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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sausage</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-06T12:02:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Easter_eggs&amp;diff=24109</id>
		<title>40d:Easter eggs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Easter_eggs&amp;diff=24109"/>
		<updated>2009-06-20T13:09:35Z</updated>

		<summary type="html">&lt;p&gt;Sausage: Added Help Screen Easter Egg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Hidden Fun Stuff redirects here. It can also refer to... well, [[glowing pit|do you really want us to spoil it for you]]?'' It is also used in the [[dev logs]] to refer to anything Toady doesn't want us to know about until we find it ourselves.&lt;br /&gt;
&lt;br /&gt;
This page is a list of hidden or unexpected aspects of the game.&lt;br /&gt;
&lt;br /&gt;
=== Fluctuating Subtitle ===&lt;br /&gt;
When [[Your first fortress|starting up the game]], on the title screen where the player first chooses what to do, the top reads:&lt;br /&gt;
 Slaves to Armok: God of Blood&lt;br /&gt;
 Chapter 2: Dwarf Fortress&lt;br /&gt;
 Histories of ...&lt;br /&gt;
'...' will be generated each time the game is opened. Some combinations include &amp;quot;Histories of Avarice and Resourcefulness&amp;quot; and &amp;quot;Histories of Jealousy and Tenacity.&amp;quot; Generally, the words will include a synonym each of &amp;quot;greed&amp;quot; and &amp;quot;stubbornness&amp;quot;, which as we all know fit the hairy little blighters like a [[Cave spider silk]] [[glove]].&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Daydreams ===&lt;br /&gt;
 &lt;br /&gt;
Some dwarves like Toads for their beauty, an obvious inside reference to [[Toady One]].&lt;br /&gt;
&lt;br /&gt;
=== So What If I'm Dead? ===&lt;br /&gt;
&lt;br /&gt;
Checking the [[weather]], temperature, or [[Calendar|date]] in [[Adventure Mode]] after dying will instead return a snarky message reminding you of your current medical state.&lt;br /&gt;
&lt;br /&gt;
=== Bey@nd Quality?! ===&lt;br /&gt;
&lt;br /&gt;
For about one frame, the word &amp;quot;Beyond&amp;quot; in the Bay 12 Games Beyond Quality intro turns into &amp;quot;Bey@nd&amp;quot;. Nobody knows why.&lt;br /&gt;
&lt;br /&gt;
=== Oink! ===&lt;br /&gt;
&lt;br /&gt;
In the Bay 12 Games Beyond Quality intro, when the program is saying &amp;quot;Quality&amp;quot;, grab the title bar and drag it around a bit. Release, and when the lines appear, you'll hear a pig sound.&lt;br /&gt;
&lt;br /&gt;
=== Help Screen ===&lt;br /&gt;
&lt;br /&gt;
If you press the ? on the help screen you will go to the help screen of the help screen, now press it twice more :-)&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10712</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10712"/>
		<updated>2009-06-07T03:20:05Z</updated>

		<summary type="html">&lt;p&gt;Sausage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]], [[river]], or [[channel]] full of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[Activity zone#Pit/Pond|pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
Dumping can be used as an effective siege defense tactic, as when you tell dwarves to stay inside, the dwarves currently outside will stay there unless they have work to do, so when you get a siege make a large dumping designation on those useless stones of yours then just reclaim them if you need them back.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to [[meeting hall]]s.&lt;br /&gt;
&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Area zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. A meeting area filled with [[On break|idle]] dwarves rubbing shoulders quickly increases the [[social skill]]s of [idlers which may give them [[attribute]] boosts. It makes idle dwarves a little less idle, and makes selecting a replacement [[broker]] (if the old one dies) easier.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall.  The preferred method is to use an Activity zzone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;.  [[Statue garden]]s and [[zoo]]s are intrinsically meeting halls, as are rooms defined from a [[well]].  However, you can also create a [[Meeting hall|Meeting Hall]].&lt;br /&gt;
&lt;br /&gt;
Because every dwarf will gather at the meeting hall every so often, it is an ideal place to site objects that give them happy thoughts.  Interesting animals in cages perhaps designated as a [[zoo]], a waterfall with [[mist]], and high-quality [[statues]] and other objects can each improve the quality of life in your fortress.  A meeting hall placed in a place with sunshine will ensure that dwarves do not become [[cave adaptation|cave adapted]].&lt;br /&gt;
&lt;br /&gt;
If you do not have a designated meeting hall, dwarves will congregate around the site where your wagon arrived at the fortress.  This occurs even if the wagon has long since been disassembled.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming [[friend]]s. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2022</id>
		<title>40d:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2022"/>
		<updated>2009-05-29T18:45:06Z</updated>

		<summary type="html">&lt;p&gt;Sausage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A border of exclamation marks (!!) on an item or [[dwarf]] name indicates that it is on '''fire'''.&lt;br /&gt;
Items on fire also release smoke and ignite adjacent items.  The color of the name of burning dwarves will alternate between yellow and red (it may do so forever after the dwarf died).&lt;br /&gt;
&lt;br /&gt;
This had problems in the old version, in that the burning items set other nearby items on fire.  A good example:&lt;br /&gt;
&lt;br /&gt;
#Dwarf gets hit by fireball from [[fire imp]] at the [[magma forge]]&lt;br /&gt;
#Dwarf runs around his business, as he takes burning damage he goes for a rest, and heads for the [[barracks]]&lt;br /&gt;
#The dwarf dies on the way.  Someone comes and picks up his !![[giant cave spider]] [[silk]] [[shoe]]!! and puts it on.  His clothing catches on fire&lt;br /&gt;
#This dwarf also feels hurt and heads for the barracks, but this one gets on the [[wood]]en [[bed]], lighting that up.&lt;br /&gt;
#Nearby beds light up; dwarves sleep on that [[bed]] and the others near it and get lit up themselves, as well as the dwarves going for the !![[cave spider]] [[silk]] [[robe]]!!&lt;br /&gt;
#Some of these dwarves go past the [[alcohol]] stores for a drink, these light up.  now a fair portion of the fortress is on fire.&lt;br /&gt;
#Remaining dwarves will have other barracks to sleep in, and some of them have rooms.  they go back and set more of their stuff on fire&lt;br /&gt;
#Three months later: everything is burning and all your dwarves are dead because none of them fell in the [[river]](Which in the old version wouldn't actually put your dwarves out).&lt;br /&gt;
#Wasn't that [[fun]]?&lt;br /&gt;
&lt;br /&gt;
==Forest fires==&lt;br /&gt;
&lt;br /&gt;
===Origins===&lt;br /&gt;
Creatures such as [[Fire imp]]s can cause a forest fire by igniting a creature with a fire attack.  If grass also ignites, the fire will slowly spread to all connected grass, generating smoke as it burns.  Fire turns [[grass]] into ashes, but not usable [[ash|ashes]].  Anything that is flammable and stands on burning grass (if you loo{{k|k}} at it you will see &amp;quot;A fire&amp;quot;) has a chance to catch fire each turn.&lt;br /&gt;
&lt;br /&gt;
===Preventing forest fires===&lt;br /&gt;
It is recommended to guard the surroundings of an exterior [[magma]] pool with [[Marksdwarf|Marksdwarves]] so that creatures don't have a chance to light anything up (except the Marksdwarves themselves, but this is unlikely if they are well trained).  Having walls or better yet fortifications all around the pools is likely to prevent all possible forest fires. Strangely [[grizzly bear]]s seem to be ineffective against such a threat.&lt;br /&gt;
&lt;br /&gt;
===Protecting from forest fires===&lt;br /&gt;
Since dwarves will not pay attention to fires , and dwarves will rush to move their dead friends to the graveyard, you may end up very quickly with heavy casualties if you do not {{k|o}}rder all dwarves to stay {{k|i}}nside.  If you have precious items and buildings outside, it is also possible to dig a [[channel]] to stop the fire from spreading any more (they are cheaper then walls, offer the same protection and, most importantly, a much faster to create).&lt;br /&gt;
&lt;br /&gt;
Know however that merchants will not pay anymore attention to the fire than your own dwarves, so you may also want to protect them in the same fashion, even if it should change their path, otherwise they could all happily walk into flames when leaving the region (or worse, stand for days on &amp;quot;A fire&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Irregularities===&lt;br /&gt;
Forest fires present certain irregularities that you should take in consideration {{version|0.28.181.40d}}:&lt;br /&gt;
*[[Trees]], [[plants]] and other [[map tile]]s will '''not''' be destroyed in the fire.  That makes them very easy to spot after a forest fire, and also a possible (if unlikely) natural defense.  [[Items]], however, may burn.&lt;br /&gt;
*Grassy slopes will not catch on fire, thus preventing the fire from spreading across z-levels.&lt;br /&gt;
*Forest fires, no matter how big, will never cross a [[channel]] or a non-wooden [[road]].&lt;br /&gt;
*In you start a fire in adventure mode, it will not spread if temperature is turned off.&lt;br /&gt;
&lt;br /&gt;
Note that actively making use of these irregularities may be considered an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=5002</id>
		<title>40d:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=5002"/>
		<updated>2009-05-10T03:30:47Z</updated>

		<summary type="html">&lt;p&gt;Sausage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
{{CreatureInfo|name=Carp|symbol=&amp;amp;#x03b1;|color=rgb(0, 128, 128)|bones=3|fat=1|skin=1|skulls=1|chunks=3|meat=3|biome= * [[Temperate]] freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
* [[Tropical]] freshwater [[river]]&lt;br /&gt;
* Tropical freshwater lake}}&lt;br /&gt;
&lt;br /&gt;
:'' &amp;quot;I think I made fish too hardcore&amp;quot; ''--[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
These little monsters are challenging [[elephant]]s for the post of [[King of beasts|King of Beasts]], not only because they can drag a fully grown [[dwarf]] into the [[water]] and nibble him to death, but also because they can stare at your [[fisherdwarf]] and send them staggering back into a [[cliff]]. To make things worse, [[Ambusher|hunters]] will unload their whole [[quiver]]s on them, oblivious to nearby [[animal]]s walking on land. Carp will however die after the first winter if you are lucky enough to have a map which freezes. Alternatively, try draining all the [[river]]s and lakes to air-drown the fish (but be wary not to water-drown your [[dwarves]] in the process).&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
The carp's status as a cold-blooded dwarf killer is no doubt due to the fact that [[Toady One]] simply used a default bite attack for the carp (as with most of the new beings in v0.27.169.33a).  The carp, half the size of a dwarf, has a bite attack which inflicts 1-6 damage points.  Compared to the strength of a dwarven punch (1-2 damage points), it is easy to see that it is simply an oversight and will be fixed some time in the future.&lt;br /&gt;
&lt;br /&gt;
The carp's propensity to attack [[creatures]] outside of its element and its ability to scare away dwarves it could never really reach is better classifiable as a bug. The same could be said about the hunters ability to target and attack them.&lt;br /&gt;
&lt;br /&gt;
Carp also used to gain attributes from skill increases. Previously, innate swimmers gained attributes as they gained swim skill. This has been changed, and innate swimmers no longer gain swimming skill (or stat increases).&lt;br /&gt;
&lt;br /&gt;
Additionally, dwarves who get attacked by carp tend to end up in the river, either from being pulled in, &amp;quot;dodging&amp;quot; into it, or trying to bull-rush the carp.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
If you are new to DF, then there is only one thing to do if you come across a river full of carp and you don't want your dwarves to die... Run. Run and never look back.&lt;br /&gt;
&lt;br /&gt;
Or if you are too tired to run after your looong journey you can use designations ({{k|d}}) then set [[traffic|traffic areas]] ({{k|o}}) to simply forbid your Dwarves going near the carp.  This works best on lakes and ponds with the nasty buggers in them.&lt;br /&gt;
&lt;br /&gt;
A further alternative would be to position your Marksdwarves nearby for some shooting practise. This, combined with the Traffic area solution, works eccedingly well in keeping your dwarves safe and controlling the problem, if not wiping out the Carp population altogether for the long-term safety of a Carp-infested map.&lt;br /&gt;
&lt;br /&gt;
== Danger ==&lt;br /&gt;
&lt;br /&gt;
Just in case you don't believe us, here is a little hint:&lt;br /&gt;
&lt;br /&gt;
[[File:Carp.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_CARP]&lt;br /&gt;
	[NAME:carp:carp:carp]&lt;br /&gt;
	[TILE:224][COLOR:3:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:protruding mouths]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:carp fry:carp fry]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Карп]]&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Carp.png&amp;diff=48916</id>
		<title>File:Carp.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Carp.png&amp;diff=48916"/>
		<updated>2009-05-10T03:29:11Z</updated>

		<summary type="html">&lt;p&gt;Sausage: Carp Kill!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Carp Kill!&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19813</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19813"/>
		<updated>2009-05-04T22:33:58Z</updated>

		<summary type="html">&lt;p&gt;Sausage: /* Swimming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[dwarf]], [[human]], or [[elf]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that sealed the fate of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
The user interface differs somewhat from [[fortress mode]]; you may want to refer to the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark.  The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high [[weapon]] [[skill]] (except [[bow]]s and [[crossbow]]s) and also an above novice [[armor]] and/or [[Armor#Shields and Bucklers|shield]] [[skill]], you'll start out with [[armor]] and/or [[Armor#Shields and Bucklers|shield]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some [[buildings]]. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.&lt;br /&gt;
&lt;br /&gt;
==== Selling ====&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' travel a considerable distance before allowing you to travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapons]] or [[Armor#Shields and Bucklers|Shields]] you would need to {{k|p}}ut your equipped weapon into your [[backpack]] and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Traveling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a [[quest]], you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the [[Site map|local map]]. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
The compass on the left of the screen will also greatly help you in finding the entrance; the direction indicated should place you within one screen's distance of the entrance before it turns into &amp;quot;---&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also probably the best (and only?) way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds a lot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot [[arrow]]s or [[bolt]]s at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even [[vomit]] if you want, with lethal effects. (Sand piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a [[creature]] by hitting it, you just need to walk towards the [[creature]]. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever [[weapon]] he holds. If he is holding no [[weapon]], he will bash with his [[Armor# Shields and Bucklers|shield]]. If he has neither a weapon nor a [[Armor# Shields and Bucklers|shield]], he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Adventurers are liable to be [[Wound|wounded]] by the slings and *&amp;lt;&amp;lt;-iron arrows-&amp;gt;&amp;gt;* of outrageous fortune, as well as an assortment of environmental hazards. Healing works the same way as in Fortress mode; Scrapes and bruises heal up very quickly, but broken and mangled limbs take months, and nervous system injuries never heal.&lt;br /&gt;
&lt;br /&gt;
Fortunately, by pressing {{key|T}}, and travel at least 1 tile in any direction on the regional map, all wounds will be miraculously healed. Lost limbs and other bodyparts will not be regenerated, however, so if you're not careful (or very unlucky) your adventurer may soon be investing in an eyepatch. (Now if only there were peg legs...) For more information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary [[skills]]! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
&lt;br /&gt;
*there needs to be more information on how to obtain food*&lt;br /&gt;
&lt;br /&gt;
Your adventurer gets hungry, thirsty, and drowsy. Make sure your [[waterskin]] is always filled (fresh [[water]] at the [[Temple|temples]]); you carry 1-2 stacks[5] of [[food]]; and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh [[water]] can be found sometimes at [[Temple|temples]] and always in [[River|rivers]]. [[Water]] from [[Murky pool|pools]] is not considered fresh [[water]]. &lt;br /&gt;
&lt;br /&gt;
In order to obtain [[water]], you need a [[waterskin]]. Unless you are an [[elf]], you will start with a full one at the beginning of the game, but you can also buy additional ones in the [[Site|towns]].&lt;br /&gt;
&lt;br /&gt;
Move right next to the [[water]] source and press {{k|I}} (capital 'i', that is) to interact in a complex manner with an item. You will be shown your [[inventory]]. Select your [[waterskin]] by pressing the letter shown to its left. If the [[inventory]] is so long that the [[waterskin]] is not shown, you may need to press {{k|/}} or {{k|*}} on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the [[water]]. Simply select one choice by pressing the letter to its left and the remaining free space in the [[waterskin]] will be filled with [[water]].&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill [[Waterskin|waterskins]] that are inside of [[Backpack|backpacks]]. You need to {{k|r}}emove it from the [[backpack]] first. Also note that you can't put [[Waterskin|waterskins]] you are holding directly into the [[backpack]] (it is not accepted as a container for that purpose). First, {{k|d}}rop the [[waterskin]] and then {{k|g}}et it again. It should be put inside the [[backpack]] automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a [[Site map]] for a longer time will you first feel thirst and later hunger. A normal random [[encounter]] usually never last long enough to even generate thirst. Searching a [[quest]] [[cave]] can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the [[quest]] monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some new members to your party, you'll not only gain extra damage output, you'll also have someone else to take the damage instead of you!&lt;br /&gt;
&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks. They are found in human towns inside the [[tavern]] with the [[Mayor]] (the building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that [[Giant]] you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. [[Children]], the Mayor, and [[Guard]]s don't want any part of this silly adventuring malarkey, but the occasional peasant will be bored enough to join you.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
Some otherwise eligible companions may rebuff your offer of becoming a living shield for one of the following reasons:&lt;br /&gt;
&lt;br /&gt;
If the prospective meat shield considers himself more skilled than you are, he may rebuff you with, &amp;quot;Ha! Such enthusiasm from one such as yourself.&amp;quot;&lt;br /&gt;
This can be remedied by training your skills until he judges you a bit more skillful than he is.&lt;br /&gt;
&lt;br /&gt;
Another reason for someone to refuse to die protecting you is that you already have the maximum of 12 companions, and they will rebuff you by asking, &amp;quot;With a band so large, what share of the glory would I have?&amp;quot;&lt;br /&gt;
But look at it this way, at least your total party size is 13 when you count yourself! Now that's lucky!&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself if this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok, its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders (Unless, of course, you enjoy [[Fun]])!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient [[shield]] user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation (decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although I eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And I was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact (and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor (in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them I threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly successfully broke my grip every time(that happened ~5-6 times in a row) I grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
One extremely useful survival tip is to immediately drop prone (with the s key) as soon as you notice you are being shot at.  Prone targets move more slowly, but seem to be much harder to hit with ranged attacks than standing ones.  This is also worth noting to avoid wasting ammunition on fallen targets.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps a lot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit {{k|l}} and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. [[limestone]]) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with [[pebbles]], pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
For best efficiency, drop all of your gear (including held but not worn items) and empty out your backpack near your throwing location. This is done in order to keep your inventory simple for the rock-throwing portion. Then pick up a ton of rocks by pressing {{k|g}}-{{k|a}} over and over- ideally one would pick up 600 rocks at a single time, but you will probably get bored before then. Then, mash {{k|t}}-{{k|a}}-{{k|enter}} over and over until all of your rocks are thrown back at the floor. If you are not a legendary Thrower after this, repeat. Afterwards, remember to pick up your gear and re-fill your backpack.&lt;br /&gt;
&lt;br /&gt;
''Alternate way'' : It could be difficult to repeat the {{k|t}}-{{k|a}}-{{k|enter}} sequence without making mistake. So you can just alternate {{k|t}}-{{k|enter}} quickly : The first {{k|t}} will open the inventory, the second will chose the rock which is in &amp;quot;t&amp;quot; position, and {{k|enter}} will throw it. In the same fashion, when collecting rock, prefer a tile where the rock is on &amp;quot;b&amp;quot; position : If you quickly alternate {{k|g}} and {{k|a}}, sometime you will open the [a]nnouncement panel, which will slow you down. Another solution to this is to switch the ''pick up'' and ''announcements'' keys, so you can press {{k|a}} to pick up an item and {{k|a}} to pick up rock.&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit or [[sand]]. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. [[iron_man|Iron men]] are fun, because they leave behind a nice [[statue]] for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown because they deal the same damage as they would in melee, including piercing or slashing damage type, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and [[spear]]s damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage- at best, a lucky hit will break someone's spine or damage internal organs to a small degree. Shooting arrows at enemies is fun, because it is very efficient and will destroy enemies quite easily. &lt;br /&gt;
&lt;br /&gt;
Sadly, this also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind. This is somewhat avoidable - train in sneaking to avoid being seen by enemies that could otherwise perforate your skin, and get a good shield and armor to better keep arrows. (See below for both skills).&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious enemy, why not break some limbs before finishing it off? Monsters often try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot, and breaking that legendary swordsmans sword hand at the beginning of the fight will make him laughably weak. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
A good way to train wrestling is to find an undead region on the map- preferably Sinister if you remember the map layout from Fortress Mode. Obtain a pack of zombie herbivores therein, preferably of small size- do not attempt this with zombie [[elephants]]. Slaughter every zombie in the vicinity of this pack of herbivores but the one that you think is the most crippled, making sure to pick one with a throat to leave alive.&lt;br /&gt;
&lt;br /&gt;
Press {{k|c}} and change your combat preferences from Strike to Close Combat. This means that your default attack when you press towards an enemy to making a random wrestling move, or the continuation (joint lock, break) or (strangle) if you have a break/strangle-able area held.&lt;br /&gt;
&lt;br /&gt;
Then, walk over, and grab the zombie's neck (yes, with your weapon or shield- it is quite optional to drop what you're holding) and begin strangulation by holding the direction the zombie is strangling in. You will make several strangles per second and gain approximately 15 XP (tentative measure) per strangulation. Zombies cannot die from this, so you will earn enough XP to become legendary within a few minutes. &lt;br /&gt;
&lt;br /&gt;
When your character becomes tired, break off from strangling and walk it off- you become less tired by ambling about aimlessly. If you become too hungry or thirsty to continue, just run away or destroy the zombie, {{k|T}}ravel, and then repeat after moving a square and back.&lt;br /&gt;
&lt;br /&gt;
This can also be done at ruins, but you run the risk of weapon-carrying enemies and especially weaponmaster quest-zombies. In an undead ruin, there are also far, far more monsters in the area compared to hunting down a pack of undead animals.&lt;br /&gt;
&lt;br /&gt;
Alternatively, wait until nightfall, and wrestle a sleeping enemy. Sleeping enemies are unconscious, and cannot detect you if you sneak.  The autocombat will cause your adventurer to break limbs, grab and release bits of clothing, and other nonlethal attacks. Occasionally random chance will cause a chokehold; simply step back a tile and then resume. In this manner, you can train wrestling extremely quickly without the dangers of wandering in an undead zone.&lt;br /&gt;
&lt;br /&gt;
Yet another alternative is presented by fish.  No harmful wrestling moves can be performed on them so cornering a carp, tigerfish, or milkfish will raise wrestling quickly, while training swimming.  Avoid hippopotamus infested waters.&lt;br /&gt;
&lt;br /&gt;
A final option presents itself when exploring caves, there are many weak enemies to be found here, choose one (say a ratman) and walk up to it, grabbing it perform a takedown. Before it can stand up grab its arm and try to break it, as soon as it gets up perform another takedown, continue to break all the joints in both of your &amp;lt;s&amp;gt;toy's&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;victim's&amp;lt;/s&amp;gt; opponent's arms and then move on to legs, finally gouge out its eyes and begin strangling it to death. This gives you plenty of wrestling exp with very little risk as the enemy will only get in one or two strikes before being taken down after which it will prioritize standing back up.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or [[river]] you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
Another option is to find a body of water with a ramp into it. Walk down the ramp into the water, which will cause you to start &amp;quot;drowning&amp;quot;. However, you can simply walk back out after 10 turns or so to stop drowning, and you will have gained some swimming skill. Repeat until you reach novice skill. If you don't have an abandoned fortress set up for this, slopes into water can be found at ocean beaches.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank. In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
You can crosstrain Ambushing while Swimming to save time- if you start with no Ambushing and Novice Swimming, you will be an Accomplished or Expert Ambusher, give or take, by the time you are a Legendary Swimmer. For more on Ambushing, see below.&lt;br /&gt;
&lt;br /&gt;
NOTE: Water does NOT currently cleanse fire, if you are burning, jumping into a pool of water will not save you&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the best way to train Ambushing is to start sneaking and just hold a direction to run, until you've run 18,000 squares (assuming you started with no skill). This takes a long time, so you may wish to train sneaking just by sneaking whenever possible while playing the game normally in order to avoid boredom.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. It is relatively easy at normal levels of skill to stand anywhere but right next to an enemy and not be spotted for a long time, if ever. However, standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
If you are far faster than the enemy you can sometimes swoop in, attack, and back off to 1-square distance where you are less visible. Sometimes they will spot you, but other times you can literally slice off the opponent's leg and retreat to a safe distance. This may occur because enemies can only make checks to see if you are sneaking during their own turns, and a very fast (2000+ speed) player can run in, stab them, and retreat to a safe distance before their turn comes up.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
==== Armor and Shield Use ====&lt;br /&gt;
&lt;br /&gt;
Armor User lets you wear heavy armor without slowing down, and might control the passive block rate of armor - a very useful skill, if true, because it controls how often your shiny full plate suit will actually work. &lt;br /&gt;
&lt;br /&gt;
Shield User helps the block roll you make when you are attacked. A Legendary Shield User is far, far more capable of taking on enemies, especially projectile-based weaponmasters whose bolts and arrows are blockable with a shield to a far greater degree than with one's torso, so it is worthwhile to train these two skills.&lt;br /&gt;
&lt;br /&gt;
Normally, you gain 10 Shield User XP per time you block an attack with a shield, and 2 Armor User XP per time you are attacked while wearing armor. This means that to gain the 18,000 XP necessary for legendary, you must block 1800 strikes, and be attacked at least 9000 times. Naturally, this could take some time- time in which a low-skill adventurer may die from attacks by worthy opponents.&lt;br /&gt;
&lt;br /&gt;
However, a useful shortcut exists- if you find a small zombie herbavore to strangle in the above wrestling training method, you can also (if it is a small and non-dangerous animal such as a zombie [[groundhog]]) {{k|s}}it down next to it (to minimize your own speed and thus get attacked more often) and hold {{k|5}} to sit down next to the animal and block its attacks over and over. This is still slow, but leagues faster than waiting to train while fighting- it also means that you are probably not in any danger assuming you picked a sufficiently pathetic type of animal.&lt;br /&gt;
&lt;br /&gt;
Warnings- Make sure that you have your {{k|c}}ombat preference set to Close Combat, otherwise you may counterstrike and kill the zombie. This way, you will wrestle it during a counterstrike instead of doing something that may actually hurt it such as counterstriking with your weapon.&lt;br /&gt;
&lt;br /&gt;
It is probably also preferable to start with a modicum of skill in Armor and Shield using to make sure you don't accidentally get instakilled or crippled and are good at blocking with your shield to gain XP fast. You'll also want to have non-crappy armor and a good shield or two (dual wielding shields may increase your ability to block) to maximize your ability to block and to make sure you are taking as little as possible damage, if any at all, during training.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spear-catchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs/sand/coins/arms/heads/swords/arrows/kitchen sinks at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26908</id>
		<title>40d Talk:Titan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26908"/>
		<updated>2009-05-01T05:22:57Z</updated>

		<summary type="html">&lt;p&gt;Sausage: /* Single Man */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Was not as bad as I expected.  Received an &amp;quot;uninvited visitor&amp;quot;.  Engaged her with single wrestlers until she was over-exerted and passing out.  (Took about six.)  Then I sent 90% of my fortress after her, and she died quickly with no further casualties. [[User:Geekwad|Geekwad]] 13:43, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: fat ==&lt;br /&gt;
&lt;br /&gt;
Titans are not butcherable by dwarves, so I would assume that's why fat wasn't listed in the side box before. IReverting that change. Bones and skull are obtained from just letting the body rot, so it makes sense for them to be there. --[[User:Janus|Janus]] 16:34, 18 January 2008 (EST)&lt;br /&gt;
: I agree with this decision to leave the value for fat as '-' because Titan's aren't butcherable. Maybe as an alternative '''n/a''' would be more appropriate? --[[User:Markavian|Markavian]]&lt;br /&gt;
::If you don't list the fat, then you shouldn't list any of that, as it's 'butchering returns' and rotting isn't butchering. --[[User:N9103|Edward]] 23:18, 18 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dead in a cage trap? ==&lt;br /&gt;
I caught one in a cage trap after he passed through two weapon traps.&lt;br /&gt;
The cage then contained his corpse.&lt;br /&gt;
1: Did the weapons kill him or did the cage squish him?&lt;br /&gt;
2: (Less importantly) How do I get corpses out of my cage?&lt;br /&gt;
(Later Edit: Melting the cage deposits his corpse in the smelter building along with all the metal bars.)&lt;br /&gt;
[[User:Benitosimies|Benitosimies]] 06:43, 12 March 2008 (EDT)&lt;br /&gt;
: My guess is that he died from his wounds. [[User:Zardus|Zardus]] 02:29, 17 April 2008 (EDT)&lt;br /&gt;
:: I had a titan die after just walking through a couple of stone traps and from standing in a weapon trap after facing a locked door.--[[User:LordXaras|LordXaras]] 10:00, 21 April 2008 (EDT)&lt;br /&gt;
:::I had a titan die from ONE stonefall trap.  ONE.  They're...really not all that tough, are they? --[[User:Corona688|Corona688]] 09:41, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==No bones?==&lt;br /&gt;
OK, I got my first titan. It dies, and leaves corpse, which decomposes in my refuse stockpile. Some time passes, I notice, that corpce disappeared. I check skulls and bones, and even totems... No titan bones or skull... OK, thinks me, maybe it got removed at a season change or whatever. Second titan comes, dies, rots. No bones or skull. WTF is going on there?--[[User:Dorten|Dorten]] 02:49, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Single Man==&lt;br /&gt;
&lt;br /&gt;
I love how the dwarves stay inside order does very little except spam announcements, one untrained markdwarf runs out without a weapon or armor, attacks the titan and ten seconds later walks away with no wounds and a dead titan on the ground behind him, 15 days after a siege...&lt;br /&gt;
&lt;br /&gt;
AND THEN IT CRASHES!&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26907</id>
		<title>40d Talk:Titan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Titan&amp;diff=26907"/>
		<updated>2009-05-01T05:22:06Z</updated>

		<summary type="html">&lt;p&gt;Sausage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Was not as bad as I expected.  Received an &amp;quot;uninvited visitor&amp;quot;.  Engaged her with single wrestlers until she was over-exerted and passing out.  (Took about six.)  Then I sent 90% of my fortress after her, and she died quickly with no further casualties. [[User:Geekwad|Geekwad]] 13:43, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: fat ==&lt;br /&gt;
&lt;br /&gt;
Titans are not butcherable by dwarves, so I would assume that's why fat wasn't listed in the side box before. IReverting that change. Bones and skull are obtained from just letting the body rot, so it makes sense for them to be there. --[[User:Janus|Janus]] 16:34, 18 January 2008 (EST)&lt;br /&gt;
: I agree with this decision to leave the value for fat as '-' because Titan's aren't butcherable. Maybe as an alternative '''n/a''' would be more appropriate? --[[User:Markavian|Markavian]]&lt;br /&gt;
::If you don't list the fat, then you shouldn't list any of that, as it's 'butchering returns' and rotting isn't butchering. --[[User:N9103|Edward]] 23:18, 18 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dead in a cage trap? ==&lt;br /&gt;
I caught one in a cage trap after he passed through two weapon traps.&lt;br /&gt;
The cage then contained his corpse.&lt;br /&gt;
1: Did the weapons kill him or did the cage squish him?&lt;br /&gt;
2: (Less importantly) How do I get corpses out of my cage?&lt;br /&gt;
(Later Edit: Melting the cage deposits his corpse in the smelter building along with all the metal bars.)&lt;br /&gt;
[[User:Benitosimies|Benitosimies]] 06:43, 12 March 2008 (EDT)&lt;br /&gt;
: My guess is that he died from his wounds. [[User:Zardus|Zardus]] 02:29, 17 April 2008 (EDT)&lt;br /&gt;
:: I had a titan die after just walking through a couple of stone traps and from standing in a weapon trap after facing a locked door.--[[User:LordXaras|LordXaras]] 10:00, 21 April 2008 (EDT)&lt;br /&gt;
:::I had a titan die from ONE stonefall trap.  ONE.  They're...really not all that tough, are they? --[[User:Corona688|Corona688]] 09:41, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==No bones?==&lt;br /&gt;
OK, I got my first titan. It dies, and leaves corpse, which decomposes in my refuse stockpile. Some time passes, I notice, that corpce disappeared. I check skulls and bones, and even totems... No titan bones or skull... OK, thinks me, maybe it got removed at a season change or whatever. Second titan comes, dies, rots. No bones or skull. WTF is going on there?--[[User:Dorten|Dorten]] 02:49, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Single Man==&lt;br /&gt;
&lt;br /&gt;
I love how the dwarves stay inside order does very little except spam announcements, one untrained markdwarf runs out without a weapon or armor, attacks the titan and ten seconds later walks away with no wounds and a dead titan following him, 15 days after a siege...&lt;br /&gt;
&lt;br /&gt;
AND THEN IT CRASHES!&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9294</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9294"/>
		<updated>2009-04-28T10:35:22Z</updated>

		<summary type="html">&lt;p&gt;Sausage: /* Split-level River */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== History of fixes ==&lt;br /&gt;
&lt;br /&gt;
This information has not been updated since version v0.27.169.33g.{{version|0.28.181.40d}} An up-to-date log of all fixes to the game can be obtained from the Dwarf Fortress [http://www.bay12games.com/dwarves/dev_now.html Recent Developments] page or its [http://www.bay12games.com/dwarves/dev_now.rss RSS feed].&lt;br /&gt;
&lt;br /&gt;
=== v0.27.169.33g ===&lt;br /&gt;
&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after [[wrestling]] practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
=== v0.27.169.33f ===&lt;br /&gt;
&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
=== v0.27.169.33e ===&lt;br /&gt;
&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
=== v0.27.169.33d ===&lt;br /&gt;
&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
=== v0.27.169.33c ===&lt;br /&gt;
&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
=== v0.27.169.33b ===&lt;br /&gt;
&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
=== v0.27.169.33a ===&lt;br /&gt;
&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
== Current Bugs ==&lt;br /&gt;
&lt;br /&gt;
Check the [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=search&amp;amp;search_forum=6 bay12games forums bug report subforum]] if you find something weird. Please use the search function!&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Large [blank]&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
I was minding my own business, trading with some nice human merchants... when all of a sudden I find a very very strange item.&lt;br /&gt;
&lt;br /&gt;
It costs 40# and has a weight of 6r. The weirdest thing is both it's name and description;&lt;br /&gt;
Name: &amp;lt;-large -&amp;gt;&lt;br /&gt;
Description: This is a well-crafted large .&lt;br /&gt;
&lt;br /&gt;
As you can see, the game tried to create a large something... but whatever it was didn't exist. Just thought you might like to know. [[User:AlexFili|AlexFili]] 10:30, 7 May 2008 (EDT)&lt;br /&gt;
:This... is already known and floats around the known bugs list on the dev pages. --[[User:GreyMario|GreyMario]] 14:06, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh alright. Just making sure it isn't just me. By the way, the item in question is a gem. Hope that helps. [[User:AlexFili|AlexFili]] 08:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Dungeon Master is demanding &amp;quot;item in Throne Room/Office&amp;quot;, a similar sort of bug perhaps? I have no idea what sort of item he wants, but man, does he ever want it. [[User:Bryan Derksen|Bryan Derksen]] 19:34, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Merchant in Adventure Mode ===&lt;br /&gt;
&lt;br /&gt;
(This conversation pretty much sums up the whole issue).&lt;br /&gt;
:Flauncy, Swordsman: Let's trade.&lt;br /&gt;
:Mispi Emanraji, Merchant: You should probably try a merchant.&lt;br /&gt;
&amp;gt;_&amp;lt; --[[User:AlexFili|AlexFili]] 10:05, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Was the aforementioned merchant in his shop? Was he about to leave or did he just enter? If so, &amp;quot;Merchants don't act like merchants unless in their shop.&amp;quot; --[[User:Savok|Savok]] 12:47, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Was it an Elf Merchant? As far as I can tell, only shopkeepers trade, and only in their shops; and elf merchants don't have shops, so. I imagine (though I haven't observed it) that a human merchant who wasn't a shopkeeper would have the same issue. My advice: Grab merchant by throat with right upper arm. Choke merchant by throat with right upper arm. Strangle merchant by throat with right upper arm. Repeat last step as necessary. Problem solved! --[[User:Zombiejustice|Zombiejustice]] 13:51, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I should probably mention, the merchant in question was in the Mayor's house with all the drunks. Still, I would have expected him to say &amp;quot;Oh, I'm not in my merchants house, sorry.&amp;quot; or something similar not &amp;quot;You should probably try a merchant&amp;quot;. --[[User:AlexFili|AlexFili]] 06:59, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Legendary Wagon (I'm serious) ===&lt;br /&gt;
In legends mode, I've got about 10 entries that are strange. I will quote one of them;&lt;br /&gt;
&lt;br /&gt;
::::: , &amp;quot;&amp;quot;&lt;br /&gt;
was a wagon born in 883.&lt;br /&gt;
In the early autumn of 1058, was scuttled in Flowervoiced.&lt;br /&gt;
&lt;br /&gt;
Any idea what this means? --[[User:AlexFili|AlexFili]] 10:01, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It means that wagons are actually living, breathing entities! I discovered something similar when i accidentally 'killed' a pair of human caravan wagons in fortress mode. they appproached my fortress through an area where a wall was being built, and as they were passing the square that was directly above my underground trade depot (don't know if that was coincidence or played into the bug) they both somehow got stuck in the semi constructed wall. then after a few months they vanished... leaving all their stuff on the ground for my dwarves to loot. the guards and merchants wandered off, and they showed up on the list of units as dead wagons. as this was only my second fortress playing with version 39e, I was extremely confused at the time. --[[User:FruityBix|FruityBix]] 19:52, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Teleporting Goblin Items ===&lt;br /&gt;
When you drop a goblin cage into magma, their charred, burning clothes and red-hot weapons magically appear at the trap location they were caught in.  Be sure you didn't catch them &amp;lt;em&amp;gt;inside&amp;lt;/em&amp;gt; before you dump!  Toady already knows about this one, but it's not yet listed as solved on the official page.  --[[User:Corona688|Corona688]] 13:08, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
=== Trader Problem ===&lt;br /&gt;
&lt;br /&gt;
I just had a group of traders spend so long &amp;quot;unloading&amp;quot; that they left before I could do any trading. This is only the second time the dwarven trade wagon has been here and I really need an anvil...&lt;br /&gt;
&lt;br /&gt;
Update... I've tested (five times each to make certain):&lt;br /&gt;
&lt;br /&gt;
-- One merchant and three wagons with five depots that were operational and accessible BEFORE the wagons arrived. &lt;br /&gt;
&lt;br /&gt;
'''Result''': Merchant heads to Depot #1, all 3 wagons head to Depot #2, and one of them stops one square short of arrival into the depot. Merchants are &amp;quot;unloading&amp;quot; the whole season and leave before letting me trade. Year 3. (human)&lt;br /&gt;
&lt;br /&gt;
-- No merchant, two wagons, one depot op/acc as normal. &lt;br /&gt;
&lt;br /&gt;
'''Result''': Both wagons successfully enter depot. Year 2. (human)&lt;br /&gt;
&lt;br /&gt;
-- No merchant, three wagons, one depot op/acc as normal. &lt;br /&gt;
&lt;br /&gt;
'''Result''': All wagons successfully enter depot. Year 5. (human)&lt;br /&gt;
&lt;br /&gt;
:I just had the same issue with elves.  About a month later I get the message, 'one-humped camel has gone stark raving mad!'  ...What?  I don't even HAVE a camel.  I find it trapped and alone at the far lower-right corner of the map and under siege by batmen, carrying all sorts of elven goods.  So maybe this happens when a beast of burden that's part of a caravan gets attacked unattended. [[User:Corona688|Corona688]] 23:48, 6 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Magma Flow ===&lt;br /&gt;
&lt;br /&gt;
Magma does not naturally have [[pressure]] because it is &amp;quot;chunky&amp;quot;: when a magma pipe is tapped at a certain level, it will not flow upwards like a volcano, even if there is a considerable reservoir of magma nearby.  This is not a bug and is very intentional.  However, if magma is pumped, it gains pressure up to the level of the [[screw pump]], and a pump can push magma through a U shaped passage just fine.&lt;br /&gt;
&lt;br /&gt;
=== Perfect Swimming ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor tiles over top of caverns.  Think of a thin &amp;quot;force-field&amp;quot; built over top of a river.  The force field allows people to walk across, but also allows them to dip their hands into the water below in order to drink.  Though silly from a realism standpoint, this is currently the only possible implementation, and is meant to represent very shallow water flowing through and around rocky gravel.&lt;br /&gt;
&lt;br /&gt;
=== Milking Issue ===&lt;br /&gt;
&lt;br /&gt;
To milk something it has to be a [[vermin]]ous creature.  The only milkable thing you can carry is a purring maggot.  Larger creatures are not yet milkable because the AI is not yet implemented to bring the creatures to the [[farmer's workshop]].  It would be relatively simple to implement, but is not a priority at this time.&lt;br /&gt;
&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilisations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
&lt;br /&gt;
=== Building a Wooden Weapon... Rack ===&lt;br /&gt;
&lt;br /&gt;
There is a minor problem with the [[carpenter's workshop]].  Inexperienced players might be confused because in the build menu it says &amp;quot;Construct wooden Weapon&amp;quot;, but they will get a [[weapon rack]] out of the deal.  This isn't a bug, merely a shortcoming of the interface.  You cannot actually build wooden weapons at the carpenter's workshop; the full name, &amp;quot;Construct wooden Weapon rack&amp;quot;, is cut off in the default view, and can be seen if {{k|Tab}} is used to expand the menu.  Expanding the menu will reveal that the option does not specify constructing a wooden weapon, but rather a wooden weapon ''rack''.&lt;br /&gt;
&lt;br /&gt;
=== Split-level River ===&lt;br /&gt;
I loaded up a section of my world and found a split-level river- that is, a river that for half of the map is on ground-level and half of the map is one z-level up.  This may just seem like a cool thing to most of you, but the upper river has now started flooding out and consuming the entire lower river basin- something that I've been informed shouldn't happen.  If someone will give me the address and directions for sending my world / creation log, I can pass it along to the developers for review.  --[[User:Lucien|Lucien]] 23:30, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I also have this issue, however it is really satisfying to watch the carp the killed 4 of my original 7 dwarves spawn outside the river, die and then fall in, the weird thing is, it empties and then about 15 grid squares farther along the river, it is still ful and flowing on its original course.  I also have an issue at a river junction where on one z-level there is blood, that looks like it is flowing into a waterfall, one z-level lower, there is no blood, another z-level down, there is still another river without a side wall, yet it is still running.  please, this is on a community fortress, can we get this fixed?&lt;br /&gt;
&lt;br /&gt;
=== Goblins Don't Always Use Graphics ===&lt;br /&gt;
When a goblin is caught in a cage and put in a stockpile, and graphic sets are used, the goblin is displayed with the correct graphic tile.  But should you install the goblin cage anywhere, the graphic is ignored and the traditional 'g' displayed instead.&lt;br /&gt;
&lt;br /&gt;
This also seems to be the case with animals.&lt;br /&gt;
&lt;br /&gt;
== Official bug list ==&lt;br /&gt;
&lt;br /&gt;
The official list of bugs is available from the Dwarf Fortress website's [http://www.bay12games.com/dwarves/dev_bugs.html Reported Bugs] list.&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24513</id>
		<title>40d:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24513"/>
		<updated>2009-04-26T08:38:31Z</updated>

		<summary type="html">&lt;p&gt;Sausage: new defense strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
There are two important things to consider when designing defenses for your fortress.  First, you must protect the fortress itself.  Second, protecting your [[dwarves]] is also often a priority.  These two goals can often be rather divergent, as without careful planning your dwarves may wander the open countryside to collect herbs, cut trees, hunt, fish, or otherwise just enjoy nature, and while outside your fortress are vulnerable.  &lt;br /&gt;
&lt;br /&gt;
==Entrance design and traps==&lt;br /&gt;
&lt;br /&gt;
You can help your soldiers a great deal by sensible entrance design and use of [[trap]]s and [[siege engine]]s. Simple approaches include clustering [[Trap|stone fall traps]] or [[Trap|cage traps]] in your entrance. More care is needed when placing [[ballista]]s or [[catapult]]s as they can hurt your dwarves too. Below are some example designs of more elaborate possibilities.&lt;br /&gt;
&lt;br /&gt;
===Fortification based entrance designs===&lt;br /&gt;
Keep in mind that the entrance to defensive chokepoints should be outside. If you try to set up your defense somewhat underground, ordering your dwarves to stay inside has the result that your carefully designed 'kill zone' will be chock full of your own dwarves at the critical moment.&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt;  - Wall   &lt;br /&gt;
*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt;  - [[fortification]]&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor, the path the attackers must take&lt;br /&gt;
*&amp;lt;tt&amp;gt;\&amp;lt;/tt&amp;gt;  - pit (filled with [[Trap#Upright Spear/Spike|spikes]], [[water]], [[magma]], whatever you prefer)&lt;br /&gt;
*&amp;lt;tt&amp;gt;@&amp;lt;/tt&amp;gt;  - [[Marksman|Marksdwarves]]  &lt;br /&gt;
*&amp;lt;tt&amp;gt;1, 2, 3&amp;lt;/tt&amp;gt;  - Bridges (3 shown) over pits&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|E|N|T|R|A|N|C|E|+&lt;br /&gt;
|═|═|╦|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|1|1|1|═|╦|═|═&lt;br /&gt;
|+|@|╬|\|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|+|\|\|\|\|\|\|\|\|\|\|\|\|\|\|\|2|2|2|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|+|\|\|+|\|\|\|+|\|\|\|+|\|\|\|+|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|\|+|\|\|\|+|\|\|\|+|\|\|\|+|\|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|\|\|\|\|\|\|\|\|\|\|\|\|\|\|\|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|+|╚|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╗|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|+|+|@|@|@|@|@|@|@|@|@|@|@|@|@|@|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╗|+|+|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬|\|3|3|3|\|╬|@|+&amp;lt;/pre&amp;gt;&lt;br /&gt;
The 3 tile wide lane is for traders, so if you have your [[trade depot]] before this location,&lt;br /&gt;
cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
&lt;br /&gt;
Retract [[bridge]] 2 to force invaders to take the long way, first running along the wall (to the west in this diagram) and then zig-zagging back for maximum exposure to your ranged units on the walls above them.  The pits at the base of the walls are necessary to target down one z-level at enemy units.  &lt;br /&gt;
&lt;br /&gt;
''(Note - [[Trader]]s will NOT stop at your fortress unless there is a clear, 3-wide path to a [[Trade Depot]] when they arrive.  Bridge 2 should be kept down if you want/expect Traders.)''&lt;br /&gt;
&lt;br /&gt;
Bridges 1 and 3 can be put down to allow enemies into this pit entrance, then retracted again to trap them in the kill zone.  Note - Attackers must have a complete &amp;quot;path&amp;quot; to where they want to go, so bridge 3 must be down to lure them in.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Reverse Battlement&amp;quot; design ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;  |'|'|'|'|'|║|+|+|+|║|'|'|'|'|'&lt;br /&gt;
F |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═&lt;br /&gt;
O |.|.|.|.|.|╬|@|+|+|║|.|g|.|g|.&lt;br /&gt;
R |.|.|.|g|.|╬|@|+|+|║|.|.|.|.|g&lt;br /&gt;
T |.|.|.|.|.|╬|@|+|+|║|.|.|g|.|.  &amp;lt;- Direction  &amp;lt;-&lt;br /&gt;
R |.|.|.|.|g|╬|@|+|+|║|g|.|.|g|g   &amp;lt;-  of attack &amp;lt;-&lt;br /&gt;
E |.|.|.|.|.|╬|@|+|+|║|.|g|.|.|.&lt;br /&gt;
S |═|═|═|═|═|║|+|+|+|║|═|═|═|═|═&lt;br /&gt;
S |'|'|'|'|'|║|+|+|+|║|'|'|'|'|'&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* &amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; = ground level&lt;br /&gt;
:* + = bridge/overpass&lt;br /&gt;
:* ╬ = fortification&lt;br /&gt;
:* &amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; = wall, channel or other obstacle (to force path of attackers)&lt;br /&gt;
:* &amp;lt;tt&amp;gt;@&amp;lt;/tt&amp;gt; = marksdwarf&lt;br /&gt;
:* &amp;lt;tt&amp;gt;g&amp;lt;/tt&amp;gt; = goblin attackers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.&lt;br /&gt;
&lt;br /&gt;
For extra safety, hollow this tunnel out from under a ledge of the mountain (so it counts as &amp;quot;surface&amp;quot; and Dwarfs can &amp;quot;stay inside&amp;quot;). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.&lt;br /&gt;
&lt;br /&gt;
If you're feeling especially nasty, make the tunnel really long into the mountain and add a [[Fortress defense#Siege Engines|ballista battery]] (see below). In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.&lt;br /&gt;
&lt;br /&gt;
''(Adding ammo stockpiles, of your best quality bolts, to these stations will speed up reloading for longer sieges/battles.  Even adding small, convenient food and alcohol stockpiles is not unheard of.  Some designers place access to/from archery ranges very close to these stations, for faster deployment.)''&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two [[screw pump]]s and two [[Gear assembly|gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with [[water]] or [[magma]] for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
===Siege Engines===&lt;br /&gt;
One effective way to have [[Siege engine]]s (help) defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp&lt;br /&gt;
*&amp;lt;tt&amp;gt;\&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;'''One ballista vs 3-wide hallway'''&lt;br /&gt;
&amp;lt;pre&amp;gt;|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|═|═|═&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▀|▀|&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|◄|═|«&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▄|▄|&lt;br /&gt;
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|═|═|═|═|═&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are &amp;quot;civilians&amp;quot;) will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.&lt;br /&gt;
&lt;br /&gt;
3 (or more!) ballistae can be put into a &amp;quot;battery&amp;quot; if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.  &lt;br /&gt;
&amp;lt;pre&amp;gt;                                                                |╦|═|═|═|&lt;br /&gt;
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|╦|═|═|║|▐|▀|▀|&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|    ║|▐|▀|▀|◄|═|«  (~ammo~)&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|▐|▀|▀|◄|═|«|▐|▄|▄|&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|◄|═|«|▐|▄|▄| (~ammo~)&lt;br /&gt;
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|▐|▄|▄| (~ammo~)&lt;br /&gt;
                                                      |═|═|═|═|═|═|═|═|═|&amp;lt;/pre&amp;gt;&lt;br /&gt;
Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the &amp;lt;s&amp;gt;man&amp;lt;/s&amp;gt;dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.&lt;br /&gt;
&lt;br /&gt;
===Tar Baby===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do.  Put a puppy on a chain in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back.&lt;br /&gt;
&lt;br /&gt;
===Obstacle Course===&lt;br /&gt;
Combined with some intentional cave-ins, lots of cage traps, some weapon and stone fall traps, combined with channels and pressure plates can be sure-fire way to fend off an invading goblin army.&lt;br /&gt;
&lt;br /&gt;
Create a small area 1 tile wide prefferably, and channel it out leaving one support under it.  This MUST be connected to your base by a bridge so enemies will take it.  the place a pressure plate at the end, linked to the support and another bridge into your fortress. line this area with weapon traps and line the exits of the subterranean area underneath this with cage traps.  the area underneath must also lead to your base so the enemies will walk into the cages.  then build another area just like this except have the entrance bridge be retracted/raised and have the first pressure plate link to it, so it is an endless game of at and mouse (sort of)&lt;br /&gt;
&lt;br /&gt;
I have a screenshot but I don't know how to upload&lt;br /&gt;
&lt;br /&gt;
==Defending your dwarves==&lt;br /&gt;
&lt;br /&gt;
The best way to prevent dwarves outside from being ambushed and slaughtered by hostile creatures is to keep them from going outside.  Unfortunately, there are valuable commodities like wood which are hard to acquire inside.  &lt;br /&gt;
&lt;br /&gt;
The next best thing is to provide defenses which protect your dwarves while outside.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  While faster, the moat is less effective because it can be seen over, and unless the area beyond the moat also has no access to any entrance to the fortress (and no dwarves) you will still be vulnerable to archers.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited areas.  Basically, creating artificially constrained outdoors areas for dwarves to work in is like keeping your dwarves inside - you're only vulnerable while establishing the defense system, afterward its part of the fortress for most purposes.&lt;br /&gt;
&lt;br /&gt;
Another options for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up.  Cage traps work even on [[Bronze colossus|Bronze Colossi]] and [[Dragon]]s.  You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.&lt;br /&gt;
&lt;br /&gt;
[[Dog|War dogs]] can also be assigned to dwarves who go outside frequently.  Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it.  Unfortunately, war dogs can't be reassigned once they are assigned.  To get around this, have the dwarf you want to be guarded train the dog.  (Dogs follow the one who trained them until they are assigned.)&lt;br /&gt;
&lt;br /&gt;
Finally, a sufficiently large military could be used as a reactive force to rescue ambushed dwarves.  The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarven lives may have already been lost.  And while squad organization may make ordering a large army easier, a squad commander who is sleeping, eating, or drinking prevents his entire squad from responding.  At best, an army should be considered supplemental for defending dwarves outside your fortress.&lt;br /&gt;
&lt;br /&gt;
==Armed civilians==&lt;br /&gt;
&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. &lt;br /&gt;
In that case, you can turn on the hunting skill for all civilians and use the {{key|m}}ilitary menu to arm (and more importantly, armor and shield) them. Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly. But without wildlife, no hunting jobs are generated.&lt;br /&gt;
&lt;br /&gt;
[[Human]] trader: &amp;quot;Please, do not kill us, just take our goods and let us go!&lt;br /&gt;
&lt;br /&gt;
[[Mayor]]: &amp;quot;Kill you? We've just come to trade with your caravan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Why is it, then, that you have us surrounded by 200 soldiers the moment we arrive?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;They're not soldiers. They're civilians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Civilians, eh? Civilians clad in full steel and armed to the teeth. You expect me to believe that? Come on you sadist, just get it over with and kill us now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;We're... [[Hunter]]s.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Hunters. Right. You know as well as I do that nothing bigger than a [[fluffy wambler]] lives in these lands.&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;Yes. That is... very convenient!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armed Civilians (Gobbo Season Open!==&lt;br /&gt;
It can be a fairly decent idea to keep mass numbers of cheaply-made crossbows and bolts on hand and all expendable dwarves in one mass military squad set to use crossbows (and leather armor, if you have enough). What dabbling marksdwarves lack in speed and accuracy, they more than make up for with incredible enthusiasm, as a hailstorm of pathetically-aimed bolts will tear over anything stupid enough to move. Not really as useful as properly-emplaced marksdwarves with high skill, but a good emergency measure, especially if you keep your craftsdwarves busy churning out cheap ammo.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defense guide]] for a complete guide&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9378</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9378"/>
		<updated>2009-04-23T01:35:02Z</updated>

		<summary type="html">&lt;p&gt;Sausage: /* How can I curb immigration? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any [[season]]. A '''migrant''' is a member of a wave of immigration.&lt;br /&gt;
&lt;br /&gt;
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. They will travel single file from this one location until the last one of this wave has arrived.&lt;br /&gt;
&lt;br /&gt;
If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a [[job]]. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your [[fortress]], they will sit and wait until one is opened up or until they go crazy and die. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one.&lt;br /&gt;
&lt;br /&gt;
The total number of [[dwarves]] in your fort is limited to 200, but you can change this in the init file. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
== When does Immigration usually occur? ==&lt;br /&gt;
If your dwarves are very industrious &amp;lt;small&amp;gt;numbers would be helpful here&amp;lt;/small&amp;gt;, you can expect to receive ten or more migrants in the first immigration wave, which can occur in [[autumn]] or even in [[summer]] of your first year. Immigration does usually occur from mid-spring of the second year on.&lt;br /&gt;
&lt;br /&gt;
Migrants seem to have a tendency to arrive in [[spring]] but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created [[Wealth]]&amp;quot; (visible on the Status (['''z''']) screen once you get a [[broker]] with the [[appraiser]] skill). All objects with any [[value]] (including mined-out areas, [[bridge]]s, and just about every kind of created [[crafts|good]]) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily [[decoration|decorated]] can potentially double fortress wealth early in the game. Forbidden items included in your wealth &amp;quot;properly&amp;quot; as of [http://www.bay12games.com/dwarves/dev_now.html 09/02/2008].&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]]. If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures.{{verify}}. The other known factor that influences immigration is that dwarf deaths will make immigrating dwarves scared, reducing immigrant numbers possibly down to zero.&lt;br /&gt;
&lt;br /&gt;
Immigration is rarely greater than 24 dwarves per wave, not including [[pet]]s, [[children|kids]] and spouses.&lt;br /&gt;
&lt;br /&gt;
Immigration will be stopped if your fortress reaches the Population Cap set in the [[init]] file.&lt;br /&gt;
&lt;br /&gt;
==Immigrants' skills==&lt;br /&gt;
Migrants come with no skills at all (peasants), novice level of two or three skills from a single profession, or a (no adjective) level of a single [[skill]]. Migrants will sometimes bring their spouses, [[child]]ren, and even their [[pet]] [[animal]]s.  A migrant may not always come with the necessary equipment to perform their jobs.  For example, a [[Wood cutter]] may come without a [[battle axe]].  Inversely, a migrant may come with equipment they ''don't'' need to do their jobs.  For example, a [[Carpenter]] may come with a [[battle axe]].&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
Note that the greater the number of dwarven [[civilization]]s, the greater your ability to influence immigration.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The immigrants' [[skills]]/[[jobs|careers]] might be influenced by the type and number of [[workshops]] available, but also might be influenced by the population of the surviving dwarven civilizations. (Similar to that [[goblin]]s sometimes have [[human]]s in their armies, that were previously snatched from you!)&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of [[weapon]]; if you make one [[battle axe]], you will only get [[axedwarf|axedwarves]]. If you make a [[crossbow]] and a [[war hammer]], you will get [[marksdwarf|marksdwarves]] and [[hammerdwarf|hammerdwarves]]. This is not affected by weapons brought to your fort; getting immigrant [[carpenter]]s won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.{{verify}}&lt;br /&gt;
&lt;br /&gt;
When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making [[dye]]d [[cloth]], and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional [[bedroom]]s, workshops, and [[alcohol|booze]] before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed [[room]]s, then locking the [[door]] on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]]. Lock the door at your own discretion.&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Large numbers of deaths will lead to the event announcement &amp;quot;Some immigrants have arrived&amp;quot; changing to &amp;quot;Some immigrants have arrived, despite the danger!&amp;quot; Even larger numbers of deaths, about 80, will cause the announcement to be something like: &amp;quot;Some immigrants have come to this terrifying place despite the probability that it will become their tomb.&amp;quot; I don't not remember the exact quote, if any of you want just make a high population fortress and then lock everyone on a floor 10 z-levels up and use one guy to remove on floor to cave it in... You need about 2.5 million fortress wealth to get any more after this but if you do, you'll get the message. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap! &lt;br /&gt;
Killing nobles seems to have a magnified effect here, and killing even a single noble can cause no immigrants to arrive in the next [[season]].&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Adventure Mode]] ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes [[goblin]]s and [[kobold]]s. Such bands will consist of non-specialized adults and children.&lt;br /&gt;
&lt;br /&gt;
== Migration Effects on the World ==&lt;br /&gt;
It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal_profit&amp;diff=45371</id>
		<title>40d:Metal profit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal_profit&amp;diff=45371"/>
		<updated>2009-04-22T21:47:19Z</updated>

		<summary type="html">&lt;p&gt;Sausage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is intended to show the value, costs, steps required, and ultimately the profit of smelting and making something with each bar. It will be especially useful for things like determining if it would be more profitable to smelt an alloy for crafts or use it's component metals for crafts instead. '''This article is a stub.'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Steps to make&lt;br /&gt;
! Material Value * Item Value - Coal/flux cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Copper]]||1||2i - 20&lt;br /&gt;
|-&lt;br /&gt;
|[[Bronze]]||1||5i - 20&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron]]||1||Unknown (Please Add)&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig Iron]]||2||Unknown (Please Add)&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel]]||3||Unknown (Please Add)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The value of a  bar of [[coal]] is 10. For the examples I've given it's assumed that you'll use 1 bar of coal to smelt the metal, and another to make something of it. I'm bad with tables and wikis in general, so excuse the weird table.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1235</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1235"/>
		<updated>2009-04-22T21:29:58Z</updated>

		<summary type="html">&lt;p&gt;Sausage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To add new quotes, please visit the [[Main Page/Quote]] page and add it to the random script, see the '''edit''' page for instructions.&lt;br /&gt;
&lt;br /&gt;
Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Okay, there are dwarves walking around, though it's next to the wagon with the equipment that immediately explodes into clouds of boiling bronze while the dwarves flash between the dwarf and bar symbol wearing no-material clothes, but there are dwarves walking around.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok Children, I hoped you have learned your lesson, now go explain to that guard's parents why he isn't coming home today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toady has created a masterpiece!&lt;br /&gt;
&lt;br /&gt;
Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?&lt;br /&gt;
&lt;br /&gt;
Do these +narrow chimpanzee leather trousers+ make me look fat?&lt;br /&gt;
&lt;br /&gt;
This wiki menaces with spikes of bread.&lt;br /&gt;
&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is why artificial intelligences won't be taking over the world within the next ten years or so: NORMAL people don't have to be TOLD not to milk a cow that's on fire!&amp;quot; - [[Sowelu ]]&lt;br /&gt;
&lt;br /&gt;
Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
How to Control your Pets: It's no coincidence that 'kittens' rhymes with 'mittens'...&lt;br /&gt;
&lt;br /&gt;
Rock nut is a plant.  You can't &amp;quot;tame&amp;quot; it.&lt;br /&gt;
&lt;br /&gt;
The default mental state of a dwarf is madness.  Sanity is a temporary condition - a PRIVILEGE you have to EARN!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&lt;br /&gt;
- George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
&lt;br /&gt;
Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
&lt;br /&gt;
[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
&lt;br /&gt;
Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
&lt;br /&gt;
The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&lt;br /&gt;
Dev Notes''':''' Stopped booze food from melting, even though it probably should&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was a funny bug -- it would just pick the first living unit in the civilization's list, regardless of what their qualifications were, drag them out of their town, and have them show up at your fortress, without actually letting them be the king.&amp;quot; -[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
Wolf cancels Breathe: Interrupted by &amp;lt;br&amp;gt;≡Ash Bolt≡.&lt;br /&gt;
&lt;br /&gt;
Who knew bridges could be such incredible killing machines?&lt;br /&gt;
&lt;br /&gt;
Breeding is difficult when your genitalia fell off years ago.&lt;br /&gt;
&lt;br /&gt;
Snodub was the only person in the history of the world to have &amp;quot;Chunky&amp;quot; in her name.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
On Core59: Random poems&lt;br /&gt;
&amp;quot;Travel quietly like a big fortress.&lt;br /&gt;
Ah, desolation!&lt;br /&gt;
All fortresses command dark, rough dwarves.&lt;br /&gt;
The rugged carp roughly loves the fortress.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.&lt;br /&gt;
&lt;br /&gt;
“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
&lt;br /&gt;
Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.&lt;br /&gt;
&lt;br /&gt;
Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
&lt;br /&gt;
Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dwarves are strange creatures who balance out at &amp;quot;happy&amp;quot; because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;quot;&amp;lt;br&amp;gt;-[[shadow_archmagi]]&lt;br /&gt;
&lt;br /&gt;
Here we have a link to amusing quotes and important advice in the [[Main Page/Quote Archive|Quote Archive]], all of which are more important and/or funny than this one.&lt;br /&gt;
&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe, but it doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
&lt;br /&gt;
It would be incredibly difficult and it probably wouldn't work...In other words, its absolutely dwarven!&lt;br /&gt;
&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&lt;br /&gt;
--Sowelu&lt;br /&gt;
Very fitting to dwarves, I must add.&lt;br /&gt;
--Sean Mirrsen&lt;br /&gt;
&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The spinning Wolf left front leg strikes the wolf in the right front leg.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King&lt;br /&gt;
&lt;br /&gt;
'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.&lt;br /&gt;
&lt;br /&gt;
If in doubt, [[fluid|flood]] the fort!&lt;br /&gt;
&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
&lt;br /&gt;
Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only you can prevent fortress fires.&lt;br /&gt;
&lt;br /&gt;
On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''&lt;br /&gt;
&lt;br /&gt;
'Leader' Igëratìr, Clerk has created Razuk Lanzil, an Obsidian Crown!&amp;quot; - &amp;quot;I think the leader business is getting to his head!&lt;br /&gt;
&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&lt;br /&gt;
&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
&lt;br /&gt;
M.C. Hammerer.&lt;br /&gt;
&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&lt;br /&gt;
&amp;quot;What? B-but I didn't-&amp;quot;&lt;br /&gt;
&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THIS!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THAT!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
Etc...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;i&amp;gt;Jreengus&amp;lt;/i&amp;gt; occurred.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, that goblin master lasher was nice to my dwarf, in a way - he handed the guy a ballgag before the lashings began...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Does not the book of Armok state that &amp;quot;thou shalt not covet thy neighbours burning trousers, for he who does shall surely perish in flames?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WAIT A MOMENT! Don't at another quote here. Look at the title! This is the archive. It's nothing but old stuff.  Instead, add your quote to this page: http://www.dwarffortresswiki.net/index.php/Main_Page/Quote --!&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20585</id>
		<title>40d:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20585"/>
		<updated>2009-04-07T05:43:36Z</updated>

		<summary type="html">&lt;p&gt;Sausage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dragon|symbol=D|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|modvalue=50|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are ferocious predatory [[:Category:Megabeasts|Megabeasts]] which are extremely hostile, larger than elephants, and quite resistant to damage. In addition to bite and claw attacks, they can breathe [[fire]] over a considerable area, which can cause things such as grass, equipment and people to ignite. This fire is apparently magical in nature, and can hurt many creatures who are otherwise comfortable in the fire.&lt;br /&gt;
&lt;br /&gt;
When a dragon enters your area, the game will announce its presence and its name.  It will then attempt to eat you.  Quickly.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Dragons==&lt;br /&gt;
&lt;br /&gt;
It takes from 3 to 10 stone-fall traps to kill a dragon. This is probably the safest way to manage this creature&lt;br /&gt;
&lt;br /&gt;
Despite all its advantages, it is possible for relatively small groups of [[dwarves]] (even as few as 8) to take down dragons, especially if there are high proportions of relatively well trained [[marksdwarf|marksdwarves]] available.&lt;br /&gt;
&lt;br /&gt;
Additionally, dragons can be caught in cage traps and then tamed or sold to traders. ('''Beware''': When transferring a Dragon cage to a trade depot the dragon, like all [[captured creatures]], may escape, wreaking havoc on all your dwarves who are bringing other trade items.)&lt;br /&gt;
&lt;br /&gt;
While the dragon itself is usually fairly easy to deal with, if you are not quick in doing so, it will likely set a large number of objects (and dwarves) on fire.  Given that dwarven AI doesn't understand being on fire very well, this can quickly lead to dwarves inadvertantly spreading the fire throughout your fortress.  Be sure to quickly forbid burning objects that dwarves might want to pick up, and also draft burning dwarves so you can order them to take a bath before spreading the burning horror around.&lt;br /&gt;
&lt;br /&gt;
Timing can make the difference between black and white.  One strategy is to pile a large squad of melee dwarves and marksdwarves on the dragon while its crossing a bridge / floor-path over a river.  If you're lucky, the barrage of bolts will send the dragon falling off of the bridge stunned and you can have your way with it.  This is possible to pull-off without a single casualty (war dogs being an exception).&lt;br /&gt;
&lt;br /&gt;
==Dragon Irregularities, Bugs, and Planned Features==&lt;br /&gt;
&lt;br /&gt;
Note that, as of the current version, Dragons cannot actually fly, which contributes towards the ease of killing them.  Certain dev_notes indicate that in eventual future releases, dragons will not only be able to fly, but will use their flight to a terrifying level of efficiency, strafing your troops with fire from above, as well as picking them up and dropping them from a great height.  Unfortunately (fortunately?) these enhancements may not show up in the game for many months.&lt;br /&gt;
&lt;br /&gt;
Dragons are apparently immune to dragonfire, but not immune to any other kind of fire.  Unfortunately, the dragon AI (like the dwarf AI) seems to believe that it is in fact immune to all fire, and so they will gleefully go swimming in lava-- and hence get burned to a crisp.  Their dragonfire can also ignite many objects on the ground, and if the dragon then walks over these objects, they will sometimes ignite themselves in the process.  These factors are all likely bugs, and are liable to be fixed at some time in the future.&lt;br /&gt;
&lt;br /&gt;
Not necessarily a bug, but sometimes when a dragon appears in the middle of an ambush or siege, the goblins will attack the dragon, either wounding it greatly or killing it in the process.  I have encountered this twice, once in a siege and once just by a random group of goblins.  Both times it was falling unconsious every two steps and I was able to take with two recruits&lt;br /&gt;
&lt;br /&gt;
==Taming dragons with a dungeon master==&lt;br /&gt;
Dragons can be tamed only with the help of the [[Dungeon master|dungeon Master]] [[noble]].  Any dragon that has already tasted dwarven blood and received a title for doing so will never be ''truly'' tamed.  Dwarves will ''believe'' the dragon to be tame, and will not run away in fear from it, but the dragon will continue to happily devour them. This bug/feature exists for all creatures that have killed your dwarves, not just dragons.&lt;br /&gt;
&lt;br /&gt;
Even in the case of taming a dragon that has not killed any of your dwarves, beware that dragonfire does not discriminate between friend or foe.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DRAGON]&lt;br /&gt;
	[NAME:dragon:dragons:draconic]&lt;br /&gt;
	[TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN][PET_EXOTIC]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[PREFSTRING:terrible majesty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
	[SIZE:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME_ANY_LAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43304</id>
		<title>40d:Defense guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43304"/>
		<updated>2009-04-02T02:47:09Z</updated>

		<summary type="html">&lt;p&gt;Sausage: Bridges linked with unstable floor supports = mass destruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Protecting your fortress from intruders is a complex task. There's a variety of threats to consider, and many ways to counter them. &lt;br /&gt;
&lt;br /&gt;
=General Guidelines=&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong distinction between inside and outside. This usually corresponds to underground and surface, but not always. Each point of contact needs to be hardened against attack. Don't make more entrances than necessary. If there is a useless opening, wall it off.&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' One wall may not be enough. With the existence of door-destroying and bow-wielding attackers, a double wall between the inside and the outside is essential to fend off the worst assaults. The choke points between the circles are where you build traps and doors. Station troops between the walls. &lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up. Plan on being [[siege]]d by hordes of [[goblin]] archers, [[troll]]s, [[kobold]] master thieves, [[giant eagle]]s, angry [[elephants]], and a [[bronze colossus]] all at once. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet.&lt;br /&gt;
&lt;br /&gt;
=Threats=&lt;br /&gt;
&lt;br /&gt;
==Wild animals==&lt;br /&gt;
The first, and easiest, threat you will have to deal with is the local wildlife. [[Animal]]s are easily excluded by the humble [[door]] or [[hatch]], even if it's not [[forbidden]]. [[Elephant]]s are not nearly as aggressive as they were in the days of [[Boatmurdered]]. The main threat from animals are those that steal items, like [[raccoon]]s or eat your food, like [[Grizzly_bear|bear]]s.&lt;br /&gt;
&lt;br /&gt;
With [[cage]] [[trap]]s and an [[animal trainer]] (or [[Dungeon master]]) animals can be useful. Dwarves love [[zoo]]s &amp;lt;!--, merchants will gladly take your caged animals, --&amp;gt; and they provide a [[food]] source in times of need.&lt;br /&gt;
&lt;br /&gt;
==Thieves &amp;amp; snatchers==&lt;br /&gt;
Any creature with a career title of [[thief]] or master thief has a few nasty abilities. First, they are invisible until spotted by your dwarves or tame [[animal]]s. When spotted, there's an [[alert]] message, either &amp;quot;Protect the hoard!&amp;quot; or &amp;quot;Protect the children!&amp;quot; depending on the type of thief. Second, they can open [[forbidden]] [[door]]s. Not just for themselves either, the door stays open until a military dwarf &amp;quot;secures&amp;quot; the door, allowing any random creature to walk in. This can be a nasty surprise for players who aren't expecting it. Third, they bypass your [[trap]]s. Thankfully, they don't disarm them the way they neutralize doors. This trap avoidance isn't perfect, there's some element of luck involved, and kobold thieves seem to be a lot better at it than goblins. A thief caught in a cage trap will be revealed automatically, even if no dwarf is in sight of the trap. Last of all, they make dangerous prisoners. Unlike military captives, thieves will break free and attack if you attempt to transfer or [[pit]] them.&lt;br /&gt;
&lt;br /&gt;
==Ambushes==&lt;br /&gt;
An [[ambush]] is a small number of enemies (less than ten) that are invisible until spotted, like thieves, but somewhat easier to detect. The alert message is &amp;quot;An ambush! Curse them!&amp;quot; They skulk around the outside of your fortress, looking for a target of opportunity. They will often attack [[caravan]]s as they move to your depot. Ambushers have random weapons, and typically have a leader (with a career title of &amp;quot;guard&amp;quot;) with a different weapon from the rest. &lt;br /&gt;
&lt;br /&gt;
If you have [[woodcutter]]s or [[hunter]]s roaming the surface, they are likely to be the first to encounter the ambush. This can provide a kind of early alert system, but you'll lose a few of them.&lt;br /&gt;
&lt;br /&gt;
==Sieges==&lt;br /&gt;
''See [[Siege]]''&lt;br /&gt;
&lt;br /&gt;
A siege is a large number of attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot; While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. A siege can be led by a leader figure, often a master warrior. Goblin siegers sometimes bring along creatures such as [[troll]]s or [[beak dog]]s.&lt;br /&gt;
&lt;br /&gt;
==Enemy archers==&lt;br /&gt;
Attackers with [[bow]]s or [[crossbow]]s are much, much more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Advanced techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
==Building destroyers==&lt;br /&gt;
Some creatures have BUILDINGDESTROYER [[creature tokens]] in the data files. This gives them the fearful capacity of tearing apart your doors and bridges (and floodgates?). Trolls have this ability, as do some megabeasts. This doesn't allow creatures to knock down constructed walls.&lt;br /&gt;
&lt;br /&gt;
==Flying animals==&lt;br /&gt;
Currently,without modding, the only flying creatures are wild animals, like the [[giant eagle]]. Be aware.&lt;br /&gt;
&lt;br /&gt;
==Megabeasts==&lt;br /&gt;
A [[megabeast]] appears alone, with an alert message that mentions the beast by name. These creature are quite powerful. Approach with caution. &lt;br /&gt;
&lt;br /&gt;
== Death from below ==&lt;br /&gt;
&lt;br /&gt;
There are threats below the surface as well as above. If you breach a [[chasm]], underground [[river]] or lake, any [[animal]]s or hostile [[humanoid]]s living there can emerge to attack your dwarves. They rarely attack in numbers, and can usually be defeated by ordinary traps and doors.  Unlike outdoor animals (or cave dwellers from the 2D version), these creatures will not respawn; once they're gone, they're gone.&lt;br /&gt;
&lt;br /&gt;
Underground threats may be more common in future versions. Underground roads may allow other [[civilization]]s to siege you from below. {{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
=Elements=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
The core of any defense plan is the soldiers. A [[sparring|trained]], [[weapon|armed]], and [[armor]]ed [[military]] is the only way to bring the fight to the enemy. Keeping them in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s. &lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaption]] in your military. You can use an [[archery target]] this way, too. &lt;br /&gt;
&lt;br /&gt;
==Doors and hatches==&lt;br /&gt;
The most obvious way to keep any enemy out is with a [[door]].  You can [[forbid]] doors to keep [[humanoid]] enemies out, and your dwarves in. Outer doors can be closed against animals, to keep beloved [[pet]]s from wandering into enemy fire. A [[floor hatch]] is just a vertical door.&lt;br /&gt;
&lt;br /&gt;
==Walls==&lt;br /&gt;
Constructing walls around your entrance is an essential part of fortress defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To protect against that, build fortifications. &lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
Fortifications block movement, and allow some missiles to pass through. Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no miss chance if the firer is adjacent to the fortification. Keep your marksdwarves close and keep enemies away. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. &lt;br /&gt;
&lt;br /&gt;
==Moats and bridges==&lt;br /&gt;
A retractable [[bridge]] over a [[moat]] is an almost airtight defense. The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire. There are two important things to remember: Always build the bridge to raise towards the ''inside''. The [[lever]] has to be pulled by a civilian, not a soldier. &lt;br /&gt;
&lt;br /&gt;
The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an escape route out of your moat, make sure it leads to the outside, and is barred by a door (at least). &lt;br /&gt;
&lt;br /&gt;
A moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow area. &lt;br /&gt;
&lt;br /&gt;
A drawbridge without a moat is just a big remote control door. This doesn't work with retracting bridges!&lt;br /&gt;
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==Remote control doors==&lt;br /&gt;
If you link a [[lever]] to a door, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. It's unknown if thieves can open a door once it's linked. &lt;br /&gt;
&lt;br /&gt;
A [[floodgate]] can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves. &lt;br /&gt;
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A [[hatch cover]] can also be used this way. &lt;br /&gt;
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As mentioned, a drawbridge works as a door&lt;br /&gt;
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You can use automate a door by using a [[pressure plate]] instead of a lever, but there are many complications there. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
The most reliable way to stop intruders is lots of [[trap]]s. A thief's trap avoidance is subject to chance. A line of traps can wipe out an ambushes entirely, and inflict a lot of damage on a siege. &lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to your fort's defenses at the same time. Surround every intersection and stairway. &lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
A very strong type of trap. Maybe even too strong. Currently, even a wooden or glass [[cage]] can hold indefinitely any creature, even trolls and megabeasts. Also, a cage trap never fails. A large creature can shrug off damage from a stone or weapon trap, but nothing can escape from a cage. Use cage traps as your outermost traps to catch the occasional wandering animal. A wounded [[elephant]] or [[unicorn]] in your front courtyard is not good at all. &lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
The gold standard of traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
Using [[crossbow]]s in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]]. &lt;br /&gt;
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==Guard animals==&lt;br /&gt;
[[Chain]]ed animals are sentries, not fighters. Most animals aren't strong enough to take more than one goblin warrior. Enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, a cat is fine too. Don't use something useful, like a war dog. Put animals in narrow corridors (width 1 or 2), in places where enemy archers can't see them. &lt;br /&gt;
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===Meeting hall as defense===&lt;br /&gt;
You can use a meeting hall [[zone]] to attract animals to a given area. This makes a pretty poor defense in general, but in the very early game, it's a way to defend your wagon and stockpiles from thieving animals. Remove the zone later, or it attracts idle dwarves and children. &lt;br /&gt;
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===Bait animals===&lt;br /&gt;
Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Siege engines==&lt;br /&gt;
[[Siege engine]]s are not very useful in the current version. Catapults are only useful for training and stone disposal. Ballistas are deadly, but fire expensive ammunition, and hit both friend and foe alike. &lt;br /&gt;
&lt;br /&gt;
Remember that [[siege operator]]s are civilians. Fortunately, siege engines can fire through fortifications, just like normal projectiles. &lt;br /&gt;
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==Pillboxes and turrets==&lt;br /&gt;
Build a [[tower]] specifically to post archers on. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. Carve fortifications on the second or third floor, so your dwarves can fire out. For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], and [[dining room]] in or near the tower. &lt;br /&gt;
&lt;br /&gt;
===Siege engine turrets===&lt;br /&gt;
If it's big enough, build a [[siege engine]] inside a pillbox. The device needs to be on ground level. Only a single tile of fortifications is needed to fire through the wall. You may want to build a moat or secondary wall to keep enemies at a distance. Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the &amp;quot;dwarves stay underground&amp;quot; order must be off.&lt;br /&gt;
&lt;br /&gt;
==Bridge Land Mines==&lt;br /&gt;
&lt;br /&gt;
Although this takes quite a few mechanisms and a lot of carpenters to pull of, you might be able to create a minefield on a bridge, create a very long moat and a bridge crossing it, make sure this bridge is not your outermost bridge, this bridge should be at least 20 squares long, but make sure it is no more than 4 squares wide.  then set up a ton of pressure plates in a checkered pattern, build a floor above the bridge, and make supports next to the pressure plates, then remove the floor tiles not on the supports, destroy the up-stairs on to the floor, and link all your pressure plates to a support, as soon as a goblin walks on them, the floor caves in and makes an explosion knocking him and the friends he has near him off the bridge drowning them.&lt;br /&gt;
&lt;br /&gt;
This should not be used as the only defense, make sure you have other traps at the ready in case of large [[siege]]s&lt;br /&gt;
&lt;br /&gt;
NOTE: This is a very expensive creation and should only be used late in the game when you can spare lots of stone/wood/mechanisms. the bigger the bridge the more effective the trap&lt;br /&gt;
&lt;br /&gt;
=Considerations=&lt;br /&gt;
&lt;br /&gt;
==Civilians stay underground==&lt;br /&gt;
This setting, in the [[Standing_orders|orders and options]] menu is the easiest way to keep your non-military dwarves out of sight of the enemy. It is far from perfect, as dwarves will do the &amp;quot;entrance dance.&amp;quot; They will attempt to leave the fortress, and only cancel jobs once they reach the surface. &lt;br /&gt;
&lt;br /&gt;
It takes a truly airtight fortress to turn this setting off while there are still enemies outside. It's only safe to turn this setting off once the drawbridges and such have sealed off your fortress entirely. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it. &lt;br /&gt;
&lt;br /&gt;
* '''Screen the entrance.''' Build a simple wall around your entryway. This will keep your dwarves safe from enemy fire while doing the entrance dance. &lt;br /&gt;
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* '''Seal the entrance.''' Prevents the entry dance, but also blocks your soldiers, which can trap them underground. &lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can delete your stockpiles. Dwarves don't haul things if there's no [[stockpile]] to place them in. Turning off or removing [[coffin]]s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles.&lt;br /&gt;
&lt;br /&gt;
==Lever room==&lt;br /&gt;
Be careful where you place the [[lever]]s controlling your drawbridge. Or any lever at all, for that matter. Make sure that the entire path to each lever is [[underground]] or your dwarves might keep canceling the &amp;quot;pull lever&amp;quot; job. You can test this during peacetime, too. Try putting all your defense-related levers in a single room, and put a door on the entrance. Then you can lock your lever-puller inside to ensure rapid response time.&lt;br /&gt;
&lt;br /&gt;
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room.  Pumping is a good way to build up your dwarves' [[Attribute|attributes]] regardless of whether the pump is doing work or not.  If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators.  Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.&lt;br /&gt;
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For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial [[Waterfall|waterfalls]].  (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)&lt;br /&gt;
&lt;br /&gt;
==Trade depot==&lt;br /&gt;
Factoring in access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants do reveal ambushes, and they can arrive in the middle of a [[siege]]. &lt;br /&gt;
&lt;br /&gt;
[[Wagon]]s need a three tile wide path to the depot. You will probably want to build the depot underground, so civilian dwarves can access the depot. Wagons can't use stairs, so you need a three-tile [[ramp]], unless you can dig into the face of a cliff.&lt;br /&gt;
&lt;br /&gt;
===Airlock defenses/buffer zone===&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. &lt;br /&gt;
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The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat.&lt;br /&gt;
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==Civilians trapped outdoors==&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy. Having more than one entrance can be useful here.  If you make these entrances accessible by drawbridge only, and keep the drawbridge up most of the time, having lots of entrances shouldn't be too much of a problem.&lt;br /&gt;
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==Branching corridors==&lt;br /&gt;
Enemies will take the most direct path to your fortress. You can use this to your advantage. Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
This isn't a perfectly reliable method, but surprisingly effective. &lt;br /&gt;
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===AI abuse===&lt;br /&gt;
Taking advantage of pathfinding AI is a whole guide in itself. Try leaving a door un-forbidden during an attack. When the bad guys approach the door, forbid it, and the enemy will wander off. Unlock it again, and they turn around and head back towards the door again. You can get enemies to march back and forth over a set of traps this way. This might count as an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
===Roach motel===&lt;br /&gt;
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. &lt;br /&gt;
&lt;br /&gt;
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone#Pit.2FPond|pit]]/pond. That way, you can &amp;quot;reload&amp;quot; a new bait animal.&lt;br /&gt;
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==Water sources==&lt;br /&gt;
Access to [[water]] can be important. Wounded dwarves need water, so if there's not an underground water source, you'll lose valuable soldiers to thirst. Try to have a [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available.&lt;br /&gt;
&lt;br /&gt;
==Pathing slowdowns==&lt;br /&gt;
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.&lt;br /&gt;
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=Examples=&lt;br /&gt;
&lt;br /&gt;
==3 Bridges==&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of some advanced defensive construction tactics to deal with vile forces of &amp;quot;any&amp;quot; size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18484</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18484"/>
		<updated>2009-03-31T05:25:20Z</updated>

		<summary type="html">&lt;p&gt;Sausage: /* Traps + Caravans = very bad */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Caged Creatures and Loot ==&lt;br /&gt;
&lt;br /&gt;
''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
&lt;br /&gt;
I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flame Belcher ==&lt;br /&gt;
&lt;br /&gt;
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
&lt;br /&gt;
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spike Trap hit falling goblin ==&lt;br /&gt;
&lt;br /&gt;
I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
&lt;br /&gt;
Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Traps + Caravans = very bad ==&lt;br /&gt;
&lt;br /&gt;
Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sausage&amp;diff=48246</id>
		<title>User:Sausage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sausage&amp;diff=48246"/>
		<updated>2009-03-31T05:18:10Z</updated>

		<summary type="html">&lt;p&gt;Sausage: Created page with 'Sausage is a rookie Expeditionist who has a complete hatred for windows.&amp;lt;p&amp;gt; &amp;lt;/p&amp;gt;'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sausage is a rookie Expeditionist who has a complete hatred for windows.&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45107</id>
		<title>40d Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45107"/>
		<updated>2009-03-31T05:15:10Z</updated>

		<summary type="html">&lt;p&gt;Sausage: /* Efficiency */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn't 200 the absolute maximum number of dwarves one can have at any time?&lt;br /&gt;
&lt;br /&gt;
If so, the High density single floor housing plan of 77x77 is... rather useless, isn't it?&lt;br /&gt;
&lt;br /&gt;
[[User:MagicGuigz|MagicGuigz]] 16:51, 29 September 2008 (EDT)&lt;br /&gt;
:The max number of dwarves can be changed in the init files. So no. --[[User:GreyMario|GreyMaria]] 16:55, 29 September 2008 (EDT)&lt;br /&gt;
:Even if you had only 200 dwarves, linking 2, 3, or even 4 rooms together to make noble housing, offices, and the like is quite useful. --[[User:ThunderClaw|ThunderClaw]] 10:14, 30 September 2008 (EDT)&lt;br /&gt;
::I've always found it more space efficient to throw all my nobles into about a 10x10 room filled with 20x value gem encrusted furniture (granted, I *did* have a legendary gem setter making this easier the last time I did it) and just plop down all their necessities. I currently have a countess/count consort, hammerer, tax collecter, and duchess/duke consort all in one room with all their buildings set as royal. They also have a legendary mechanism hooked up to some gem encrusted spikes. Heh. Heh heh heh. [[User:Milskidasith|Milskidasith]] 04:19, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I have heard that fractal based designs (like the High density single floor housing) can cause the game to slow down is this true? --[[User:Rwindmtg|Rwindmtg]] 06:02, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bitmap designs ==&lt;br /&gt;
&lt;br /&gt;
Coudl we get some kind of colour key for these? Or standardise them or something if there isn't one? It can be very confusing to tell what is what in them. - [[User:Alloy|Alloy]] 01:37, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seconded... GnomeChomsky's Tessellated Apartments in particular are munged, looks like an earthquake broke them along several faultlines... --[[User:Azaram|Azaram]] 00:11, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::GnomeChomsky's looks fine - only the beds look weird.  Its virtually everything after that which isn't in the standard tile set and needs to be changed.  --[[User:Squirrelloid|Squirrelloid]] 04:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't see why any of them are hard to understand.  Access corridors, walls, doors, sometimes furniture.  How hard is it to figure out that the small enclosed areas are the bedrooms, and that a door goes at the entrance to each?--[[User:Maximus|Maximus]] 17:32, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Its not about hard to understand, its about our style guidelines.  All graphics are supposed to be in the standard tileset. --[[User:Squirrelloid|Squirrelloid]] 18:50, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Most of these diagrams are are large-scale designs that can't be shown via a screenshot, so insisting on &amp;quot;standard tilesets&amp;quot; doesn't even make sense.  We could change them to use a consistent set of colors, however.  Gnome Chomsky's diagrams use [[template:qd]], which is one of our accepted standards for small diagrams.--[[User:Maximus|Maximus]] 22:03, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Azaram, what browser are you using and what fonts do you have installed? Can you post a screenshot of what the diagram looks like? [[User:Random832|Random832]] 09:23, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon/Armour Racks==&lt;br /&gt;
&lt;br /&gt;
You don't need a weapon rack/armor rack to designate a barracks.  You can do that with the bed.  So why build the racks? [[User:Kwieland|Kwieland]]&lt;br /&gt;
:Soldiers banging around against beds and other furniture is the number one cause of wounds and deaths during sparring.  Designating a barrack from an armor stand will provide an open dojo without clutter. --[[User:ThunderClaw|ThunderClaw]] 14:05, 6 January 2009 (EST)&lt;br /&gt;
::(added header) Actually, I believe consensus is that beds cause no injuries when collided with, and that the only real difference (until weapon and armour racks become functional, at least) is that you won't get random homeless dwarves trying to sleep in a barracks that have no beds (unless you have a severe shortage of beds), so you can have barracks in military areas without the risk of civilians sleeping in potentially dangerous places.--[[User:Quil|Quil]] 16:37, 6 January 2009 (EST)&lt;br /&gt;
:::I'm not sure what to tell you aside from the fact that I routinely had dwarves die of suffocation (broken necks) before I moved my beds out of my barracks.  And these were armored legendary (or close to it) wrestlers, to boot.  I've never seen civilians get hurt by being in the middle of a sparring match, but I have definitely seen dwarf after dwarf after dwarf turn up dead on top of a barrack bed with the excuse 'suffocation'.  Moving the beds out reduced accidents by 100%.  I have not had a dwarf get hurt or die in 5 years, where I would otherwise see one to four a year. --[[User:ThunderClaw|ThunderClaw]] 16:50, 6 January 2009 (EST)&lt;br /&gt;
:::::I see, thanks for the heads up.  I wondered about the suffocation as well. Another question - do dwarfs train faster as a guard or as an off-duty military dwarf?  Does it make a difference?  It seems if I have several (say 6) off duty, only two will spar in the barracks, but 6 guards will all spar at the same time.  Do I need to designate more barracks?  Does it mack a difference if I have two weapon racks in the same room and designate both as barracks?--[[User:Kwieland|Kwieland]] 01:47, 8 January 2009 (EST)&lt;br /&gt;
::::::Fortress/Royal Guards are well known for sparring enthusiastically.  The dwarves in the regular military don't have a clear determiner, so it's probably either their stats or their personality.  I unfortuantely don't have a clearer answer for you. --[[User:ThunderClaw|ThunderClaw]] 11:10, 8 January 2009 (EST)&lt;br /&gt;
::::RE the bed/suffocation thing, I've had barracks with beds in them and barracks without beds in them, and I must confess I've not seen a statistically significant difference in the amount of  injuries that people have suffered when sparring, even with unarmoured sparrers. Although I've only ever had one case of suffocation, long ago, so maybe there's a large element of random chance or some other variable involved.--[[User:Quil|Quil]] 17:35, 8 January 2009 (EST)&lt;br /&gt;
:::::Entirely possible.  For my mileage, though, I've had a bunch of broken necks and/or crushed lungs from idiots knocking eachother up against beds, so I avoid them in the barrack. --[[User:ThunderClaw|ThunderClaw]] 17:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sharing Spaces ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves get upset if bedrooms are used as hallways to one or two more bedrooms? --[[User:Spreggo|Spreggo]] 22:13, 30 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe that opening and closing doors causes noise, which will wake a sleeping dwarf. But if you only have one door into the bedroom suite, that should be fine. Although then you risk locking some dwarves in with your mad dwarves. [[User:RomeoFalling|RomeoFalling]] 06:10, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've done some testing and there doesn't seem to be any negative effects, which is useful because a lot of my diagonal room designs require this. I'll keep an eye on it and see what happens though --[[User:Spreggo|Spreggo]] 23:10, 2 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Database error?wtf? ==&lt;br /&gt;
&lt;br /&gt;
Whenever i try to access this article,i get the following error.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Database error&lt;br /&gt;
From Dwarf Fortress Wiki&lt;br /&gt;
Jump to: navigation, search&lt;br /&gt;
A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:&lt;br /&gt;
&lt;br /&gt;
    SELECT page_id,page_len,page_is_redirect FROM `wiki_dpage` WHERE page_namespace = '10' AND page_title = 'Qd/switch/╔' LIMIT 1 &lt;br /&gt;
&lt;br /&gt;
from within function &amp;quot;LinkCache::addLinkObj&amp;quot;. MySQL returned error &amp;quot;1267: Illegal mix of collations (latin1_bin,IMPLICIT) and (utf8_general_ci,COERCIBLE) for operation '=' (localhost)&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I can view it before.&lt;br /&gt;
It can't be displayed,but i can still edit it,and the content of this article seems intact(no corruption etc).&lt;br /&gt;
Every entry in history get the same error too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also,this article [http://www.dwarffortresswiki.net/index.php/Design_strategies Design_strategies] does not seem to work too,though it get a different error.&lt;br /&gt;
What has happened to wiki?&lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
I see there is a entry about this problem on talkpage of mainpage already.&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:04, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Is it efficient to make a hotel-like layout&amp;lt;br /&amp;gt;&lt;br /&gt;
i.e.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
b b b b b b b b b&amp;lt;br /&amp;gt;&lt;br /&gt;
d d d d d d d d d&amp;lt;br /&amp;gt;&lt;br /&gt;
xxxxxxxxxxxxxxxxx&amp;lt;br /&amp;gt;&lt;br /&gt;
d d d d d d d d d&amp;lt;br /&amp;gt;&lt;br /&gt;
b b b b b b b b b&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
x=walking space&amp;lt;br /&amp;gt;&lt;br /&gt;
d=door&amp;lt;br /&amp;gt;&lt;br /&gt;
b=bed&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know it doesn't create much happiness but is it space efficient for how many space it uses... [[User:sausage|Sausage]] 1:10 AM, 30 March 2009 (EST)&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6540</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6540"/>
		<updated>2009-03-31T03:48:43Z</updated>

		<summary type="html">&lt;p&gt;Sausage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For traps used to catch [[vermin]], see [[animal trap]].''&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' [[unconscious]] creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.  Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril. &lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapons such as the [[large, serrated disc]] that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed with a corpse each time it kills a creature. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor or the [[mechanics]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using only [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]], it will jam if any non-ranged weapons are included.&lt;br /&gt;
&lt;br /&gt;
Unlike other traps, weapon traps benefit from being constructed with high quality mechanisms.  Weapon traps are more accurate the better their mechanism.  Since weapon traps can be constructed with multiple weapons, and each weapon's attack is calculated separately, traps with multiple weapons benefit more from high-quality mechanisms than do traps with only one weapon.  If you manage to get an artifact [[mechanism]], stuff it with as many weapons as possible!&lt;br /&gt;
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Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
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:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
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==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.  Cage traps will alert you to ambushes when triggered by hidden invaders.&lt;br /&gt;
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It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.  Also, the creature captured in the cage will have no effect on the cage itself (a caged [[fire imp]] will not burn down a wooden cage, for example).&lt;br /&gt;
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Cage traps are also useful for catching animals for use in the [[meat industry]].&lt;br /&gt;
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:Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
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:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
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===Berserk dwarves===&lt;br /&gt;
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes).  Captured dwarves, like any creature, will not die as long as they are stored in a cage, and relationships others have with these dwarves are maintained.&lt;br /&gt;
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==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
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The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
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The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
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Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
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Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
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Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out. If a corpse is in a square when the trap is triggered, it will be skewered again on the spike.&lt;br /&gt;
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Testing has shown that there is no limit to the number of creatures a single spike can strike and impale-testing with recruits ordered to stand on a retracted spike resulted in all six recruits getting killed instantaneously and stuck on the spike. Use with extreme caution.&lt;br /&gt;
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:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
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==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], creating sacrificial altars (blood for the blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a [[siege]]&lt;br /&gt;
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{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Sausage</name></author>
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