
Hey. I never had a cook. No wonder that Kitchen never got built. &lt;br /&gt;
&lt;br /&gt;
=== Arrival!===&lt;br /&gt;
We arrived just before the first thaws, and have decided to park on this very shrub-free sort of slick surface, near the taller peaks. We surveyed the site, and noticed a ''large and mysterious ape-like creature'' wandering through the snow to the south, which has some of the more timid expeditioneers a bit worried. I told them to relax. It's not like the creature would be able to open any doors into our fortress or anything.&lt;br /&gt;
&lt;br /&gt;
We quickly sheared off a slice of the cliff-face, and dug in, tossing our supplies onto the floor of the front hallway as we dug in. Cleave went off to cut some timber. Skins got all excited by some shrubs and started talking about how he'd always wanted to make a &amp;quot;stew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Within a few weeks, our new home started to thaw out. We also discovered why our wagon parking spot was so smooth -- Doc had parked it on a lake. Sure enough, by 10th Slate, most of our supplies were sinking to the bottom.&lt;br /&gt;
&lt;br /&gt;
It seems we've dug in right where an obsidian layer meets with a strata of white sand. This has been a source of great pain for Doc, who loves obsidian and insists it had beneficial healing qualities. He insists that his combination Hospital/Brewery be dug out of obsidian and not sand. After some shrugging and guess work, we finalized our plans and while the hospital has indeed been cut out of obsidian, it seems his office is still made out of sand, as is his bedroom. He is quite roth, and demands we excavate proper accommodations for him.&lt;br /&gt;
&lt;br /&gt;
=== 27th Felsite, 1053 ===&lt;br /&gt;
We've dug an underground path to the lake, in an attempt to recover the orangutan meat barrels that were lost to our parking errors, in the hope that they'll still be fresh. I was a bit surprised to see they had already broken through to the poolbed before we could install a floodgate, since I had planned to use that lake to pre-muddy our farmland. Now I am faced with the choice of building a separate farming community, engaging in some kind of pond-filling madness, or waiting until next year to start farming. &lt;br /&gt;
&lt;br /&gt;
I dislike the idea of keeping my farmers so separate. I'll build down another level and add some farms there, and then worry about where to put my &amp;quot;above ground farms&amp;quot; later.&lt;br /&gt;
&lt;br /&gt;
=== 15th Hematite, 1053 ===&lt;br /&gt;
An overly-inquisitive fox set off one of our stone traps, which knocked him into the single cage trap we've managed to install in our front door. The poor bugger will be tasty, just as soon as we figure out how to kill him.&lt;br /&gt;
&lt;br /&gt;
=== 18th Malachite, 1053 ===&lt;br /&gt;
We turned one of our unfinished hallways into a temporary dog-fighting pit, and unleashed the fox into it. The fox actually managed to dent some of the dog fur. The poor pup!&lt;br /&gt;
&lt;br /&gt;
=== 23rd Sandstone, 1053 ===&lt;br /&gt;
&lt;br /&gt;
Word of Spearpost has been spreading, and attracted several odd inhabitants. In the summer, we only had two new migrants. The almost-appropriately named Litast Axedye is a marskdwarf with a fondness for engraving and dying cloth. Tun Ultraglazed was a simple brewer. These two dwarves were a godsend, as their addition to the fortress brought many migrants the following season, all of whom seem to have a colorful history.&lt;br /&gt;
&lt;br /&gt;
* Kib Siegebell is a Tanner/Gem Cutter with a fondness for picks and menacing spikes.&lt;br /&gt;
* Morul Giltcrushed is an angry, socially inept Cook who cackles when nervous.&lt;br /&gt;
* Stukos Wheeledcages (an excellent idea, wheeled cages) is a sweet-talking Miller who loves crossbows, barrels and buckets. And clouds. He also happens to know how to man a ballista, which he seems to think of as very big crossbows.&lt;br /&gt;
* Fath Counselabbey is a Stonecrafter and Wood Burner who is very reticent to explain why he knows how to walk on crutches.&lt;br /&gt;
* Ushrir itonuling is a Grand Master metalsmith, who is very talented with a knife and shield. He likes to carve bones and catch vermin in his spare time. He's quite imaginative, I'm told.&lt;br /&gt;
* Momuz Enenrovod is a Siege Engineer with who is into Lye, and has a small bit of training in kicking enemies in the 'nads.&lt;br /&gt;
* Feb Bodicepick is a Fisherdwarf who apparently catches fish by sneaking up behind them. He's quite talented, and knows a lot about the price of fish.&lt;br /&gt;
&lt;br /&gt;
Kib's skills with gems will hopefully be valuable someday, but in the meantime we'll let him hold those glorious picks he loves so much. Morul will help set up our food industry until we're raising enough crops to lock him in the kitchen. &lt;br /&gt;
&lt;br /&gt;
Stukos will be on crossbow squad with Litast. We're going to need to kill some more animals to get them training bolts.&lt;br /&gt;
&lt;br /&gt;
After much discussion, Fath will be allowed into the Sacred StoneCrafting Hut, but will also be added to the ROTC. It was also agreed that Feb can go fishing, but has to clean his own fish.&lt;br /&gt;
&lt;br /&gt;
Ushrir will be given a military position equal to his skills, as the captain of a new squad. We'll have to wait until a goblin shows up with a knife. Momuz can join his squad and maybe learn how to hold a weapon, or maybe we'll just have to make a spiked pair of boots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The winter frost has begun to set in, and the lakes are already frozen over. We're discussing the possibility of mining ice out of some of the rivers and dumping them into the farm plots and the pre-maturely filled reservoir, with the hope that they will fill up faster this way.&lt;br /&gt;
&lt;br /&gt;
=== 25th Sandstone, 1054 ===&lt;br /&gt;
The spring saw a huge influx of immigrants, bringing the fortress up to 36 souls. Only a handful of them were the sort of useless wandering itinerants you usually hear about, uneducated trash that wants to do little more than fish in empty pools. Oh, no. Quite the contrary. Many veteran dwarves showed up, Grand Masters of their skills and smart enough to be working on a second trade to keep themselves useful. Warriors skilled in exotic trophy weapons, who spend their free time dying and weaver cloth. A book-keeper who promptly tossed Doc out of the records office and got the whole mess organized in less than a season.&lt;br /&gt;
&lt;br /&gt;
We've assigned all the exotic weapon experts into a squad of their own, plus a distrustful macedwarf spy to keep an eye on them, in case the lot of them turn out to be goblin-raised scum. I wonder if there is some history between Ushrir and Risen. Like Ushrir, Risen prefers to fight using kobold dagger and shield, but he is less skilled in the martial arts. On the other hand, he knows much more about hunting vermin. I suspect the two of them have some kind of history together, as their skill sets clearly demonstrate that they have learned from each other.&lt;br /&gt;
&lt;br /&gt;
The less educated or superflous lot were banded into an ROTC - they work together on feats of large scale masonry, set up trap and other mechanical oddities, gather plants, etc. Since my last update, they've rerouted the irrigation efforts into something slightly more useful -- a moat for the internal fortifications. They've also walled off and roof'd the exterior greenhouses, which promise to generate much more food than our pitiful underground farms. &lt;br /&gt;
&lt;br /&gt;
Seeing them in action, our miners have taken up the challenge. We've turned most of the hillside into cliff-facing, directing any animal that wishes to enter the lower valley through a wall of cage traps, which the Corps built with exceeding speed. The plan has worked marvelously, we've captured have a dozen foxes and raccoons in less than a season! I've ordered an arena to be built to give my soldiers some fun and hands-on practice.&lt;br /&gt;
&lt;br /&gt;
In addition to the horde of specialist farmdwarves, we have a jack of all trades, Sigun, who knows how to do just about everything you could want to do on a farm. Just about the only thing he doesn't know how to do is make Potash. Curiously, neither does anyone else. &lt;br /&gt;
&lt;br /&gt;
The only other skills we're lacking right now is armorers and weaponsmiths. I had some faint hope when Cleave, who knows little besides how to swing an axe, locked himself in the smithy. I was convinced he would emerge triumphantly holding a legendary axe. It seems he is a bit deeper than I suspected though. Don't get me wrong, it is a marvelous harp and we all look forward to the day someone tries to play it, but he emerged from the experience no wiser than before.&lt;br /&gt;
&lt;br /&gt;
Again, I held my breath as Litast Axedye found the same mad glint in his eye, and locked himself in that same smithy. But he emerged holding up a beautifully wrought metal grate. We've used it to replace the one in the hospital. It's true that he has surpassed even the nigh-legendary Ushrir when it comes to such crafts, and the new veins of gold we've dug up suggest we may find a use for these masters soon enough, but first we must stockpile enough coke to keep the furnaces running.&lt;br /&gt;
&lt;br /&gt;
The large vein of white sand runs straight through the center of our fortress. It is a constant frustration, to have such fragile soil run through the center of such beautiful obsidian. In addition to the hospital, it has marred the pristine beauty of my catacombs, my nobles quarters, and every other aspect of our daily lives. &lt;br /&gt;
&lt;br /&gt;
A critical design error has destroyed my plans for a misting chamber in the center of the upper-level housing. The 01 workshops have been dedicated to the farming staff, and I'm tempted to give them their own dining hall and turn the place into a burrow, once I find enough dedicated haulers. Sadly, we have not attracted a single migrant after the first tidal wave. After much debate, I've begun deep mining explorations from the inside of the fortress. It promises to eventually become a strategic liability, but the potential risk to the stone haulers by constantly exiting the building has me more worried.&lt;br /&gt;
&lt;br /&gt;
We've not seen a single goblin or kobold in the two years we've been here. The elves have made their threats regarding their beloved shrubs, but brought enough wood for me to pay heed to their request....for now. The human caravans were of little note. I suppose the engravings surrounding the trade depot had something to do with that. Litast is quite fond of stories about humans who've died at the hands of the sasquatch...&lt;br /&gt;
&lt;br /&gt;
Things I wish I had: a male horse, even one brought in by the merchants, a weaponsmith, an armorsmith, two more furnace operators, a large and conveniently located supply of water, magma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Daggerverse, home of The Big Dagger 1052 (previous game) ==&lt;br /&gt;
&lt;br /&gt;
My first fortress since the release of DF2010. Since magma has been nerfed, my usual glass-centric ways are useless. Instead, I picked a location that had lots of obsidian layers, and high rainfall. I did not remember to pick a location with thick trees to make up for the lack of early-game magma. Which is ironic since I've since found more metal veins than my sand-centric maps had back in 40d.&lt;br /&gt;
&lt;br /&gt;
=== The Expedition ===&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Potions&amp;quot; Keskalrithlut''' &lt;br /&gt;
* Novice in all medical skills, Novice Record Keeper, Competent Brewer&lt;br /&gt;
* She'll get her own little medical aid burrow near the barracks, with a Still and stockpile in the corner. This might make it easier for me to brew a wider selection of alcohols, too. During the initial phases, I'll make him a miner, for the exercise and help.&lt;br /&gt;
&lt;br /&gt;
Potions loves giant bat leather and floodgates, among other things. We'll have to look into putting some of that into her office.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Boss&amp;quot; Vabokgasol'''&lt;br /&gt;
* Novice Wrestler&lt;br /&gt;
* Novice Miner&lt;br /&gt;
* Adequate Appraiser&lt;br /&gt;
* Novice Organizer&lt;br /&gt;
* Adequate Negotiator, &lt;br /&gt;
* Novice Judge of Intent&lt;br /&gt;
* Novice Conversationalist&lt;br /&gt;
* Novice Flatterer&lt;br /&gt;
&lt;br /&gt;
Someday, I'll prove the value of all these social skills. The basic gist here is that Boss OrbBreath has the skills to be the Expedition Leader, Manager and Broker. When not doing that, she epitomizes the dwarf lifestyle by cracking rocks. I gave her a level in Wrestling, too, with the intention to train that further, since the leadership position is one I want to keep alive.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Elfboy&amp;quot; Lornokzan'''&lt;br /&gt;
* Proficient Carpenter, &lt;br /&gt;
* Skilled Gem Cutter, &lt;br /&gt;
* Novice Gem Setter, &lt;br /&gt;
&lt;br /&gt;
Oh, look at the girlydwarf, playing around with her wood and gems.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Woodsy&amp;quot; Taronastesh'''&lt;br /&gt;
* Novice Axedwarf, &lt;br /&gt;
* Novice Armor User, &lt;br /&gt;
* Novice Wrestler, &lt;br /&gt;
* Proficient Wood Cutter, &lt;br /&gt;
* Novice Animal Trainer, &lt;br /&gt;
* Novice Bowyer, &lt;br /&gt;
* Competent Ambusher&lt;br /&gt;
&lt;br /&gt;
Woodsy likes to kill things. Trees, goblins, birds. You name it, woodsy wants to put an axe through their chest. She'll be the head of the military and hunting parties. Giving her Animal Trainer, Bowyer and Ambusher may have been wasteful, in retrospect. The high Ambusher gave her a complete set of leather armor and a crossbow, &lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Stones&amp;quot; Ustuthrodem''' &lt;br /&gt;
* Proficient Mason, &lt;br /&gt;
* Proficient Building Designer&lt;br /&gt;
&lt;br /&gt;
Makes doors 'n' stuff.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Tinker&amp;quot; Athalolor''' &lt;br /&gt;
* Proficient Stone Crafter, &lt;br /&gt;
* Proficient Mechanic&lt;br /&gt;
&lt;br /&gt;
In charge of making debris useful to the fortress&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fields&amp;quot; Tenshedkol''' - &lt;br /&gt;
* Novice Butcher, &lt;br /&gt;
* Novice Tanner, &lt;br /&gt;
* Competent Grower, &lt;br /&gt;
* Proficient Herbalist, &lt;br /&gt;
* Adequate Leatherworker&lt;br /&gt;
&lt;br /&gt;
Fields starts the game gathering herbs 'n' stuff, until we get the farms built. He's also in charge of the livestock.&lt;br /&gt;
&lt;br /&gt;
Fields likes traction benches. I wish I'd noticed that before I assigned skill points.&lt;br /&gt;
&lt;br /&gt;
==== Migrants ====&lt;br /&gt;
&lt;br /&gt;
'''Udil Rigothsanreb, Weaver''' &lt;br /&gt;
* Talented Weaver, &lt;br /&gt;
* Competent Grower, &lt;br /&gt;
* Novice Suturer, &lt;br /&gt;
* Novice Flatterer&lt;br /&gt;
&lt;br /&gt;
Man, anybody who shows up with an entire skill level in kissing ass has got to be put to good use.&lt;br /&gt;
&lt;br /&gt;
'''Ushrir Asmistem, Farmer''' &lt;br /&gt;
* Proficient Milker, &lt;br /&gt;
* Talented Dyer&lt;br /&gt;
&lt;br /&gt;
You really have to wonder why he fled whatever town he came from originally. Milking and dying? o.O&lt;br /&gt;
&lt;br /&gt;
=== Making a Militia ===&lt;br /&gt;
&lt;br /&gt;
Note that this is not really a &amp;quot;walkthrough&amp;quot; since that implies these are an intelligent set of steps to follow. Rather, this is more of a series of Field Reports, describing my thought process and attempts to understand the differences between 40d and DF2010.&lt;br /&gt;
&lt;br /&gt;
'''Commentary and Discussion Encouraged'''&lt;br /&gt;
&lt;br /&gt;
==== At Game Start ====&lt;br /&gt;
[[Image:Thebigdagger1.PNG|thumb|Entrance Layout At End of Summer]]&lt;br /&gt;
&lt;br /&gt;
Before I even unpause the game for the first time, I activate the {{k|n}}obles screen, and assign dwarves to all the positions: Potions becomes my Chief Medical Dwarf and Bookkeeper, Woodsy becomes the Militia Commander, and Boss OrbBreath gets all the other positions except Sheriff, which I leave unfilled.&lt;br /&gt;
&lt;br /&gt;
Being somewhat familiar with the game, and needing more wood than meat in the beginning, I make sure that Woodsy's Hunting labor is off. &lt;br /&gt;
&lt;br /&gt;
Having learned my lesson during 40d about creating defensive strategies in layers, I spend some time checking out the terrain to choose a suitable fortress location, and plan out several stages of defensive preparation which have successive completion stages. I pick a location which has a small nearby hill, which I can later turn into an archery tower, and lakes nearby and above, which can be redirected into moats and waterfalls . I then build a long, 3-tile wide front hallway which leads to 2 5x5 rooms. The first room will be my Trade Depot, the second will start off as my Dining Room, and later become my barracks.&lt;br /&gt;
&lt;br /&gt;
To the east of the dining hall, I build my Medical Burrow. I choose a 6x6 room since I have no idea what that all really requires, a 3x3 room for the Still, another 3x3 room for the Office of Records Doctoring, a bedroom, and a stockpile room for the Still.&lt;br /&gt;
&lt;br /&gt;
During mining, I discovered a metal vein leading north, which I mine out and turn into a refuse room. Otherwise, I keep the north side of the main entrance untouched. Later, I can add additional defensive features, like a series of arrow slits behind a moat, or maybe add a U-turn with ballista.&lt;br /&gt;
&lt;br /&gt;
South of the dining hall, I build another long corridor wide corridor. Off of it, I build a barracks/dormitory, 3 workshops (initially Carpenter's, Mason's, and Mechanic's), and several 5x5 rooms (a mistake, based on 40d farming habits). Behind the workshops I put in a large stockpile room. It just happens to be adjacent to the still's stockpile room, so I merge those two rooms. Later, I'll move the Mason's and Mechanic's room down below, and replace them with a Bowyer shop (since my bowyer is also a woodcutter, this makes it convenient for him) and a Jeweler's Shop (since my jeweler is also my Carpenter).&lt;br /&gt;
&lt;br /&gt;
At the end of this 2nd corridor I put a set of stairs down to my workshop area. &lt;br /&gt;
&lt;br /&gt;
This makes a good initial defensive layer, since the 1st attacks will confront the caravan guards, and one which can be augmented in the short term with stone-fall traps, outdoor training areas and bunkers, etc. In the long term, I can add the ballista hallway or arrow slits, moats, the archery tower, etc. This additional features can also be adjusted to include happy-makers, like a pleasing waterfall, or extending the archery tower to wall in an &amp;quot;aboveground&amp;quot; farm.&lt;br /&gt;
&lt;br /&gt;
=== One Season Later, The Military Screen ===&lt;br /&gt;
&lt;br /&gt;
Woodsy has cleared out a lot of trees in the immediate area, and seen some tasty horses wandering around. My 1st two (2) migrants have arrived, and both of them are parts of industries that I haven't built yet. It's time to start thinking about my military, maybe even designing a hunting party.&lt;br /&gt;
&lt;br /&gt;
Somewhere along the way, I built 2 training axes. I also have the crossbow from having an Ambusher. What I don't have is bone bolts, extra armor, or any understanding of the new military system.&lt;br /&gt;
&lt;br /&gt;
I want Woodsy to train another axedwarf, and I want to put that crossbow to good use. I also want to further Boss OrbBreath's wrestling career.&lt;br /&gt;
&lt;br /&gt;
Reviewing the info on the wiki, this sounds like 3 squads to me:&lt;br /&gt;
&lt;br /&gt;
* Axedwarves: Woodsy and Asmistem. I'll need a set of leather armor for the ass-kisser.&lt;br /&gt;
* Marksdwarf: Elfboy, since there are so few trees on this screen anyway. &lt;br /&gt;
* Wrestlers: Boss, and some others. I'd prefer this to be a larger squad, but everybody is doing important work right now, so I'll just use the two Farmers, until I get the farms set up.&lt;br /&gt;
&lt;br /&gt;
Maybe alternating schedules so that Woodsy is chopping trees while Elfboy is practicing with his crossbow. The wrestlers are a reserve force, and so I'll try to get them to train 1 month out of three. I need bone bolts, armor, and to swap Potions out with new miner.&lt;br /&gt;
&lt;br /&gt;
==== One Month Later ====&lt;br /&gt;
[[Image:ThebigdaggerAlerts1.PNG|thumb|One Squad is Training, the other 2 are off-duty]]&lt;br /&gt;
Setting up military squads is fairly easy. Two notes worth making:&lt;br /&gt;
* You need to be careful about which squad slot has been &amp;quot;highlighted&amp;quot; in color, as this is the position which will be filled by whoever you select to add to the squad. This can be particularly problematic with the first position in a squad, accidentally making someone a Captain. &lt;br /&gt;
&lt;br /&gt;
* Note the difference between assigning a soldier equipment, and creating uniforms.&lt;br /&gt;
&lt;br /&gt;
If your experience is anything like mine, you'll spend more time worrying about how to activate your squad and get it to train, then it will actually take to train the squad.&lt;br /&gt;
&lt;br /&gt;
You need to set up a barracks, and define it as a Training area ''for each squad.'' After that, you just need to make sure they'll have the right equipment, and then set them to the pre-existing Active/Training Alert Condition. This will cause them to be on active duty until they are manually switched to the Civilian Alert.&lt;br /&gt;
&lt;br /&gt;
I haven't tested to see if this will work for the archer unit, since it took the whole month to talk my butcher into slaughtering the mule (I still haven't talked him into setting up his Tannery), so we're still waiting for bone bolts.  I got rather confused by the existence of an Archer Uniform, which isn't nearly as complete a template as I was hoping it would be. It does set them up to be wearing the correct uniforms, though.&lt;br /&gt;
&lt;br /&gt;
Next up will be trying to set up a rotating training schedule between my axedwarf squad, wrestling squad, and marksdwarf, and seeing if there is any way to require different uniforms for different alerts. After that, I may try to actually send my axedwarves a-hunting.&lt;br /&gt;
&lt;br /&gt;
Oh, one other thing: Potions finally sat down and counted the inventory. I'm very impressed to see that he managed to count all the giant cave spider silk webs down in the cavern 30 levels beneath me, even though we haven't dug down that far. Meep.&lt;br /&gt;
&lt;br /&gt;
Got bored, thought I learned some stuff worth starting over for. Didn't even last a year. How silly.&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=128317</id>
		<title>v0.31 Talk:Bentgirder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bentgirder&amp;diff=128317"/>
		<updated>2010-09-28T07:06:21Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: /* Population Growth */ migrant data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The forum thread is here: http://www.bay12forums.com/smf/index.php?topic=58513.0&lt;br /&gt;
&lt;br /&gt;
== Channel for a farm ==&lt;br /&gt;
I'm newb and following this tutorial and I seem to have misunderstood the section on setting up a channel for a farm.  I set up a room underground attached to my main chamber then did a channel to it.  Needless to say the entire thing flooded.&lt;br /&gt;
&lt;br /&gt;
:That is exactly what you need.  Once the water dries, then you can build a farm plot on the muddy ground.  Also, I noticed your other question, so here is the answer to that one, too.&lt;br /&gt;
:Jobs are done when the dwarf wants to do them.  If the carpenter also has other labors enabled (say, food hauling), then it may take them a while before they make the bed.  Some jobs have really high priority, others less so.  (Which makes sense, right? If you don't haul the food, it will rot, but if you don't make a bed, then it doesn't really matter).  If you really want a job done quickly, disable all the other labors for the dwarf.--[[User:Kwieland|Kwieland]] 21:03, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To Do ==&lt;br /&gt;
&lt;br /&gt;
Sazir's section is the only one still empty. Morul needs a little more work. I might move the section on assigning nobles into Morul or Meng's section. &lt;br /&gt;
&lt;br /&gt;
The page is getting overly large. It is belarded with hanging rolls of text. I'd like to split each lesson into a separate page. Before I do that, I'll talk to the admins about getting a namespace. &lt;br /&gt;
--[[User:Strangething|Strangething]] 02:32, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the key is to provide the start which you've done, trying to keep it simple.  The 40d tutorial had named the dwarfs, as an option. To me, the rest of the wiki serves the roll of &amp;quot;now I've got the basics, how does milking/various industries/war/etc go.&amp;quot;  I think pictures here and there are a great idea. Do you need to worry about init settings?  (varied ground, hidden engravings, etc) That was tough for me in the beginning.--[[User:Kwieland|Kwieland]] 04:50, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Sazir is done. The only blank part is the bit on constructing walls, which I might delete. Trading is referred to three times, and I'd like to edit out any redundancy. I'd like to make the &amp;quot;Keys used&amp;quot; block standard in each section. (Who did that, BTW? Stand up and take the credit.)  --[[User:Strangething|Strangething]] 06:01, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Constructions - Done! --[[User:Kwieland|Kwieland]] 19:54, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Would it be worth it to mention a few of the oddities of construction in the appropriate section?&lt;br /&gt;
&lt;br /&gt;
While it would diminish the Fun and be a bit redundant of other articles, the intention of a tutorial is to introduce players to the basic mechanics and oddities of a system, and I could see how someone following this guide would get frustrated over stuck dwarves or accidentally removing a supporting wall (if they assume there are failsafes in the AI). I'd be happy to flesh this section out, provided others thought it a good idea (perhaps give an example mini-project akin to the earlier sections of the walkthrough). --[[User:Barrow|Barrow]] 17:13, 4 August 2010 (UTC)&lt;br /&gt;
:Go for it.  It is a wiki after all. A section right after the construction section, maybe one that mentions &amp;quot;suspended&amp;quot; things.  Other things, if they are short, could go in the FAQ.--[[User:Kwieland|Kwieland]] 11:53, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Big Split ==&lt;br /&gt;
&lt;br /&gt;
I'm going to split the tutorial into ten chunks. One for each lesson, plus one for the FAQ. I'm working on a template that will unify the articles. --[[User:Strangething|Strangething]] 04:35, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Like so: [[Template:BentgirderTOC]]&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
&lt;br /&gt;
I think it is looking very promising so far. Please keep it up. Maybe a few pictures would be great. --[[User:Used|Used]] 18:16, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm working on adding more pictures! I never take enough screen shots while I'm playing. I need to re-start my game so the screen shots match what the player will see. Anything in particular that needs to be illustrated? --[[User:Strangething|Strangething]] 22:03, 13 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Yeah, I know what you mean. I always plan to take screenshots to make some before-after kinda stuff of my fortress, but I always forget it in the process. I'm going to write my comments on the Bentgirder page itself, so I don't have to describe where to place the stuff. Greeting --[[User:Used|Used]] 08:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Problems and Nitpicks ==&lt;br /&gt;
&lt;br /&gt;
There are a few things that I would have done differently, if I was going to do it over again. If you're aware of any flaws in the site or the expedition, please add to the list. &lt;br /&gt;
&lt;br /&gt;
* There may be no human civs in range, meaning no human merchants. (I haven't gotten any.)&lt;br /&gt;
* The site has no flux. Steel-making is a more important part of the game in 2010. &lt;br /&gt;
* The site freezes in winter. &lt;br /&gt;
* Kubuk should have had [[Leader]] skill as well as [[Teacher]]&lt;br /&gt;
:I can understand the first three.  What do the leader and teacher skills really do, anyway?  Why would you pick them?--[[User:Kwieland|Kwieland]] 19:07, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== From &amp;quot;Meet Morul&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Also, I was going to work on this but I've already put quite a bit of input and I don't know if it's acceptable.  If you want me to continue, let me know if what I've put so far is usable and what you want me to change! ~Ryun &lt;br /&gt;
&lt;br /&gt;
:Please, keep writing, as long as you don't mind being edited! --17:06, 13 July 2010 (UTC) Strangething&lt;br /&gt;
&lt;br /&gt;
==Mugs are not the most efficient==&lt;br /&gt;
&lt;br /&gt;
I disagree strongly that mugs are the most efficient stone craft. Even though they make three, the sum of the three mugs is equal to a produced craft, toy, or instrument. Please check this, I am relying on 40d experience here.  (They might be slightly different due to three quality modifiers vs a single one, but that doesn't matter once everything is masterful) So, on the value created front they are equal. However, now you have ''three'' tasks of things to haul to the stockpile, making them considerably worse/more of a pain then the others.&lt;br /&gt;
&lt;br /&gt;
In armor, a single bar of metal can produce many types of armor.  There is substantial difference between the selling price of a pair of leggings (or greaves) which are the most valuable to those of a cap (lower on the scale).  This is for 31.10, so I haven't checked for the most recent update.  Basic take home message is if you want to set up an industry, you need to look at all the factors.&lt;br /&gt;
:In 40d, a mug had the same base value as a craft/instrument/toy, though they were significantly heavier and thus you couldn't fit nearly as many into a single bin. --[[User:Quietust|Quietust]] 18:56, 23 July 2010 (UTC)&lt;br /&gt;
::I just checked this.  Mugs are the most cost efficient. mugs&amp;gt;crafts&amp;gt;musical instruments &amp;amp; toys simply because of the number created.--[[User:Kwieland|Kwieland]] 11:10, 26 July 2010 (UTC)&lt;br /&gt;
:::Not exactly. Mugs are also the heaviest, and crafts are created three-at-a-time too. Since the value is the same, crafts are more efficient due to lower weight and identical quantity. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 01:28, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Population Growth ==&lt;br /&gt;
&lt;br /&gt;
I've never had a fortress triple in population from one wave of migrants. Much less quadruple. Perhaps I just expand slower than most, but I usually count on about 7 in the first wave, and around 14 in the second one. From what I've seen of 2010, population seems to grow more slowly than in previous versions. Has anyone else seen these huge migrant waves? --[[User:Strangething|Strangething]] 18:38, 28 July 2010 (UTC)&lt;br /&gt;
:My experience is similar to your experience - 7 the first wave, ~14 or so the second.  I have my pop-cap set at 10, so I don't usually get anymore after that.  I don't think wealth plays a role, as I had enough to buy out the entire first caravan (roasts!).&lt;br /&gt;
:: Also similar - Starting 7, then 2, then 7, then 20. The next two migrant waves brought nobody, despite doubling my fortress size, smoothing the entire thing, and buying out entire caravans, with gifts to spare. --[[User:Romeofalling|Romeofalling]] 07:06, 28 September 2010 (UTC)&lt;br /&gt;
:I don't know about population growth in general, though.  I would have said the opposite.  I played a fortress (in 2010) where every winter (as long as I had food) I'd let the dwarfs do nothing.  Man they got busy. Kids. Lots of kids.  I quit when the FPS got to be terrible.  &lt;br /&gt;
:I still see pathing issues.  Like when a dwarf comes into the area, they'll take 7-8 steps in one direction and then change to another.  Maybe my fortress design is tricky to path through?  The entrance to my fortress isn't complex, though, so who knows!--[[User:Kwieland|Kwieland]] 19:03, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Section Headings That Contain Commands (i.e.: &amp;quot;Fortress Status: Z&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see the commands in the headings use the case of the actual command: &amp;quot;Fortress Status: z&amp;quot;.&amp;lt;br /&amp;gt;I'm new to DF, and tried several times to check fortress status with &amp;quot;Z&amp;quot; before reading further that the command is &amp;quot;z&amp;quot; instead. I would've edited it myself but I'm new here and didn't want to go busting things up without knowing if there was a good reason to use capital letters in the headings.&lt;/div&gt;</summary>
		<author><name>Romeofalling</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_skill&amp;diff=128316</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=128316"/>
		<updated>2010-09-28T06:57:47Z</updated>

		<summary type="html">&lt;p&gt;Romeofalling: Bowdwarves and other exotic fighters&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;
** I created a &amp;quot;danger room&amp;quot; to spar in and though their attack capabilities are fairly mediocre (talented), their fighter stats are High master or Legendary.  So recieved attacks appear to increase fighter also.&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;br /&gt;
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==Lasher==&lt;br /&gt;
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What does this do?&lt;br /&gt;
:Skill with whips. You tend to only see it on immigrants and invaders, because whips cannot be made in fortress mode. [[User:JohnnyMadhouse|JohnnyMadhouse]] 16:25, 7 August 2010 (UTC)&lt;br /&gt;
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== Marksdwarf ==&lt;br /&gt;
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Marksdwarf redirects here, but the word doesn't appear anywhere in the article ...&lt;br /&gt;
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--[[User:Bazzalisk|Bazzalisk]] 12:53, 29 August 2010 (UTC)&lt;br /&gt;
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:Added an entry for this, and linked it to the hunting page.  Unfortunately, I'm not sure how it is used.  Perhaps it is for hitting accurately with the first shot, when ambushing?  --[[User:Acru|Acru]] 03:41, 25 September 2010 (UTC)&lt;br /&gt;
::It's the weapon skill for using a crossbow.  Literally.  &amp;quot;Marksdwarf&amp;quot; is to crossbows as &amp;quot;Axedwarf&amp;quot; is to axes.  I guess &amp;quot;Crossbowdwarf&amp;quot; was too long and too close to &amp;quot;Bowdwarf&amp;quot; (uses ordinary bows and arrows) way back when the skill was first coded, and it hasn't been changed since. --[[User:DeMatt|DeMatt]] 05:58, 25 September 2010 (UTC)&lt;br /&gt;
:::I assume that this means it's the skill for using Crossbows in melee? Otherwise, it seems that Marksdwarf and [[Archery]] serve the same purpose. --[[Special:Contributions/173.64.163.5|173.64.163.5]] 22:29, 27 September 2010 (UTC)&lt;br /&gt;
::::Marksdwarf is specifically for using a crossbow to shoot bolts, just as bowdwarf is specifically for using a bow to shoot arrows, and blowgunner is specifically for using a blowgun to shoot darts. And actually, Hammerdwarf is the skill for using Crossbows in melee. --[[User:Eurytus|Eurytus]] 05:09, 28 September 2010 (UTC)&lt;br /&gt;
*Okay, after some arena testing... Marksdwarf decreases reload time for crossbows.  It also seems to boost accuracy. Archery seems to boost accuracy, as well, but not as much as Marksdwarf does. I can't tell for damage - I guess that would mainly be up to the material and quality of the bolt. I haven't done enough testing to determine the exact amounts by which the skills affect things - just some &amp;quot;create naked dwarves with crossbows/bolts and let them shoot each other&amp;quot;. --[[User:DeMatt|DeMatt]] 05:16, 28 September 2010 (UTC)&lt;br /&gt;
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== Bowdwarf ==&lt;br /&gt;
Can dwarves use bows? An immigrant showed up with the skill, so I bought one from the human caravan and adjusted his Equipment list to specifically carry it. He refuses to use it, though, and I just got the message that he's &amp;quot;become highly attached&amp;quot; to his -oak crossbow-.&lt;br /&gt;
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Also, there doesn't seem to be any way to get him, and him alone, to carry the arrows that I bought for the thing. I can tell the entire squad to carry arrows as well as bolts, but I'm guessing they'll all grab a stack then. &lt;br /&gt;
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Curiously, I didn't even have to assign the *bronze scourge* to anyone. One of my melee guys picked it up straight out of the depot. --[[User:Romeofalling|Romeofalling]] 06:57, 28 September 2010 (UTC)&lt;/div&gt;</summary>
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