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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=59813</id>
		<title>40d Talk:Adamantine</title>
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		<updated>2009-12-16T00:09:12Z</updated>

		<summary type="html">&lt;p&gt;Sirmoocowthethird: /* adamantine wafers */&lt;/p&gt;
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&lt;div&gt;Has anyone found any yet?&lt;br /&gt;
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:I've heard so, yes.  I forget which talk page it was on.--[[User:Draco18s|Draco18s]] 22:52, 1 November 2007 (EDT)&lt;br /&gt;
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::It isn't anywhere on the wiki, if a search for &amp;quot;adamantine&amp;quot; would show it. --[[User:Savok|Savok]] 22:54, 1 November 2007 (EDT)&lt;br /&gt;
::Cancel that. You can't find it by searching for &amp;quot;adamantine&amp;quot; but &amp;quot;addy&amp;quot; gave me [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 this forum thread]. --[[User:Savok|Savok]] 22:56, 1 November 2007 (EDT)&lt;br /&gt;
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== Where to find it ==&lt;br /&gt;
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http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176&lt;br /&gt;
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In the above thread, Toady mentions the pits (and therefore adamantium) are located on every map tile which is displayed as a mountain. He then notes that it might only place them on mountain squares in the local map as well, but that he wasn't sure. So, that detail needs verification. Also, from testing out about a dozen volcano tiles (using reveal.exe) I found adamantine and the pits on every one. So, I've assumed that volcano tiles count as mountains for pit placement. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
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This seems to be generally true, but not absolutely true. I found a volcano in a desert on a completely flat map, and there was no adamant. Perhaps there is a depth requirement. --[[User:Qalnor|Qalnor]]&lt;br /&gt;
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:Was this on an actual volcano tile, or just an adjacent tile with a magma vent? --[[User:Janus|Janus]] 02:11, 19 November 2007 (EST)&lt;br /&gt;
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::It was on an actual volcano tile. I probably can find it this evening if you'd like me to snag the seed so you can see for yourself. --[[User:Qalnor|Qalnor]] 15:36, 19 November 2007 (EST)&lt;br /&gt;
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IS there any information on depth in relation to finding deposits, or is it random? --[[User:Loganis|Loganis]] 13:11, 4 August 2009 (UTC)&lt;br /&gt;
:There is ''always'' a number of randomizing factors involved in almost any DF function, and often many are inter-related.  With this, it has a tag that is supposed to put it &amp;quot;deep&amp;quot; - however, with erosion, some players have found it easily visible in a chasm, or claimed to (rarely) find it exposed on the surface - put what weight you want in that.  But, yes, it's usually(?) only found &amp;quot;deep&amp;quot;... ish... --[[User:Albedo|Albedo]] 17:58, 4 August 2009 (UTC)&lt;br /&gt;
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:: Would an advisable search pattern for Adamantine be from the bottom up then? --[[User:Loganis|Loganis]] 04:13, 5 August 2009 (UTC)&lt;br /&gt;
:::I, personally, would say &amp;quot;no&amp;quot;, for because of two quirks re adamantine: 1, it has veins that flow in 3 dimensions, so it's quite possible to find traces of it in mid-levels.  But more important... um... (how best to phrase this?...)... there are ancient warnings about delving too deep for adamantine.  The shallower, the safer - we'll just leave it at that.  From the bottom up might be too much [[fun]] all at once. --[[User:Albedo|Albedo]] 07:17, 5 August 2009 (UTC)&lt;br /&gt;
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== Old info ==&lt;br /&gt;
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I also ported over parts of the old adamantine info which seemed to still be correct for this version, and trimmed out the bits which no longer seemed to be true. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
:There now only seems to be one labor directly related to adamantine, and that is Strand Extraction. Presumably weaving, smelting to wafers, and forging with the wafers now use the relevant &amp;quot;normal&amp;quot; skills but perhaps with a penalty to speed. I have not yet found adamantine, so if anybody has succeeded in analyzing its use, please correct the information in the wiki! --[[User:Alfador|Alfador]] 00:56, 6 November 2007 (EST)&lt;br /&gt;
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:Okay, since I've been playing around with adamatine in 33a and 33b for a little while now, I've edited the page a fair bit.  In particular, I've eliminated the Old Info section, wrapping that into the main body where it's correct, and eliminating it where it's not.  I further added notes about treating the ore as a stone, since the value is a little different (I've got an Adamantine Ashery due to the ore not being an economic stone in 33a).  I mentioned the apparent relationship between discovering adamantine and the King arriving.  I removed the &amp;quot;ver&amp;quot; tag and replaced it with normal text, since it was forcing the page into the &amp;quot;outdated info&amp;quot; category, and I think we're now accurate to 33b.  The only thing we still need to check is whether magma version of shops are still needed to handle the processing.  (A magma clothier's shop... hmmm). [[User:Doctorlucky|Doctorlucky]] 04:02, 19 November 2007 (EST)&lt;br /&gt;
::Since apparently someone has verified that magma smelters are not needed to make wafers, can we take this to be a concession from Toady due to magma not being available in all mountain tiles that adamantine is? --[[User:Alfador|Alfador]] 11:38, 19 December 2007 (EST)&lt;br /&gt;
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== Demon pit image ==&lt;br /&gt;
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I believe that's just a magma vent, which may or may not contain adamantine, though there's bound to be some somewhere in a mountain range. --[[User:Maximus|Maximus]], 20 November 2007&lt;br /&gt;
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:I moved the above comment from the edit summary[http://www.dwarffortresswiki.net/index.php?title=Adamantine&amp;amp;diff=10287&amp;amp;oldid=10117]. It is an example of where adamantine can be found, and where one person found it. I think it's useful on this article, so I'll put it back with a caption explaining it's an example. --[[User:Turgid Bolk|Turgid Bolk]] 13:23, 21 November 2007 (EST)&lt;br /&gt;
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::Well, I'm not going to nix your edit, I'll leave that decision up to you or others. But I have to say I don't really see that image as being remotely useful without a lot more context than 'this is an example'. What exactly is it an example of? What information is actually being provided? I can't really see how the image generates anything except confusion because it happens to be a magma square. --[[User:Qalnor|Qalnor]] 17:09, 21 November 2007 (EST)&lt;br /&gt;
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::The image doesnt seem helpful as is. Perhaps with a world seed and a little more explanation [[User:VengefulDonut|VengefulDonut]] 18:34, 21 November 2007 (EST)&lt;br /&gt;
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::Unless a demon pit can always be found to the east of a magma tile, the image is misleading.  The text in the Location section is more accurate, though it needs some more verifying and fleshing out.--[[User:Maximus|Maximus]] 18:46, 21 November 2007 (EST)&lt;br /&gt;
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:::All good points. I removed the image again. Maybe we can get a more helpful image at some point. --[[User:Turgid Bolk|Turgid Bolk]] 13:30, 23 November 2007 (EST)&lt;br /&gt;
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== Standardized spelling ==&lt;br /&gt;
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I just want to point out, despite it being definitively spelled [[Adamantine]] consistently in Dwarf Fortress, people still will spell it &amp;quot;adamantium&amp;quot; or &amp;quot;adamantite,&amp;quot; presumably due to previous experience with Marvel Comics or World of Warcraft, respectively. (At least those are the places where ''I've'' seen those alternative spellings.) --[[User:Alfador|Alfador]] 14:15, 23 November 2007 (EST)&lt;br /&gt;
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== Strands and loom ==&lt;br /&gt;
Are adamantine strands automatically processed at loom, if 'auto weave thread into cloth' option is on? I think, it's important to know. --[[User:Dorten|Dorten]] 23:29, 16 January 2008 (EST)&lt;br /&gt;
:They are not. There is anew Loom job, &amp;quot;a: Weave Metal Cloth&amp;quot; --[[User:Mitchy|Mitchy]] 00:11, 17 January 2008 (EST)&lt;br /&gt;
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==Verification==&lt;br /&gt;
Verify tag was questioning whether Adamantine appears more often on mountain tilesets than on others. Definately, in a ratio of 100:1 or more. Confirmed using the regional prospector.--[[User:Richards|Richards]] 01:23, 21 April 2008 (EDT)&lt;br /&gt;
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== Adamantine bolts ==&lt;br /&gt;
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In the article, it says that everything made out of adamantine uses 3 wafers in the place of one bar. This is usually correct, but in the case of making bolts, I'm pretty sure you just need one wafer to make a stack of 25 bolts. It might work for coins and other stacked things as well, I'm not sure. Can someone confirm this? --[[User:Obsidian|Obsidian]] 15:37, 4 July 2008 (EDT)&lt;br /&gt;
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I'm doing alot of experiments with Adamantine, and yes, 1 wafer = a stack of 25 Bolts.--[[User:CrazyMcfobo|CrazyMcfobo]] 02:17, 5 August 2009 (UTC)&lt;br /&gt;
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== merge? ==&lt;br /&gt;
I was wondering, should this be merged with raw adamantine? they both have extremely similar facts, and there are little differences. I don't know how to do this, and I think that some people might object, so any thoughts on this, go here. [[User:Destor|Destor]] 21:29, 3 October 2008 (EDT)&lt;br /&gt;
:Vote: '''No merge.''' The pages are seperate because [[Adamantine]] refers to the processed metal and [[Raw adamantine]] refers to the ore. It's basically the standard. --[[User:GreyMario|GreyMaria]] 22:09, 3 October 2008 (EDT)&lt;br /&gt;
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== The ominous timer ==&lt;br /&gt;
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...'''Too Deep'''. What, exactly, does it mean? I've heard it in some places, but this quote from Boatmurdered got me wondering for a while:&lt;br /&gt;
 In my knowledge the Too Deep timer starts if you mine somewhere between 10-99 adamantium /.../&lt;br /&gt;
(Quote source: Guerilla Medic)&lt;br /&gt;
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So, this ominous sounding thing, along with the mention (above) of mining adamantine resulting in an 'invariable game over' has gotten me quite curious.&lt;br /&gt;
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Just what happens? What are the mechanics, how is it triggered, and most importantly--&lt;br /&gt;
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''How does the game end?'' ~ [[User:Midna|Midna]] 22:14, 27 October 2008 (EDT)&lt;br /&gt;
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:This is from the 2D version. (and it's incorrect, the timer is started based on a random roll that gets a higher chance the more Ad you've mined) Maybe we should have a page about the 2D version and all the major ways it's different from the current version. [[User:Random832|Random832]] 22:43, 27 October 2008 (EDT)&lt;br /&gt;
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::I am aware of that; so is the magma river which I so dearly wish I was there to see. But I don't really want to use the 2D version because of all the bugs and everything.&lt;br /&gt;
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::A few searches (using Google) said that the timer's purpose was to eventually lead to that final game over. So why's it gone and all? Shouldn't it be an option?&lt;br /&gt;
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::And if Toady ever reads this, I think a whole lot of features from the 2D version should be brought back, hopefully in a toggleable manner (e.g. magma river--I want to pull a Boatmurdered, and a '''river of magma''' sounds pretty awesome in itself); I feel this would be great for the oldbies as well as midbies, and the newbies would eventually tromp on over and discover a few options that made the game more fun for them.&lt;br /&gt;
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::Oh, and one last thing: Random, that's a great idea. I'd help, but I've never so much as downloaded the 2D version. ~ [[User:Midna|Midna]] 18:37, 28 October 2008 (EDT)&lt;br /&gt;
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:::Well, I'll help get it started, by describing the differences I remember.  Some important changes came post-3D, too, but I stopped playing DF for most of 2008, so I didn't notice what changed when.&lt;br /&gt;
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:::*Z-levels (the biggie).  Among other things, channels were no impediment unless they were filled with fluid.  There was no fluid &amp;quot;pressure&amp;quot;; fluids were infinite, and if a floodgate was destroyed or otherwise unclosable, the resulting flood could easily destroy your entire fort.  Being infinite, it also had no &amp;quot;depth&amp;quot; (x/7).&lt;br /&gt;
:::*The chasm would contain primarily antmen, ratmen, or batmen, and 5-15 of them would spontaneously crawl out of it on a fairly regular basis until you poured enough magma in there to &amp;quot;kill&amp;quot; the chasm.  Frogmen, snakemen, or lizardmen would also show up spontaneously along the banks of the river (and also crawl out of wells), though much less often.  The underground river would flood once each spring, summer, and fall (in the form of waves sweeping out up to 20 tiles from its banks), and the floods would tend to sweep dwarves into the river, who would almost always drown.  Items swept into the river would permanently disappear.&lt;br /&gt;
:::*Terrain layout -- previously there was just an &amp;quot;outside&amp;quot;, with a river zig-zagging north to south (except in scorching/freezing climates), a nearly flat cliff face, and cave river, chasm, magma river and demon pits at fairly regular distances eastward from the cliff face, that were present in every fortress.  Behind the pits, forming the eastern edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw).  Oh, and the cave river was always lined with limestone and the magma river was always lined with obsidian.  Gold, platinum, hematite, and coal could be found in any mountain, though always to the east of the chasm.  Gem types were also tied to depth.  There were no geographic-style stone layers, and there were only a handful of different types of stone, which were either &amp;quot;light&amp;quot; (limestone, moonstone, or marble), &amp;quot;dark&amp;quot; (obsidian, jet, or onyx), or just &amp;quot;stone&amp;quot;.  Limestone was the only usable flux, and coal was coal (no lignite or bituminous, and it always produced 2 bars from smelting).&lt;br /&gt;
:::*Mining even a little bit of adamantine set into motion an eventual and unavoidable end-of-game (&amp;quot;Too deep&amp;quot;).  Mining a lot of adamantine would cause it to happen at the start of the next season.&lt;br /&gt;
:::*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about anywhere on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.&lt;br /&gt;
:::*Cave-ins would happen pretty much automatically if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a pillar).&lt;br /&gt;
:::*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight... something like a quarter of what they are now.&lt;br /&gt;
:::*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).&lt;br /&gt;
:::*You couldn't build traps or farms outdoors.  You could build bridges outdoors but not make them raisable/retractable.&lt;br /&gt;
:::*You couldn't build/rebuild walls or any of the other [[constructions]].&lt;br /&gt;
:::*Activity zones, including dumps, were introduced with the 3D version.&lt;br /&gt;
:::*Sand was always available, from the banks of the indoor or outdoor river.&lt;br /&gt;
:::*Machines (gears, pumps, windmills, etc.) did not exist.  There was a &amp;quot;mill&amp;quot; workshop that had to be built on one of the rivers.&lt;br /&gt;
:::*Nobles changed a lot.  There used to be &amp;quot;guildmasters&amp;quot; corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no &amp;quot;trader&amp;quot; noble or trade skills; you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and  &amp;quot;Order of the &amp;lt;weapon&amp;gt;&amp;quot; nobles and you could easily have 30 nobles in your fort.&lt;br /&gt;
:::*Dwarves who created artifacts would carry those artifacts non-stop for the next several years.&lt;br /&gt;
:::*Mining would leave behind stones or gems 50% of the time, regardless of miner skill.  Ore would be left behind 100% of the time by legendary miners, less often for lower skill.  All mining byproducts now follow the &amp;quot;ore&amp;quot; formula; up to 100% of the time, dependent on skill.&lt;br /&gt;
:::*Encumbrance changed at some point (post-3D?).  The Γ unit was made 1/10th its former weight, and much greater variation in material weights was introduced.&lt;br /&gt;
:::*Custom stockpiles were introduced before the 3D version -- this was probably the most revolutionary change introduced during the 2D era.  Well, no, fire was probably bigger... and so buggy when it was first introduced you were best off turning it off.  I believe temperature was introduced at the same time, which was also pretty buggy.&lt;br /&gt;
:::That's all I can remember for now.--[[User:Maximus|Maximus]] 00:07, 29 October 2008 (EDT)&lt;br /&gt;
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:Based on the boatmurdered screenshots, it appears that discovery of the chasm/cave river depended on line-of-sight (i.e. the whole thing wouldn't appear all at once the moment you breached it) [[User:Random832|Random832]] 01:51, 29 October 2008 (EDT)&lt;br /&gt;
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::That's correct.--[[User:Maximus|Maximus]] 02:57, 29 October 2008 (EDT)&lt;br /&gt;
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:I think artifacts no longer being held on to by dwarves who made them was post-3D, I remember reading an old post in a penny arcade forum on their 3D succession game. [[User:Random832|Random832]] 01:54, 29 October 2008 (EDT)&lt;br /&gt;
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:It's very sad that I've learned most of what I know about this from Boatmurdered.&lt;br /&gt;
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:So, wouldn't it be good, then, if things like the magma river (with the obsidian lining working as it does now) were brought back? Also, the floods would be great as a toggleable option (only) in my opinion; heck, have it depend upon where you've settled, too. Like a possible Nile setup, if the conditions are similar. So you'd have a '''predictable''' flood which'd make muddy soil and all, maybe fertilize it (if there's a difference, and if it does any good as of yet). A modified, toggleable cave-in system would be nice, too; I don't like how the tiles just support themselves. (You can build a huge pier leading straight into the ocean, then drop a building into it, or make an aquaduct in the same manner to make lava and water create obsidian to build into or whatever...underwater base, done.) Maybe as a 'new player' option.&lt;br /&gt;
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:Also, could you explain ''exactly'' what the &amp;quot;'''Too Deep'''&amp;quot; timer did when it finished counting down? Was some kind of animation displayed, and if so, what did it show? Or what did it do to end the game? Etcetera... If it's just one screen, screenshots would be good too. ~ [[User:Midna|Midna]] 03:25, 29 October 2008 (EDT)&lt;br /&gt;
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::This reminds me; daemons need a ''serious'' difficulty boost. Sure, they'll simply ''destroy'' the random new player who stumbles across them, but then again, so will [[carp]]. So I propose that somebody make the daemons absolute rape machines; the first (all-'round) daemon to spawn should be essentially ten times as strong as the daemons that spawn right afterwards or something to that effect. Spirits of fire could be given dragon-level breath, and all daemons would get super fire resistance.&lt;br /&gt;
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::Among other things, such as [DAMBLOCK] boosts, more demons, etcetera. ~ [[User:Midna|Midna]] 18:02, 29 October 2008 (EDT)&lt;br /&gt;
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http://archive.dwarffortresswiki.net/images/3/3c/Adamantite_game_over.PNG&lt;br /&gt;
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I remember Toady saying somewhere that he wanted to make cave-ins as much of a challenge as in the 2D versions, but there may be game-slowdown issues.  In a recent dev_now he talked about making the chasm civilization more dynamic again (not just a bunch of monsters that are gone once killed).&lt;br /&gt;
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Balancing the difficulty of the demons is hard, since you either know how to fight them and have a long time to prepare, or you don't, and you'll get massacred.  But if you want Toady to hear any of these things, say them on the forums -- he doesn't hang around the wiki.&lt;br /&gt;
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(Some) players did indeed use the river flooding for Nile-style farming in the 2D version.--[[User:Maximus|Maximus]] 20:53, 29 October 2008 (EDT)&lt;br /&gt;
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:Interesting. Basically, though, what I'm trying to aim for is to make daemons like they were when one went Too Deep; but without a game-over screen. So you're probably going to be absolutely ''destroyed'', but you just ''might'' have a chance if you're extremely lucky.&lt;br /&gt;
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:It'd make things easier if we had more elemental attacks; but that makes it start sounding like Pokemon after a while. But if we had, say, 'holy' weapons, then they could be made to be the only things that would do squat against daemons. Maybe the only holy weapons would be artifacts; in fact, that sounds like a great idea to me, because that means it's a lot harder to 'cheat' the system to get the weapons you'd need early.&lt;br /&gt;
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:Also, wow, this talk section has gotten simply massive. Never thought such a large discussion would be sparked.... ~ [[User:Midna|Midna]] 21:59, 29 October 2008 (EDT)&lt;br /&gt;
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::Those are some interesting ideas, though, again, Toady's the one that needs to hear them.&amp;lt;br&amp;gt;I've copied my 2D vs. 3D list into an actual article, and expanded its purpose: [[History of Dwarf Fortress]].--[[User:Maximus|Maximus]] 02:22, 30 October 2008 (EDT)&lt;br /&gt;
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::: And what happened if, after the &amp;quot;Too deep&amp;quot; game over, you tried to explore the fortress in Adventurer mode ? [[User:Timst|Timst]] 04:38, 30 October 2008 (EDT)&lt;br /&gt;
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::::You would find a single adjectiveless &amp;quot;Demon&amp;quot; in it, of slightly larger size than the pit demons.  All raw adamantine left in the fort would supposedly turn into silver.  I never tried it myself.--[[User:Maximus|Maximus]] 13:35, 30 October 2008 (EDT)&lt;br /&gt;
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::::: Oh wow. That sure was a nice, intriguing game over. [[User:Timst|Timst]] 18:29, 30 October 2008 (EDT)&lt;br /&gt;
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==Adamantine Strand Stockpiling==&lt;br /&gt;
So, Adamantine strands are apparently placed in cloth stockpiles, as claimed, but there doesn't seem to be any way to turn adamantine *off* for cloth stockpiles, as adamatine strands do not appear in the cloth stockpile item types options (your options under cloth are: thread(silk), thread(plant), cloth(silk), and cloth(plant)).  Furthermore, all cloth apparently counts as non-plant/animal, because deselecting allow plant/animal in additional options doesn't prevent non-adamantine cloth/thread from being placed in the stockpile (and regular cloth is removed from stockpiles for which you deselect 'allow non-plant/animal').  Basically, there is no way to tell your cloth stockpiles to only accept adamantine strands, which contradicts elements of this and related pages.  --[[User:Squirrelloid|Squirrelloid]] 10:38, 25 November 2008 (EST)&lt;br /&gt;
:As in the article, having a Stockpile set to take from all other cloth stockpiles, but set to accept no &amp;quot;known&amp;quot; types of cloth, works. Incidentally a dyer has just dyed some Adamantine strands blue with Dimple dye. --[[User:Jellyfishgreen|Jellyfishgreen]] 13:47, 4 June 2009 (UTC)&lt;br /&gt;
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==A Little Unclear==&lt;br /&gt;
How many adamantium strands are produced from one raw adamantium? [[User:Bouchart|Bouchart]] 12:20, 17 January 2009 (EST)&lt;br /&gt;
:One.  --[[User:Squirrelloid|Squirrelloid]] 15:04, 18 January 2009 (EST)&lt;br /&gt;
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==Adamantine==&lt;br /&gt;
Adamantine is used in several mythologies to bind some sort of great evil.  This is relevant to our interests.--[[User:Zchris13|Zchris13]] 01:42, 24 May 2009 (UTC)&lt;br /&gt;
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== Adamantine at gobbo fortresses? ==&lt;br /&gt;
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Wondering if it's possible or not. Any help on this would be great! [[User:Pariah|Pariah]] 03:47, 1 July 2009 (UTC)&lt;br /&gt;
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== Adamantine to Goblets to Adamantine again? ==&lt;br /&gt;
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Does this work in a way so as to yield 1 wafer from each goblet melted down? (For those not noticing the problem. That would mean 3 wafers for the cost of 1 wafer. Behold Dwarven magic!) [[User:Shardok|Shardok]] 04:03, 6 August 2009 (UTC)&lt;br /&gt;
:Okay, actually, this shouldn't work, just took a quick read through of how melting works and figured out why not. I didn't think melting down items returned such a small amount for everything. [[User:Shardok|Shardok]] 04:08, 6 August 2009 (UTC)&lt;br /&gt;
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== adamantine wafers ==&lt;br /&gt;
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i have found a huge outcropping of adamant. how do i make it into wafers? there is no option at the magma smelter. do i need a normal smelter? --&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sirmoocowthethird|Sirmoocowthethird]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:1. Please '''sign your comments''' (by adding &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; afterwards). 2. You need to have a [[strand extractor]] convert the raw adamantine into adamantine strands, then you can smelt those strands into wafers. --[[User:Quietust|Quietust]] 13:45, 15 December 2009 (UTC)&lt;br /&gt;
 1 sorry, im new at this. ill try 2 thank you.--[[User:Sirmoocowthethird|Sirmoocowthethird]] 00:09, 16 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sirmoocowthethird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=59776</id>
		<title>40d Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adamantine&amp;diff=59776"/>
		<updated>2009-12-15T07:22:03Z</updated>

		<summary type="html">&lt;p&gt;Sirmoocowthethird: /* adamantine wafers */ new section&lt;/p&gt;
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&lt;div&gt;Has anyone found any yet?&lt;br /&gt;
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:I've heard so, yes.  I forget which talk page it was on.--[[User:Draco18s|Draco18s]] 22:52, 1 November 2007 (EDT)&lt;br /&gt;
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::It isn't anywhere on the wiki, if a search for &amp;quot;adamantine&amp;quot; would show it. --[[User:Savok|Savok]] 22:54, 1 November 2007 (EDT)&lt;br /&gt;
::Cancel that. You can't find it by searching for &amp;quot;adamantine&amp;quot; but &amp;quot;addy&amp;quot; gave me [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 this forum thread]. --[[User:Savok|Savok]] 22:56, 1 November 2007 (EDT)&lt;br /&gt;
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== Where to find it ==&lt;br /&gt;
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http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176&lt;br /&gt;
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In the above thread, Toady mentions the pits (and therefore adamantium) are located on every map tile which is displayed as a mountain. He then notes that it might only place them on mountain squares in the local map as well, but that he wasn't sure. So, that detail needs verification. Also, from testing out about a dozen volcano tiles (using reveal.exe) I found adamantine and the pits on every one. So, I've assumed that volcano tiles count as mountains for pit placement. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
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This seems to be generally true, but not absolutely true. I found a volcano in a desert on a completely flat map, and there was no adamant. Perhaps there is a depth requirement. --[[User:Qalnor|Qalnor]]&lt;br /&gt;
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:Was this on an actual volcano tile, or just an adjacent tile with a magma vent? --[[User:Janus|Janus]] 02:11, 19 November 2007 (EST)&lt;br /&gt;
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::It was on an actual volcano tile. I probably can find it this evening if you'd like me to snag the seed so you can see for yourself. --[[User:Qalnor|Qalnor]] 15:36, 19 November 2007 (EST)&lt;br /&gt;
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IS there any information on depth in relation to finding deposits, or is it random? --[[User:Loganis|Loganis]] 13:11, 4 August 2009 (UTC)&lt;br /&gt;
:There is ''always'' a number of randomizing factors involved in almost any DF function, and often many are inter-related.  With this, it has a tag that is supposed to put it &amp;quot;deep&amp;quot; - however, with erosion, some players have found it easily visible in a chasm, or claimed to (rarely) find it exposed on the surface - put what weight you want in that.  But, yes, it's usually(?) only found &amp;quot;deep&amp;quot;... ish... --[[User:Albedo|Albedo]] 17:58, 4 August 2009 (UTC)&lt;br /&gt;
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:: Would an advisable search pattern for Adamantine be from the bottom up then? --[[User:Loganis|Loganis]] 04:13, 5 August 2009 (UTC)&lt;br /&gt;
:::I, personally, would say &amp;quot;no&amp;quot;, for because of two quirks re adamantine: 1, it has veins that flow in 3 dimensions, so it's quite possible to find traces of it in mid-levels.  But more important... um... (how best to phrase this?...)... there are ancient warnings about delving too deep for adamantine.  The shallower, the safer - we'll just leave it at that.  From the bottom up might be too much [[fun]] all at once. --[[User:Albedo|Albedo]] 07:17, 5 August 2009 (UTC)&lt;br /&gt;
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== Old info ==&lt;br /&gt;
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I also ported over parts of the old adamantine info which seemed to still be correct for this version, and trimmed out the bits which no longer seemed to be true. --[[User:Janus|Janus]] 22:58, 5 November 2007 (EST)&lt;br /&gt;
:There now only seems to be one labor directly related to adamantine, and that is Strand Extraction. Presumably weaving, smelting to wafers, and forging with the wafers now use the relevant &amp;quot;normal&amp;quot; skills but perhaps with a penalty to speed. I have not yet found adamantine, so if anybody has succeeded in analyzing its use, please correct the information in the wiki! --[[User:Alfador|Alfador]] 00:56, 6 November 2007 (EST)&lt;br /&gt;
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:Okay, since I've been playing around with adamatine in 33a and 33b for a little while now, I've edited the page a fair bit.  In particular, I've eliminated the Old Info section, wrapping that into the main body where it's correct, and eliminating it where it's not.  I further added notes about treating the ore as a stone, since the value is a little different (I've got an Adamantine Ashery due to the ore not being an economic stone in 33a).  I mentioned the apparent relationship between discovering adamantine and the King arriving.  I removed the &amp;quot;ver&amp;quot; tag and replaced it with normal text, since it was forcing the page into the &amp;quot;outdated info&amp;quot; category, and I think we're now accurate to 33b.  The only thing we still need to check is whether magma version of shops are still needed to handle the processing.  (A magma clothier's shop... hmmm). [[User:Doctorlucky|Doctorlucky]] 04:02, 19 November 2007 (EST)&lt;br /&gt;
::Since apparently someone has verified that magma smelters are not needed to make wafers, can we take this to be a concession from Toady due to magma not being available in all mountain tiles that adamantine is? --[[User:Alfador|Alfador]] 11:38, 19 December 2007 (EST)&lt;br /&gt;
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== Demon pit image ==&lt;br /&gt;
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I believe that's just a magma vent, which may or may not contain adamantine, though there's bound to be some somewhere in a mountain range. --[[User:Maximus|Maximus]], 20 November 2007&lt;br /&gt;
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:I moved the above comment from the edit summary[http://www.dwarffortresswiki.net/index.php?title=Adamantine&amp;amp;diff=10287&amp;amp;oldid=10117]. It is an example of where adamantine can be found, and where one person found it. I think it's useful on this article, so I'll put it back with a caption explaining it's an example. --[[User:Turgid Bolk|Turgid Bolk]] 13:23, 21 November 2007 (EST)&lt;br /&gt;
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::Well, I'm not going to nix your edit, I'll leave that decision up to you or others. But I have to say I don't really see that image as being remotely useful without a lot more context than 'this is an example'. What exactly is it an example of? What information is actually being provided? I can't really see how the image generates anything except confusion because it happens to be a magma square. --[[User:Qalnor|Qalnor]] 17:09, 21 November 2007 (EST)&lt;br /&gt;
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::The image doesnt seem helpful as is. Perhaps with a world seed and a little more explanation [[User:VengefulDonut|VengefulDonut]] 18:34, 21 November 2007 (EST)&lt;br /&gt;
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::Unless a demon pit can always be found to the east of a magma tile, the image is misleading.  The text in the Location section is more accurate, though it needs some more verifying and fleshing out.--[[User:Maximus|Maximus]] 18:46, 21 November 2007 (EST)&lt;br /&gt;
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:::All good points. I removed the image again. Maybe we can get a more helpful image at some point. --[[User:Turgid Bolk|Turgid Bolk]] 13:30, 23 November 2007 (EST)&lt;br /&gt;
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== Standardized spelling ==&lt;br /&gt;
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I just want to point out, despite it being definitively spelled [[Adamantine]] consistently in Dwarf Fortress, people still will spell it &amp;quot;adamantium&amp;quot; or &amp;quot;adamantite,&amp;quot; presumably due to previous experience with Marvel Comics or World of Warcraft, respectively. (At least those are the places where ''I've'' seen those alternative spellings.) --[[User:Alfador|Alfador]] 14:15, 23 November 2007 (EST)&lt;br /&gt;
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== Strands and loom ==&lt;br /&gt;
Are adamantine strands automatically processed at loom, if 'auto weave thread into cloth' option is on? I think, it's important to know. --[[User:Dorten|Dorten]] 23:29, 16 January 2008 (EST)&lt;br /&gt;
:They are not. There is anew Loom job, &amp;quot;a: Weave Metal Cloth&amp;quot; --[[User:Mitchy|Mitchy]] 00:11, 17 January 2008 (EST)&lt;br /&gt;
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==Verification==&lt;br /&gt;
Verify tag was questioning whether Adamantine appears more often on mountain tilesets than on others. Definately, in a ratio of 100:1 or more. Confirmed using the regional prospector.--[[User:Richards|Richards]] 01:23, 21 April 2008 (EDT)&lt;br /&gt;
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== Adamantine bolts ==&lt;br /&gt;
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In the article, it says that everything made out of adamantine uses 3 wafers in the place of one bar. This is usually correct, but in the case of making bolts, I'm pretty sure you just need one wafer to make a stack of 25 bolts. It might work for coins and other stacked things as well, I'm not sure. Can someone confirm this? --[[User:Obsidian|Obsidian]] 15:37, 4 July 2008 (EDT)&lt;br /&gt;
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I'm doing alot of experiments with Adamantine, and yes, 1 wafer = a stack of 25 Bolts.--[[User:CrazyMcfobo|CrazyMcfobo]] 02:17, 5 August 2009 (UTC)&lt;br /&gt;
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== merge? ==&lt;br /&gt;
I was wondering, should this be merged with raw adamantine? they both have extremely similar facts, and there are little differences. I don't know how to do this, and I think that some people might object, so any thoughts on this, go here. [[User:Destor|Destor]] 21:29, 3 October 2008 (EDT)&lt;br /&gt;
:Vote: '''No merge.''' The pages are seperate because [[Adamantine]] refers to the processed metal and [[Raw adamantine]] refers to the ore. It's basically the standard. --[[User:GreyMario|GreyMaria]] 22:09, 3 October 2008 (EDT)&lt;br /&gt;
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== The ominous timer ==&lt;br /&gt;
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...'''Too Deep'''. What, exactly, does it mean? I've heard it in some places, but this quote from Boatmurdered got me wondering for a while:&lt;br /&gt;
 In my knowledge the Too Deep timer starts if you mine somewhere between 10-99 adamantium /.../&lt;br /&gt;
(Quote source: Guerilla Medic)&lt;br /&gt;
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So, this ominous sounding thing, along with the mention (above) of mining adamantine resulting in an 'invariable game over' has gotten me quite curious.&lt;br /&gt;
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Just what happens? What are the mechanics, how is it triggered, and most importantly--&lt;br /&gt;
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''How does the game end?'' ~ [[User:Midna|Midna]] 22:14, 27 October 2008 (EDT)&lt;br /&gt;
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:This is from the 2D version. (and it's incorrect, the timer is started based on a random roll that gets a higher chance the more Ad you've mined) Maybe we should have a page about the 2D version and all the major ways it's different from the current version. [[User:Random832|Random832]] 22:43, 27 October 2008 (EDT)&lt;br /&gt;
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::I am aware of that; so is the magma river which I so dearly wish I was there to see. But I don't really want to use the 2D version because of all the bugs and everything.&lt;br /&gt;
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::A few searches (using Google) said that the timer's purpose was to eventually lead to that final game over. So why's it gone and all? Shouldn't it be an option?&lt;br /&gt;
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::And if Toady ever reads this, I think a whole lot of features from the 2D version should be brought back, hopefully in a toggleable manner (e.g. magma river--I want to pull a Boatmurdered, and a '''river of magma''' sounds pretty awesome in itself); I feel this would be great for the oldbies as well as midbies, and the newbies would eventually tromp on over and discover a few options that made the game more fun for them.&lt;br /&gt;
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::Oh, and one last thing: Random, that's a great idea. I'd help, but I've never so much as downloaded the 2D version. ~ [[User:Midna|Midna]] 18:37, 28 October 2008 (EDT)&lt;br /&gt;
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:::Well, I'll help get it started, by describing the differences I remember.  Some important changes came post-3D, too, but I stopped playing DF for most of 2008, so I didn't notice what changed when.&lt;br /&gt;
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:::*Z-levels (the biggie).  Among other things, channels were no impediment unless they were filled with fluid.  There was no fluid &amp;quot;pressure&amp;quot;; fluids were infinite, and if a floodgate was destroyed or otherwise unclosable, the resulting flood could easily destroy your entire fort.  Being infinite, it also had no &amp;quot;depth&amp;quot; (x/7).&lt;br /&gt;
:::*The chasm would contain primarily antmen, ratmen, or batmen, and 5-15 of them would spontaneously crawl out of it on a fairly regular basis until you poured enough magma in there to &amp;quot;kill&amp;quot; the chasm.  Frogmen, snakemen, or lizardmen would also show up spontaneously along the banks of the river (and also crawl out of wells), though much less often.  The underground river would flood once each spring, summer, and fall (in the form of waves sweeping out up to 20 tiles from its banks), and the floods would tend to sweep dwarves into the river, who would almost always drown.  Items swept into the river would permanently disappear.&lt;br /&gt;
:::*Terrain layout -- previously there was just an &amp;quot;outside&amp;quot;, with a river zig-zagging north to south (except in scorching/freezing climates), a nearly flat cliff face, and cave river, chasm, magma river and demon pits at fairly regular distances eastward from the cliff face, that were present in every fortress.  Behind the pits, forming the eastern edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw).  Oh, and the cave river was always lined with limestone and the magma river was always lined with obsidian.  Gold, platinum, hematite, and coal could be found in any mountain, though always to the east of the chasm.  Gem types were also tied to depth.  There were no geographic-style stone layers, and there were only a handful of different types of stone, which were either &amp;quot;light&amp;quot; (limestone, moonstone, or marble), &amp;quot;dark&amp;quot; (obsidian, jet, or onyx), or just &amp;quot;stone&amp;quot;.  Limestone was the only usable flux, and coal was coal (no lignite or bituminous, and it always produced 2 bars from smelting).&lt;br /&gt;
:::*Mining even a little bit of adamantine set into motion an eventual and unavoidable end-of-game (&amp;quot;Too deep&amp;quot;).  Mining a lot of adamantine would cause it to happen at the start of the next season.&lt;br /&gt;
:::*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about anywhere on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.&lt;br /&gt;
:::*Cave-ins would happen pretty much automatically if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a pillar).&lt;br /&gt;
:::*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight... something like a quarter of what they are now.&lt;br /&gt;
:::*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).&lt;br /&gt;
:::*You couldn't build traps or farms outdoors.  You could build bridges outdoors but not make them raisable/retractable.&lt;br /&gt;
:::*You couldn't build/rebuild walls or any of the other [[constructions]].&lt;br /&gt;
:::*Activity zones, including dumps, were introduced with the 3D version.&lt;br /&gt;
:::*Sand was always available, from the banks of the indoor or outdoor river.&lt;br /&gt;
:::*Machines (gears, pumps, windmills, etc.) did not exist.  There was a &amp;quot;mill&amp;quot; workshop that had to be built on one of the rivers.&lt;br /&gt;
:::*Nobles changed a lot.  There used to be &amp;quot;guildmasters&amp;quot; corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no &amp;quot;trader&amp;quot; noble or trade skills; you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and  &amp;quot;Order of the &amp;lt;weapon&amp;gt;&amp;quot; nobles and you could easily have 30 nobles in your fort.&lt;br /&gt;
:::*Dwarves who created artifacts would carry those artifacts non-stop for the next several years.&lt;br /&gt;
:::*Mining would leave behind stones or gems 50% of the time, regardless of miner skill.  Ore would be left behind 100% of the time by legendary miners, less often for lower skill.  All mining byproducts now follow the &amp;quot;ore&amp;quot; formula; up to 100% of the time, dependent on skill.&lt;br /&gt;
:::*Encumbrance changed at some point (post-3D?).  The Γ unit was made 1/10th its former weight, and much greater variation in material weights was introduced.&lt;br /&gt;
:::*Custom stockpiles were introduced before the 3D version -- this was probably the most revolutionary change introduced during the 2D era.  Well, no, fire was probably bigger... and so buggy when it was first introduced you were best off turning it off.  I believe temperature was introduced at the same time, which was also pretty buggy.&lt;br /&gt;
:::That's all I can remember for now.--[[User:Maximus|Maximus]] 00:07, 29 October 2008 (EDT)&lt;br /&gt;
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:Based on the boatmurdered screenshots, it appears that discovery of the chasm/cave river depended on line-of-sight (i.e. the whole thing wouldn't appear all at once the moment you breached it) [[User:Random832|Random832]] 01:51, 29 October 2008 (EDT)&lt;br /&gt;
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::That's correct.--[[User:Maximus|Maximus]] 02:57, 29 October 2008 (EDT)&lt;br /&gt;
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:I think artifacts no longer being held on to by dwarves who made them was post-3D, I remember reading an old post in a penny arcade forum on their 3D succession game. [[User:Random832|Random832]] 01:54, 29 October 2008 (EDT)&lt;br /&gt;
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:It's very sad that I've learned most of what I know about this from Boatmurdered.&lt;br /&gt;
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:So, wouldn't it be good, then, if things like the magma river (with the obsidian lining working as it does now) were brought back? Also, the floods would be great as a toggleable option (only) in my opinion; heck, have it depend upon where you've settled, too. Like a possible Nile setup, if the conditions are similar. So you'd have a '''predictable''' flood which'd make muddy soil and all, maybe fertilize it (if there's a difference, and if it does any good as of yet). A modified, toggleable cave-in system would be nice, too; I don't like how the tiles just support themselves. (You can build a huge pier leading straight into the ocean, then drop a building into it, or make an aquaduct in the same manner to make lava and water create obsidian to build into or whatever...underwater base, done.) Maybe as a 'new player' option.&lt;br /&gt;
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:Also, could you explain ''exactly'' what the &amp;quot;'''Too Deep'''&amp;quot; timer did when it finished counting down? Was some kind of animation displayed, and if so, what did it show? Or what did it do to end the game? Etcetera... If it's just one screen, screenshots would be good too. ~ [[User:Midna|Midna]] 03:25, 29 October 2008 (EDT)&lt;br /&gt;
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::This reminds me; daemons need a ''serious'' difficulty boost. Sure, they'll simply ''destroy'' the random new player who stumbles across them, but then again, so will [[carp]]. So I propose that somebody make the daemons absolute rape machines; the first (all-'round) daemon to spawn should be essentially ten times as strong as the daemons that spawn right afterwards or something to that effect. Spirits of fire could be given dragon-level breath, and all daemons would get super fire resistance.&lt;br /&gt;
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::Among other things, such as [DAMBLOCK] boosts, more demons, etcetera. ~ [[User:Midna|Midna]] 18:02, 29 October 2008 (EDT)&lt;br /&gt;
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http://archive.dwarffortresswiki.net/images/3/3c/Adamantite_game_over.PNG&lt;br /&gt;
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I remember Toady saying somewhere that he wanted to make cave-ins as much of a challenge as in the 2D versions, but there may be game-slowdown issues.  In a recent dev_now he talked about making the chasm civilization more dynamic again (not just a bunch of monsters that are gone once killed).&lt;br /&gt;
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Balancing the difficulty of the demons is hard, since you either know how to fight them and have a long time to prepare, or you don't, and you'll get massacred.  But if you want Toady to hear any of these things, say them on the forums -- he doesn't hang around the wiki.&lt;br /&gt;
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(Some) players did indeed use the river flooding for Nile-style farming in the 2D version.--[[User:Maximus|Maximus]] 20:53, 29 October 2008 (EDT)&lt;br /&gt;
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:Interesting. Basically, though, what I'm trying to aim for is to make daemons like they were when one went Too Deep; but without a game-over screen. So you're probably going to be absolutely ''destroyed'', but you just ''might'' have a chance if you're extremely lucky.&lt;br /&gt;
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:It'd make things easier if we had more elemental attacks; but that makes it start sounding like Pokemon after a while. But if we had, say, 'holy' weapons, then they could be made to be the only things that would do squat against daemons. Maybe the only holy weapons would be artifacts; in fact, that sounds like a great idea to me, because that means it's a lot harder to 'cheat' the system to get the weapons you'd need early.&lt;br /&gt;
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:Also, wow, this talk section has gotten simply massive. Never thought such a large discussion would be sparked.... ~ [[User:Midna|Midna]] 21:59, 29 October 2008 (EDT)&lt;br /&gt;
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::Those are some interesting ideas, though, again, Toady's the one that needs to hear them.&amp;lt;br&amp;gt;I've copied my 2D vs. 3D list into an actual article, and expanded its purpose: [[History of Dwarf Fortress]].--[[User:Maximus|Maximus]] 02:22, 30 October 2008 (EDT)&lt;br /&gt;
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::: And what happened if, after the &amp;quot;Too deep&amp;quot; game over, you tried to explore the fortress in Adventurer mode ? [[User:Timst|Timst]] 04:38, 30 October 2008 (EDT)&lt;br /&gt;
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::::You would find a single adjectiveless &amp;quot;Demon&amp;quot; in it, of slightly larger size than the pit demons.  All raw adamantine left in the fort would supposedly turn into silver.  I never tried it myself.--[[User:Maximus|Maximus]] 13:35, 30 October 2008 (EDT)&lt;br /&gt;
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::::: Oh wow. That sure was a nice, intriguing game over. [[User:Timst|Timst]] 18:29, 30 October 2008 (EDT)&lt;br /&gt;
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==Adamantine Strand Stockpiling==&lt;br /&gt;
So, Adamantine strands are apparently placed in cloth stockpiles, as claimed, but there doesn't seem to be any way to turn adamantine *off* for cloth stockpiles, as adamatine strands do not appear in the cloth stockpile item types options (your options under cloth are: thread(silk), thread(plant), cloth(silk), and cloth(plant)).  Furthermore, all cloth apparently counts as non-plant/animal, because deselecting allow plant/animal in additional options doesn't prevent non-adamantine cloth/thread from being placed in the stockpile (and regular cloth is removed from stockpiles for which you deselect 'allow non-plant/animal').  Basically, there is no way to tell your cloth stockpiles to only accept adamantine strands, which contradicts elements of this and related pages.  --[[User:Squirrelloid|Squirrelloid]] 10:38, 25 November 2008 (EST)&lt;br /&gt;
:As in the article, having a Stockpile set to take from all other cloth stockpiles, but set to accept no &amp;quot;known&amp;quot; types of cloth, works. Incidentally a dyer has just dyed some Adamantine strands blue with Dimple dye. --[[User:Jellyfishgreen|Jellyfishgreen]] 13:47, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==A Little Unclear==&lt;br /&gt;
How many adamantium strands are produced from one raw adamantium? [[User:Bouchart|Bouchart]] 12:20, 17 January 2009 (EST)&lt;br /&gt;
:One.  --[[User:Squirrelloid|Squirrelloid]] 15:04, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Adamantine==&lt;br /&gt;
Adamantine is used in several mythologies to bind some sort of great evil.  This is relevant to our interests.--[[User:Zchris13|Zchris13]] 01:42, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantine at gobbo fortresses? ==&lt;br /&gt;
&lt;br /&gt;
Wondering if it's possible or not. Any help on this would be great! [[User:Pariah|Pariah]] 03:47, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantine to Goblets to Adamantine again? ==&lt;br /&gt;
&lt;br /&gt;
Does this work in a way so as to yield 1 wafer from each goblet melted down? (For those not noticing the problem. That would mean 3 wafers for the cost of 1 wafer. Behold Dwarven magic!) [[User:Shardok|Shardok]] 04:03, 6 August 2009 (UTC)&lt;br /&gt;
:Okay, actually, this shouldn't work, just took a quick read through of how melting works and figured out why not. I didn't think melting down items returned such a small amount for everything. [[User:Shardok|Shardok]] 04:08, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== adamantine wafers ==&lt;br /&gt;
&lt;br /&gt;
i have found a huge outcropping of adamant. how do i make it into wafers? there is no option at the magma smelter.&lt;br /&gt;
do i need a normal smelter?&lt;/div&gt;</summary>
		<author><name>Sirmoocowthethird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=59339</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=59339"/>
		<updated>2009-12-07T01:05:20Z</updated>

		<summary type="html">&lt;p&gt;Sirmoocowthethird: /* making a soldier kill something */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proof, though, and I can't check just ATM - can someone look at this?[[User:Thexor|Thexor]] 20:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I checked a little.  Dabbling skills are not enough, but novice military skills are sufficient to prevent unhappiness about being drafted, while novice civilian skills prevent angst when the dwarves are relived.  Is it ok as long as they don't become peasants or recruits? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Tests:&lt;br /&gt;
* Novice Jeweler&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - did not complain&lt;br /&gt;
* Dabbling Butcher&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - unhappy&lt;br /&gt;
Will update again when dwarfs are no longer unhappy.  Also, it seems to me that marksdwarves need to be stationed near the barracks to practice when they are standing down - can anyone confirm this? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can also add results to the tests above:&lt;br /&gt;
* Novice Marksdwarf / Novice Butcher&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - No unhappy thought&lt;br /&gt;
* Novice Butcher only&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** unenlisted - no unhappy thought&lt;br /&gt;
* Novice Axedwarf / Dabbling Planter&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - unhappy.&lt;br /&gt;
Dwarves don't need to be stationed near the barracks for sparring practice when off-duty, mine (Axedwarves and Marksdwarves) are stationed almost 5 full screens away. [[User:Matryx|Matryx]] 03:59, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injuries while sparring ==&lt;br /&gt;
&lt;br /&gt;
It IS still possible to get grievous injuries while sparring. I currently have two guards resting with injuries, one maimed and one with a broken limb. Mitigating circumstances? Near-masterwork steel battleaxes and no armor. On the other hand, none of them are Strong or anything (or Tough, for that matter). Also I just checked and I have a Wrestler with a left lung and upper spine maimed too, couldn't be from anything else but sparring with the over-equipped guards, and he was wearing iron chainmail AND was Agile, Tough. I'd make the change myself but I'm too clueless about wikis and don't want to break some law of etiquette.&lt;br /&gt;
&lt;br /&gt;
:I wrote the paragraph before, I shall amend if with your new information --[[User:Matryx|Matryx]] 09:19, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Interestingly, I've had no major injuries with wrestler sparring in 3 years.  A couple bruises, nothing more.  Only thing I can see different is that I have a massive barracks, with 3 rooms and inner doors.  When they 'spar' next to each other, there can be some minor bruising, but they gain skill when they aren't next to each other.  They do have iron bucklers and full steel chainmail which helps, but my barracks doesn't even have blood on the floor 95% of the time.  Perhaps larger barracks are the way to go, or was I just lucky? --Gotthard 12:03, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had many announcements of guards/soldiers suffocating to death due to sparring with a wrestler. --Esoterrik 6:27, 4/10/08&lt;br /&gt;
&lt;br /&gt;
::That may have been due to miners getting critical hits with their picks, I think picks still have a massive critical boost like spears do. [[User:Extar|Extar]] 23:52, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Picks have the same crit boost as spears - see [[Weapon#Weapon_statistics]]. In fact, for military purposes, picks '''are''' spears that use the mining instead of the speardwarf skill and do 30% less damage. --[[User:Savok|Savok]] 11:13, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Another report on sparring over 10 years in a single room large barracks.  I've got only two notable injuries, both nervous system, and both light grey or brown.  They were only acquired by dwarves after I started training spears, and to two of four dwarves who hadn't yet received platemail.  In addition to the large barracks I've also been using silver weapons for training and layering armor.  They're all also legendary wrestlers before any started weapons training.  --[[User:Squirrelloid|Squirrelloid]] 14:30, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Discarded equipment ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that if I have civilians wandering around who get interrupted by wild critters, if I draft them they are fairly inclined to dump whatever they are carrying and then follow orders. If their preferences are set to have certain millitary equipment then they will disregard whatever other orders I set to go off and try to make their inventory match their orders.&lt;br /&gt;
&lt;br /&gt;
I don't really have a problem with any of that.&lt;br /&gt;
What I '''do''' have a problem with, is when I de-list/de-{{key|A}}ctivate them, they dump their millitary items wherever they happen to be.&lt;br /&gt;
So it means I should really only deactivate millitary types when they are close to a weapon &amp;amp; armour stockpile I guess?&lt;br /&gt;
Any other opinion/advice/observations on this issue?[[User:GarrieIrons|GarrieIrons]] 04:55, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
&lt;br /&gt;
A goblin just snatched one of the babies out of my fortress....  Any way to take the war to these b@$+@rds? - [[User:Holyfool|Holyfool]] 09:22, 23 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not yet... that's the Army Arc, which Toady is working on right now. --[[User:Savok|Savok]] 10:31, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Dual wield?==&lt;br /&gt;
&lt;br /&gt;
(note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
why then does my dwarf carry a short silver sword in each hand? [[User:Twiggie|Twiggie]] 12:00, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My dwarves set to carry 2 weapons also drop their sheild.  This does not necessarily mean that they are  dual wielding, but it is a negative to them carrying 2 weapons. --[[User:Esoterrik1|Esoterrik1]] 16:27, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Cross-training/Reserves Program==&lt;br /&gt;
&lt;br /&gt;
I think it's kind of sad that we don't have a section in this part of the wiki about cross-training or making a reserves program where you use civilian levelups to get stat increases for your military dwarves.  It not only makes for better armies, it staves off unhappiness if you ever need to relieve some dwarves of duty.  These little tips are spread throughout the wiki in weird places, and I think they really ought to be consolidated here.  Going spit out a first draft of something like that in this spot so it can be discussed and edited before being added or put in its own page.&lt;br /&gt;
&lt;br /&gt;
Please use this space (and not some spot inside the article) to discuss and note your changes.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:ThunderClaw|ThunderClaw]] 14:38, 18 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nobody is commenting on it so I'm assuming people are fine with it.  Adding this into the article. --[[User:ThunderClaw|ThunderClaw]] 12:31, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Internship (Bookkeeper) - Turn on Highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a Legendary Bookkeeper.&amp;quot; Can this go wrong if I don't switch the dwarf out before attaining highest precision? I have a legendary bookkeeper who attained highest precision, and now no other dwarf will take on bookkeeping jobs, despite being appointed to the job and having the office requirements met. The settings screen always reads: &amp;quot;Your bookkeeper has done enough work to attain the highest precision&amp;quot; (DF version 40d).&lt;br /&gt;
[[User:Edenicholas|Edenicholas]] 01:49, 2 October 2008 (EDT)&lt;br /&gt;
: Basically, the bookkeeper only has work if the stores change significantly enough for the precision. Unfortunately, this is not always under your direct control. *wrinkles nose* If you read through the Bookkeeper article and the associated talk pages, apparently at some point highest precision meant they worked on it frequently no matter what, but I agree that in 40d, this doesn't always seem to hold true. Ensure that you have enough stores to require frequent counting (it's what, a thousand items at least before the gain or loss of 10 or so puts you out of spec?). That's the closest I can find to actual advice for you. -[[User:Fuzzy|Fuzzy]] 07:56, 2 October 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: Yeah, starting fairly recently the Bookkeeper will only do the extra work when it's needed.  You can ensure that it is always needed by keeping a Gulag active (thus producing scads of stone), and keeping Mason shops active by requisitioning lots of Blocks.  Also make sure to buy plenty from the caravans -- a full shipment of logs will wreak havoc on the stockpile books (lots of logs in, lots of crafts out).  Still, though, it might be a good idea to make a gym and set your clerk to Pump Operation on top if it.  You may end up with a Legendary Pump Operator/Adept Bookkeeper, but even by that point Bookkeeping has given the dwarf a few nice stat upgrades, and the lucky intern is now an ideal candidate for the military.  --[[User:ThunderClaw|ThunderClaw]] 10:05, 2 October 2008 (EDT)&lt;br /&gt;
:: While I don't know if it's optimized, I used to set my Bookkeeper up as one of the fortress's hunters. Between the bookkeeping operations, he was out getting archery practice on the local wildlife. And with the legendary stat increases, he was fully capable of bashing foes through the air with his crossbow alone when he ran out of bolts. He never has increased very far on his Ambusher skill though... -[[User:Fuzzy|Fuzzy]] 12:19, 2 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The article seems to be getting a bit long in the tooth. Perhaps split &amp;quot;Reserves program&amp;quot; and &amp;quot;Army engineers&amp;quot; into a different article? --[[User:Juckto|Juckto]] 03:35, 18 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Agreed.  The &amp;quot;cross-training&amp;quot; advice is good for any dwarf you want to beef up (which should be all of them, not just your military).  The Corps of Engineers is an excessively elaborate way of saying you want one or more high-skill mason/building designers and mechanics in your fort.--[[User:Maximus|Maximus]] 10:36, 18 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I honestly wasn't sure where to put the Corps of Engineers bit.  I considered putting it in its own article or attaching it to a couple others, but ended up putting it here because in my experience having them around benefits your military more than anything else.  I haven't been around too long, so I'm not sure how people like to organize things here, so move it as it pleases you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Also, the Corps advice goes beyond just a couple high skill masons and mechanics, the way I see it.  They serve a very important niche in any fort, and it goes into a lot of detail about how to train them most efficiently.  If you see a way to shorten it, please do so by all means; I proofread it a couple times trying to figure out how to do so, but I couldn't come up with anything - more or less everything I put in there is what I feel is needed detail. --[[User:ThunderClaw|ThunderClaw]] 11:32, 18 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::With no real argument against splitting, it's been done. Info can now be found at [[cross-training]]. --[[User:Juckto|Juckto]] 22:20, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== smoothing near river? ==&lt;br /&gt;
&lt;br /&gt;
# Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to magma or a river. &lt;br /&gt;
&lt;br /&gt;
Why is this bad? the article on smoothing doesn't say. [[User:Random832|Random832]] 13:59, 14 October 2008 (EDT)&lt;br /&gt;
:I'd imagine it's because dwarfs aren't very smart and may either incite the local fauna, or fall in. [[User:HeWhoIsPale|HeWhoIsPale]] 15:03, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Maybe they try to smooth the &amp;quot;wet&amp;quot; side, which would probably result in a cancellation message.--[[User:Maximus|Maximus]] 10:38, 18 October 2008 (EDT)&lt;br /&gt;
::They don't do this.  I flooded my swimming pool before it was totally smoothed and my engravers just politely ignored my designations until I had drained it for them.  The larger issue is that rivers and magma pools can all contain Bad Things (tm) like carp or magma men, which puts your dwarves at an unnessecery risk.  --[[User:ThunderClaw|ThunderClaw]] 11:35, 18 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encumbrance ==&lt;br /&gt;
&lt;br /&gt;
This is a really impressive amount of research, and I suggest it now is large enough to deserve its own page, with a link from here. --[[User:RomeoFalling|RomeoFalling]] 19:49, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks.  A split would be fine; [[Equipment and encumbrance]], maybe?--[[User:Maximus|Maximus]] 23:31, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That's definitely got my vote over just &amp;quot;Encumbrance.&amp;quot; I keep forgetting what sort of page titles are valid in a wiki. --[[User:RomeoFalling|RomeoFalling]] 01:29, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Done.  It certainly got more elaborate than I had initially intended.  It was fun writing it, though.--[[User:Maximus|Maximus]] 02:55, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carrying two weapons ==&lt;br /&gt;
&lt;br /&gt;
Ok, I have a dwarf champion with legendary in all weapon types (well, that can be equipped. No whips for him.) armor, shields and wrestling. He has the highest possible listed attributes and is currently wearing legendary steel greaves and plate (I got really lucky). &lt;br /&gt;
&lt;br /&gt;
My question is, is there a way for me to make him carry two weapons around? Honestly, I took off his shield for the last goblin siege and he didn't get hurt at all (I think he had a bruised lower leg which healed in about one turn, it seemed). &lt;br /&gt;
&lt;br /&gt;
I just think he would be better off carrying two weapons around instead of his shield, but the labor menu is totally blocked off, including hunting and soldiering. Is there any way to actually get him to carry that second weapon?[[User:Milskidasith|Milskidasith]] 19:47, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:{{k|m}}ilitary-{{k|w}}weapons, right arrow over to where it says #:1, hit Enter.  It's possible you'll also need to set &amp;quot;shield&amp;quot; to none.  I've never tried out double weapons before.  But given that he can get still injured, I personally wouldn't fool with it.  Especially if you go up against elite bowmen: you'll end up with a legendary pincushion that menaces with spikes of iron.--[[User:Maximus|Maximus]] 20:39, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I suppose you have a point. Last ambush he only went against one bowman (who managed to badly bruise his shield arm, the bastard!) and some macegoblins. I'll just work on that legendary shield.[[User:Milskidasith|Milskidasith]] 20:52, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: The menu Maximus is talking about is only for the number of weapons he carries with him. If a weapon gets stuck in an enemy, a dwarf carrying two weapons will be able to use the second weapon. Dwarves can carry a weapon and a shield in the same hand anyway, so I doubt you need to turn off shields. --[[User:RomeoFalling|RomeoFalling]] 21:28, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Those who I've set to use this option I've seen holding both of their weapons in one hand, and a shield in the other. Somehow this seems to work well! --[[User:Navian|Navian]] 03:08, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Patrol Issues ==&lt;br /&gt;
&lt;br /&gt;
I've had troubles getting certain units to move as a squad. My marksdwarf squad seems to do just fine, but my four other soldiers need to be leaders of their own squads to be able to move anywhere. Otherwise, the leader of that squad runs off to die, and the others just continue using the patrol routes they had when they were in their own squads. How do I fix this?  TomMyarna&lt;br /&gt;
&lt;br /&gt;
:You need to break off the other soldiers from the squad, designating each of them into their own squads again, and then clear out each of their patrol routes. Reassign them to the dwarf you want them to follow and they should do so without many issues after that. [[User:Zykis|Zykis]] 11:09, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just started fooling with this recently, but it seems like even with no patrol routes ever set the members of any squad will run back and forth between home and target like a swarm of gnats without any sense, very rarely reaching either.  Unless clearing patrol routes also clears the &amp;quot;station&amp;quot;?  If an enemy is in the area every once in a while one member of the squad may get close enough to charge their cocked crossbows yelling the ''Duh! Duh! Duh!'' dorfen warcry, and nothing can stop him (including stay close to station, etc) while the rest run and back waiting for news of his death.  (Civilians, on the other hand, are more than eager to come out from unexpected spots on heights and lowlands to recover his wounded soon to be corpse, or corpse, from the feet of his attackers, pick up arrows, grab equipment, etc., stopping only within about 1/4 of a bowshot from the enemy to realize their mistake, take a few steps back if alive, then try again)  So far as I could figure, every time one gets hungry or thirsty or a leatherworker finishes an extra quiver or a waterskin or a backpack, one runs back home and some follow him and some don't.  Is it safe to say that as a rule that dorfs should ''never'' be put more than one to a squad, except in order to change settings?  [[User:Dorf and Dumb|Dorf and Dumb]] 20:57, 10 September 2009 (UTC)&lt;br /&gt;
:::I should add that since then I managed to get some squads to work by the book, and others are just as dysfunctional as the first time.  I don't understand what's going on still. [[User:Dorf and Dumb|Dorf and Dumb]] 07:05, 16 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Squads are a nice mix of disfunctional and annoying currently. Once managing single soldiers is too much of hassle, I have so many soldiers it doesnt matter what they do where and when. If I got that right, squads get a major overhaul *salutes* for the next version . --[[User:Birthright|Birthright]] 15:54, 16 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== making a soldier kill something ==&lt;br /&gt;
&lt;br /&gt;
an antman ran off with one of my mules.&lt;br /&gt;
oddly there doesn't seem to be an option to get soldiers to actually kill something, only to station or patrol.&lt;br /&gt;
which is of lttle use when your mule is being chased all over the mountain.&lt;br /&gt;
is there any way to make soldiers attack or are they only guards.&lt;/div&gt;</summary>
		<author><name>Sirmoocowthethird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=59338</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=59338"/>
		<updated>2009-12-07T01:03:55Z</updated>

		<summary type="html">&lt;p&gt;Sirmoocowthethird: /* making a soldier kill something */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proof, though, and I can't check just ATM - can someone look at this?[[User:Thexor|Thexor]] 20:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I checked a little.  Dabbling skills are not enough, but novice military skills are sufficient to prevent unhappiness about being drafted, while novice civilian skills prevent angst when the dwarves are relived.  Is it ok as long as they don't become peasants or recruits? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Tests:&lt;br /&gt;
* Novice Jeweler&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - did not complain&lt;br /&gt;
* Dabbling Butcher&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - unhappy&lt;br /&gt;
Will update again when dwarfs are no longer unhappy.  Also, it seems to me that marksdwarves need to be stationed near the barracks to practice when they are standing down - can anyone confirm this? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can also add results to the tests above:&lt;br /&gt;
* Novice Marksdwarf / Novice Butcher&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - No unhappy thought&lt;br /&gt;
* Novice Butcher only&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** unenlisted - no unhappy thought&lt;br /&gt;
* Novice Axedwarf / Dabbling Planter&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - unhappy.&lt;br /&gt;
Dwarves don't need to be stationed near the barracks for sparring practice when off-duty, mine (Axedwarves and Marksdwarves) are stationed almost 5 full screens away. [[User:Matryx|Matryx]] 03:59, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injuries while sparring ==&lt;br /&gt;
&lt;br /&gt;
It IS still possible to get grievous injuries while sparring. I currently have two guards resting with injuries, one maimed and one with a broken limb. Mitigating circumstances? Near-masterwork steel battleaxes and no armor. On the other hand, none of them are Strong or anything (or Tough, for that matter). Also I just checked and I have a Wrestler with a left lung and upper spine maimed too, couldn't be from anything else but sparring with the over-equipped guards, and he was wearing iron chainmail AND was Agile, Tough. I'd make the change myself but I'm too clueless about wikis and don't want to break some law of etiquette.&lt;br /&gt;
&lt;br /&gt;
:I wrote the paragraph before, I shall amend if with your new information --[[User:Matryx|Matryx]] 09:19, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Interestingly, I've had no major injuries with wrestler sparring in 3 years.  A couple bruises, nothing more.  Only thing I can see different is that I have a massive barracks, with 3 rooms and inner doors.  When they 'spar' next to each other, there can be some minor bruising, but they gain skill when they aren't next to each other.  They do have iron bucklers and full steel chainmail which helps, but my barracks doesn't even have blood on the floor 95% of the time.  Perhaps larger barracks are the way to go, or was I just lucky? --Gotthard 12:03, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had many announcements of guards/soldiers suffocating to death due to sparring with a wrestler. --Esoterrik 6:27, 4/10/08&lt;br /&gt;
&lt;br /&gt;
::That may have been due to miners getting critical hits with their picks, I think picks still have a massive critical boost like spears do. [[User:Extar|Extar]] 23:52, 20 November 2008 (EST)&lt;br /&gt;
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:::Picks have the same crit boost as spears - see [[Weapon#Weapon_statistics]]. In fact, for military purposes, picks '''are''' spears that use the mining instead of the speardwarf skill and do 30% less damage. --[[User:Savok|Savok]] 11:13, 13 December 2008 (EST)&lt;br /&gt;
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Another report on sparring over 10 years in a single room large barracks.  I've got only two notable injuries, both nervous system, and both light grey or brown.  They were only acquired by dwarves after I started training spears, and to two of four dwarves who hadn't yet received platemail.  In addition to the large barracks I've also been using silver weapons for training and layering armor.  They're all also legendary wrestlers before any started weapons training.  --[[User:Squirrelloid|Squirrelloid]] 14:30, 13 December 2008 (EST)&lt;br /&gt;
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== Discarded equipment ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that if I have civilians wandering around who get interrupted by wild critters, if I draft them they are fairly inclined to dump whatever they are carrying and then follow orders. If their preferences are set to have certain millitary equipment then they will disregard whatever other orders I set to go off and try to make their inventory match their orders.&lt;br /&gt;
&lt;br /&gt;
I don't really have a problem with any of that.&lt;br /&gt;
What I '''do''' have a problem with, is when I de-list/de-{{key|A}}ctivate them, they dump their millitary items wherever they happen to be.&lt;br /&gt;
So it means I should really only deactivate millitary types when they are close to a weapon &amp;amp; armour stockpile I guess?&lt;br /&gt;
Any other opinion/advice/observations on this issue?[[User:GarrieIrons|GarrieIrons]] 04:55, 13 February 2008 (EST)&lt;br /&gt;
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== War ==&lt;br /&gt;
&lt;br /&gt;
A goblin just snatched one of the babies out of my fortress....  Any way to take the war to these b@$+@rds? - [[User:Holyfool|Holyfool]] 09:22, 23 March 2008 (EST)&lt;br /&gt;
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:Not yet... that's the Army Arc, which Toady is working on right now. --[[User:Savok|Savok]] 10:31, 23 March 2008 (EDT)&lt;br /&gt;
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==Dual wield?==&lt;br /&gt;
&lt;br /&gt;
(note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
why then does my dwarf carry a short silver sword in each hand? [[User:Twiggie|Twiggie]] 12:00, 16 April 2008 (EDT)&lt;br /&gt;
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My dwarves set to carry 2 weapons also drop their sheild.  This does not necessarily mean that they are  dual wielding, but it is a negative to them carrying 2 weapons. --[[User:Esoterrik1|Esoterrik1]] 16:27, 5 May 2008 (EDT)&lt;br /&gt;
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==Cross-training/Reserves Program==&lt;br /&gt;
&lt;br /&gt;
I think it's kind of sad that we don't have a section in this part of the wiki about cross-training or making a reserves program where you use civilian levelups to get stat increases for your military dwarves.  It not only makes for better armies, it staves off unhappiness if you ever need to relieve some dwarves of duty.  These little tips are spread throughout the wiki in weird places, and I think they really ought to be consolidated here.  Going spit out a first draft of something like that in this spot so it can be discussed and edited before being added or put in its own page.&lt;br /&gt;
&lt;br /&gt;
Please use this space (and not some spot inside the article) to discuss and note your changes.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:ThunderClaw|ThunderClaw]] 14:38, 18 September 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
Nobody is commenting on it so I'm assuming people are fine with it.  Adding this into the article. --[[User:ThunderClaw|ThunderClaw]] 12:31, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Internship (Bookkeeper) - Turn on Highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a Legendary Bookkeeper.&amp;quot; Can this go wrong if I don't switch the dwarf out before attaining highest precision? I have a legendary bookkeeper who attained highest precision, and now no other dwarf will take on bookkeeping jobs, despite being appointed to the job and having the office requirements met. The settings screen always reads: &amp;quot;Your bookkeeper has done enough work to attain the highest precision&amp;quot; (DF version 40d).&lt;br /&gt;
[[User:Edenicholas|Edenicholas]] 01:49, 2 October 2008 (EDT)&lt;br /&gt;
: Basically, the bookkeeper only has work if the stores change significantly enough for the precision. Unfortunately, this is not always under your direct control. *wrinkles nose* If you read through the Bookkeeper article and the associated talk pages, apparently at some point highest precision meant they worked on it frequently no matter what, but I agree that in 40d, this doesn't always seem to hold true. Ensure that you have enough stores to require frequent counting (it's what, a thousand items at least before the gain or loss of 10 or so puts you out of spec?). That's the closest I can find to actual advice for you. -[[User:Fuzzy|Fuzzy]] 07:56, 2 October 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
: Yeah, starting fairly recently the Bookkeeper will only do the extra work when it's needed.  You can ensure that it is always needed by keeping a Gulag active (thus producing scads of stone), and keeping Mason shops active by requisitioning lots of Blocks.  Also make sure to buy plenty from the caravans -- a full shipment of logs will wreak havoc on the stockpile books (lots of logs in, lots of crafts out).  Still, though, it might be a good idea to make a gym and set your clerk to Pump Operation on top if it.  You may end up with a Legendary Pump Operator/Adept Bookkeeper, but even by that point Bookkeeping has given the dwarf a few nice stat upgrades, and the lucky intern is now an ideal candidate for the military.  --[[User:ThunderClaw|ThunderClaw]] 10:05, 2 October 2008 (EDT)&lt;br /&gt;
:: While I don't know if it's optimized, I used to set my Bookkeeper up as one of the fortress's hunters. Between the bookkeeping operations, he was out getting archery practice on the local wildlife. And with the legendary stat increases, he was fully capable of bashing foes through the air with his crossbow alone when he ran out of bolts. He never has increased very far on his Ambusher skill though... -[[User:Fuzzy|Fuzzy]] 12:19, 2 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The article seems to be getting a bit long in the tooth. Perhaps split &amp;quot;Reserves program&amp;quot; and &amp;quot;Army engineers&amp;quot; into a different article? --[[User:Juckto|Juckto]] 03:35, 18 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Agreed.  The &amp;quot;cross-training&amp;quot; advice is good for any dwarf you want to beef up (which should be all of them, not just your military).  The Corps of Engineers is an excessively elaborate way of saying you want one or more high-skill mason/building designers and mechanics in your fort.--[[User:Maximus|Maximus]] 10:36, 18 October 2008 (EDT)&lt;br /&gt;
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::I honestly wasn't sure where to put the Corps of Engineers bit.  I considered putting it in its own article or attaching it to a couple others, but ended up putting it here because in my experience having them around benefits your military more than anything else.  I haven't been around too long, so I'm not sure how people like to organize things here, so move it as it pleases you.&amp;lt;br&amp;gt;&lt;br /&gt;
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::Also, the Corps advice goes beyond just a couple high skill masons and mechanics, the way I see it.  They serve a very important niche in any fort, and it goes into a lot of detail about how to train them most efficiently.  If you see a way to shorten it, please do so by all means; I proofread it a couple times trying to figure out how to do so, but I couldn't come up with anything - more or less everything I put in there is what I feel is needed detail. --[[User:ThunderClaw|ThunderClaw]] 11:32, 18 October 2008 (EDT)&lt;br /&gt;
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:::With no real argument against splitting, it's been done. Info can now be found at [[cross-training]]. --[[User:Juckto|Juckto]] 22:20, 29 October 2008 (EDT)&lt;br /&gt;
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== smoothing near river? ==&lt;br /&gt;
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# Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to magma or a river. &lt;br /&gt;
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Why is this bad? the article on smoothing doesn't say. [[User:Random832|Random832]] 13:59, 14 October 2008 (EDT)&lt;br /&gt;
:I'd imagine it's because dwarfs aren't very smart and may either incite the local fauna, or fall in. [[User:HeWhoIsPale|HeWhoIsPale]] 15:03, 14 October 2008 (EDT)&lt;br /&gt;
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:Maybe they try to smooth the &amp;quot;wet&amp;quot; side, which would probably result in a cancellation message.--[[User:Maximus|Maximus]] 10:38, 18 October 2008 (EDT)&lt;br /&gt;
::They don't do this.  I flooded my swimming pool before it was totally smoothed and my engravers just politely ignored my designations until I had drained it for them.  The larger issue is that rivers and magma pools can all contain Bad Things (tm) like carp or magma men, which puts your dwarves at an unnessecery risk.  --[[User:ThunderClaw|ThunderClaw]] 11:35, 18 October 2008 (EDT)&lt;br /&gt;
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== Encumbrance ==&lt;br /&gt;
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This is a really impressive amount of research, and I suggest it now is large enough to deserve its own page, with a link from here. --[[User:RomeoFalling|RomeoFalling]] 19:49, 23 October 2008 (EDT)&lt;br /&gt;
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:Thanks.  A split would be fine; [[Equipment and encumbrance]], maybe?--[[User:Maximus|Maximus]] 23:31, 23 October 2008 (EDT)&lt;br /&gt;
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:: That's definitely got my vote over just &amp;quot;Encumbrance.&amp;quot; I keep forgetting what sort of page titles are valid in a wiki. --[[User:RomeoFalling|RomeoFalling]] 01:29, 24 October 2008 (EDT)&lt;br /&gt;
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:::Done.  It certainly got more elaborate than I had initially intended.  It was fun writing it, though.--[[User:Maximus|Maximus]] 02:55, 24 October 2008 (EDT)&lt;br /&gt;
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== Carrying two weapons ==&lt;br /&gt;
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Ok, I have a dwarf champion with legendary in all weapon types (well, that can be equipped. No whips for him.) armor, shields and wrestling. He has the highest possible listed attributes and is currently wearing legendary steel greaves and plate (I got really lucky). &lt;br /&gt;
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My question is, is there a way for me to make him carry two weapons around? Honestly, I took off his shield for the last goblin siege and he didn't get hurt at all (I think he had a bruised lower leg which healed in about one turn, it seemed). &lt;br /&gt;
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I just think he would be better off carrying two weapons around instead of his shield, but the labor menu is totally blocked off, including hunting and soldiering. Is there any way to actually get him to carry that second weapon?[[User:Milskidasith|Milskidasith]] 19:47, 8 November 2008 (EST)&lt;br /&gt;
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:{{k|m}}ilitary-{{k|w}}weapons, right arrow over to where it says #:1, hit Enter.  It's possible you'll also need to set &amp;quot;shield&amp;quot; to none.  I've never tried out double weapons before.  But given that he can get still injured, I personally wouldn't fool with it.  Especially if you go up against elite bowmen: you'll end up with a legendary pincushion that menaces with spikes of iron.--[[User:Maximus|Maximus]] 20:39, 8 November 2008 (EST)&lt;br /&gt;
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::I suppose you have a point. Last ambush he only went against one bowman (who managed to badly bruise his shield arm, the bastard!) and some macegoblins. I'll just work on that legendary shield.[[User:Milskidasith|Milskidasith]] 20:52, 8 November 2008 (EST)&lt;br /&gt;
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::: The menu Maximus is talking about is only for the number of weapons he carries with him. If a weapon gets stuck in an enemy, a dwarf carrying two weapons will be able to use the second weapon. Dwarves can carry a weapon and a shield in the same hand anyway, so I doubt you need to turn off shields. --[[User:RomeoFalling|RomeoFalling]] 21:28, 8 November 2008 (EST)&lt;br /&gt;
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:::Those who I've set to use this option I've seen holding both of their weapons in one hand, and a shield in the other. Somehow this seems to work well! --[[User:Navian|Navian]] 03:08, 9 November 2008 (EST)&lt;br /&gt;
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== Patrol Issues ==&lt;br /&gt;
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I've had troubles getting certain units to move as a squad. My marksdwarf squad seems to do just fine, but my four other soldiers need to be leaders of their own squads to be able to move anywhere. Otherwise, the leader of that squad runs off to die, and the others just continue using the patrol routes they had when they were in their own squads. How do I fix this?  TomMyarna&lt;br /&gt;
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:You need to break off the other soldiers from the squad, designating each of them into their own squads again, and then clear out each of their patrol routes. Reassign them to the dwarf you want them to follow and they should do so without many issues after that. [[User:Zykis|Zykis]] 11:09, 22 July 2009 (UTC)&lt;br /&gt;
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::I just started fooling with this recently, but it seems like even with no patrol routes ever set the members of any squad will run back and forth between home and target like a swarm of gnats without any sense, very rarely reaching either.  Unless clearing patrol routes also clears the &amp;quot;station&amp;quot;?  If an enemy is in the area every once in a while one member of the squad may get close enough to charge their cocked crossbows yelling the ''Duh! Duh! Duh!'' dorfen warcry, and nothing can stop him (including stay close to station, etc) while the rest run and back waiting for news of his death.  (Civilians, on the other hand, are more than eager to come out from unexpected spots on heights and lowlands to recover his wounded soon to be corpse, or corpse, from the feet of his attackers, pick up arrows, grab equipment, etc., stopping only within about 1/4 of a bowshot from the enemy to realize their mistake, take a few steps back if alive, then try again)  So far as I could figure, every time one gets hungry or thirsty or a leatherworker finishes an extra quiver or a waterskin or a backpack, one runs back home and some follow him and some don't.  Is it safe to say that as a rule that dorfs should ''never'' be put more than one to a squad, except in order to change settings?  [[User:Dorf and Dumb|Dorf and Dumb]] 20:57, 10 September 2009 (UTC)&lt;br /&gt;
:::I should add that since then I managed to get some squads to work by the book, and others are just as dysfunctional as the first time.  I don't understand what's going on still. [[User:Dorf and Dumb|Dorf and Dumb]] 07:05, 16 September 2009 (UTC)&lt;br /&gt;
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::::Squads are a nice mix of disfunctional and annoying currently. Once managing single soldiers is too much of hassle, I have so many soldiers it doesnt matter what they do where and when. If I got that right, squads get a major overhaul *salutes* for the next version . --[[User:Birthright|Birthright]] 15:54, 16 September 2009 (UTC)&lt;br /&gt;
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== making a soldier kill something ==&lt;br /&gt;
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an antman ran off with one of my mules.&lt;br /&gt;
oddly there doesn't seem to be an option to get then to actually kill something, only to station or patrol.&lt;br /&gt;
is there any way to make your soldiers attack are they only guards.&lt;/div&gt;</summary>
		<author><name>Sirmoocowthethird</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=58882</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=58882"/>
		<updated>2009-11-30T06:35:35Z</updated>

		<summary type="html">&lt;p&gt;Sirmoocowthethird: /* Brown Wounds */&lt;/p&gt;
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&lt;div&gt;== Priority of [[health care]] task ==&lt;br /&gt;
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I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
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I had a miner who was wounded in a mine collapse lie where he fell for a long time before someone came to pick him up, even after prioritizing that a single peasant would do nothing but Health Care.  I had even made sure that the Health Care dwarf had &amp;quot;likes doing stuff for others&amp;quot; in his profile/thoughts. --[[User:FJH|FJH]] 15:40, 25 March 2009 (EST)&lt;br /&gt;
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== Brown Wounds ==&lt;br /&gt;
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my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
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:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
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i have a similar problem, my legendary miner broke his head and upper arm in a cave in. now he's just sitting there.&lt;br /&gt;
unfortunately he is in the path of my lva moat that he was diging. will he ever be moved into a bed or something. will he recover? should i open up the lava waterfall and let him die with honor&lt;br /&gt;
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== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
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I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
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 (a non tough dwarf healed yellow in 2 days before even sitting in his rest bed - &lt;br /&gt;
 we need to revisit the info here) [[ User:Höhlenschreck]]&lt;br /&gt;
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Did a season change in those 2 days? Does this actually contradict the model we currently have?--[[User:Albedo|Albedo]] 12:48, 1 June 2009 (UTC)&lt;br /&gt;
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:No.&amp;lt;br&amp;gt; &lt;br /&gt;
:Not entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:Just pointing out that healing may have become faster or different. --[[User:Höhlenschreck|Höhlenschreck]] 16:24, 2 June 2009 (UTC)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
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I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
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I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
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Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
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:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
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:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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I've noticed that alot of my people with nervous damage have alot higher wrestling skill than their assigned weapon.. is it possible that people with nervous system damage spar as wrestlers still?--sindain&lt;br /&gt;
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== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
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What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
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The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
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Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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I've got a war dog with lightly-wounded right lung, left lung, and heart.  From combat (with a kobold thief), not from temperature exposure. -[[User:Greycat|Greycat]] 19:57, 12 April 2009 (UTC)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
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I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
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If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
:::I have an ex-guard with a red lung injury. He's been that way for about 4 years so is it possible that lungs can't heal? At first he passed out a lot from being winded but after training him up as an engraver to improve his toughness he's able to go about a normal dwarven life. I've had a lot of odd injuries in this fortress; two guys lost both eyes somehow. One of them, a champion, seemed unperturbed by this and went on with his job for about a year until a goblin bowman took him out with a lucky shot. The other was a hunter and spammed up the announcements with &amp;quot;cancelled job: unconcious&amp;quot;. He had to be... disposed of. Later, after accidentally releasing a caged titan in my entrance hall, my bone carver got a mangled stomach and lower body. I was preparing for him to die but amazingly he recovered his stomach in a season but it took him a lot longer to heal his other injury. Finally, one of my champions managed to break his lower back while sparring. I've provided him with a nice hospital where he can be looked after for the rest of his days but I fear one day he'll go beserk due to loneliness and boredom. --[[User:Paradigmlost|Paradigmlost]] 19:24, 11 February 2009 (EST)&lt;br /&gt;
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This is caused by some problem with the bed they are placed on.  Removing the bed they are on seems to fix the problem for me everytime it happens.  --[[User:Engy|Engy]] 22:46, 27 March 2009 (UTC)&lt;br /&gt;
:I came here because of an identical issue with my swordmaster's right lung. He rested for a moment, but got up and is just &amp;quot;toughing it out&amp;quot; making his rounds, but unwilling to spar. Does your comment mean this issue can be fixed by removing all barracks beds, and his bedroom, and replacing them? Also, would some kind of note, perhaps in a standard &amp;quot;Caveats&amp;quot; section be appropriate? --[[User:The Architect|The Architect]] 10:56, 17 October 2009 (UTC)&lt;br /&gt;
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== broken leg ==&lt;br /&gt;
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can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
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I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
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I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
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I had a dwarf with a broken leg fall into a strange mood.  He got up off his sickbed, limped to a workshop, claimed it, etc. -- all at a fraction of normal dwarf walking speed.  He finished the artifact, then went back to his sickbed to finish healing. -[[User:Greycat|Greycat]] 19:55, 12 April 2009 (UTC)&lt;br /&gt;
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== Broken brain? ==&lt;br /&gt;
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I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
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:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
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== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
::::::The simplest method I've found for silencing Dwarves (Usually to put them out of their misery) is to have the a room of hospital beds connected to a pump with a nearby water source (aquifer or brook, usually). In the event that a dwarf has permanently debilitating wounds, you can simply flood the room. Even a normal door will hold back 7/7 tiles of water, so all you have to do is lock them in to make sure no other dwarves decide to open it. [[User:Xennith|Xennith]] 10:45 AM, 2 March 2009 (PST)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
::: to off yer dwarf, you can put a door on their bedroom and lock em in when they sleep--[[User:Loganis|Loganis]] 14:06, 4 August 2009 (UTC)&lt;br /&gt;
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==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
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:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
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:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
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:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
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:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
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:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
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*sorry to interrupt*&lt;br /&gt;
i have a war dog with a red (mangled?) 'right rear leg' and 'head'. it's been like that for about a year now, crawling aruond the fortress and sitting where it's former master died (with it's/another dog's two puppies, might i add), passing out all the time. will it die soon? infact, shouldnt it be dead already, having a mangled head? (no internal organs seem to be damaged)&lt;br /&gt;
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== Down, but not Out ==&lt;br /&gt;
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Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
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:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
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== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;br /&gt;
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:this worked for me, too.  I also don't know whether he'll recover yet, but the bolt is out of his arm. --[[User:Khummsein|Khummsein]] 01:11, 5 March 2009 (EST)&lt;br /&gt;
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::Worked all the way.  Legendary carpenter was up and running around, eating up all my wood again.  Really quickly, too (maybe a month or two game time?  This after lying in bed for almost 2 years). --[[User:Khummsein|Khummsein]] 10:08, 6 March 2009 (EST)&lt;br /&gt;
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:::i'll edit the page accordingly then [[User:Kotekzot|Kotekzot]] 17:31, 18 March 2009 (UTC)&lt;br /&gt;
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== Dismembered Dwarves Permanently Bedridden? ==&lt;br /&gt;
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I have a dwarf who got his hand bitten off and his upper and lower body broken.  After a year or so he was completely healed, albeit still handless.  He still hasn't gotten out of bed, though.  Will he ever recover, or is this a bug?--[[User:Zipdog|Zipdog]] 05:22, 14 April 2009 (UTC)&lt;br /&gt;
: Maybe try deconstructing the bed in question, as above? (Next release will bring doctors and splints, apparently; maybe lopped off limbs will be colored purple or something other than another shade of lightly wounded gray...) --[[User:Jellyfishgreen|Jellyfishgreen]] 21:04, 16 April 2009 (UTC)&lt;br /&gt;
::Lopped off eyes don't prevent people from running around.  Miner took a fire imp to the face. Broke hus upper body. Ouch. --[[User:Zchris13|Zchris13]] 16:33, 12 May 2009 (UTC)&lt;br /&gt;
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== No sparring for nervous wounds, but hunting allowed? ==&lt;br /&gt;
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Seems like you can turn your melee dwarves with mild spinal injuries to hunters and they will practice that way ;) Although it is rather a waste of time if they are not at least very agile [[User:Greep|Greep]] 04:33, 23 June 2009 (UTC)&lt;br /&gt;
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== Lopped off limbs ==&lt;br /&gt;
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I've a wrestling champion who, unfortunately, lost his entire left leg to a swordsgoblin's first strike, and is now bedridden.&lt;br /&gt;
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It's not covered very clearly in the article just how badly lost limbs affect dwarves. I'd rather not kill him off (he happens to be quite popular), but I don't think he'll ever be getting out of bed again. If anyone has any evidence pointing to the contrary, I'd appreciate it.&lt;br /&gt;
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For now, I'll just back up the save and lock him up. [[User:Pariah|Pariah]] 07:39, 1 July 2009 (UTC)&lt;br /&gt;
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== Suffocation Mishaps ==&lt;br /&gt;
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I just had a highly decorated Swordsdwarf suffocate to death, out of the blue, right after my military had repelled two back-to-back goblin ambushes.&lt;br /&gt;
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I read in the Mods section that &amp;quot;super-dwarfs&amp;quot; can choke to death if modded so they can eat bones. I haven't made any such mods, however, and I can't find anything on the Wiki about what causes suffocation, apart from smoke (no fires here...)&lt;br /&gt;
He suffocated in a 2x2 barracks where two other dwarfs were sparring. &lt;br /&gt;
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Any ideas? - [[User:Abkajud|Abkajud]] 04:14, 13 September 2009 (UTC)&lt;br /&gt;
*He probably had a sparring accident that punctured both of his lungs. --[[User:Quietust|Quietust]] 04:29, 13 September 2009 (UTC)&lt;br /&gt;
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Oh, good God! Well, thanks for the tip ^_^ - [[User:Abkajud|Abkajud]] 04:33, 13 September 2009 (UTC)&lt;br /&gt;
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== Blindness ==&lt;br /&gt;
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The leader of my squad of axe-dwarves took some damage in a recent fight, including the loss of both eyes and ears. All injuries healed within the day except for the eyes (she is &amp;quot;very tough&amp;quot;), so I demobbed her. Later I noticed she had been trying to cut down the same tree for about half an hour real time despite being a &amp;quot;talented&amp;quot; wood cutter (this is df_28_181_40d11).&lt;br /&gt;
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Two questions: does blindness heal naturally, at season-change (with luck) or never; and is it known what types of tasks can and can't effectively be done by a blind dwarf? [[User:Hv|Hv]] 08:55, 21 October 2009 (UTC)&lt;br /&gt;
:Blindness never heals, though I haven't observed it to interfere with workshop activities - one of my 3 tanners got both of his eyes torn out by a wolf early in the fortress, and while he initially passed out a lot, he eventually leveled his toughness up high enough that he doesn't notice it anymore, and he performs his tasks just fine. --[[User:Quietust|Quietust]] 13:44, 21 October 2009 (UTC)&lt;br /&gt;
::Thanks. She is my only Appraiser too, and she still manages just fine at trading - I guess you really can ''feel'' the quality. :) [[User:Hv|Hv]] 20:59, 23 October 2009 (UTC)&lt;br /&gt;
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== Organ wound not possible ==&lt;br /&gt;
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In reference to a &amp;quot;moderate wound to the gut&amp;quot;, see this forum discussion:&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=44204.0 &amp;quot;Impossible Gut Injury?&amp;quot;] --[[User:Albedo|Albedo]] 19:04, 1 November 2009 (UTC)&lt;br /&gt;
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== On the subject of broken body parts and permanent damage ==&lt;br /&gt;
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Hi, all! I have a few tiny questions and odd things I'd like to mention.&lt;br /&gt;
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First, it does seem possible for eyes to be broken, at least in the most current version. [http://i16.photobucket.com/albums/b30/A-chana/Dwarf%20Fortress/52.png This cougar] suffered that amongst other nasty things, but my dwarf didn't stop to ask it how many fingers he was holding up, so I still don't know the effects on vision or if such a wound is permanent (see third question). For the record, it got this way by being attacked by an unarmed dabbling/novice wrestler. I think the left eye was sent into dark yellow in one of the first strikes of the fight, and stayed that way until the dwarf pummeled the cougar's unconscious body for a while (it was one of the last few blows dealt to the cougar).&lt;br /&gt;
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Second, does the lower body mean anything in terms of walking? I had a berserk dwarf try to take down an experienced founder, and he came away with a broken lower body (hips, legs, and spine were not wounded). He could still run about just as well as the fleeing civilians (he was merely Agile, no Toughness, and most of the other civs had some experience. Plus, he became tired while murdering the second victim but didn't seem too affected by it) and was able to take down four with no trouble before a war dog decided to wreck him. He was enraged at one point while fighting the founder, but came down from that high before he could get to work on beating down a much weaker migrant. I'm not sure if the lower body doesn't affect walking, if berserk dwarves will ignore certain injuries, or some combo of the two. On a similar subject, if the lower body doesn't affect walking, would hips affect it? Part of the massacre involved someone with a mangled hip, and I'm wondering if she could have been able to walk with that.&lt;br /&gt;
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Third, what other organs can be permanently damaged? That same war dog had gotten to me lightly damaged (probably from temperatures during travel), and it doesn't seem to be recovering any of the wounds. I know the brain, neck, and spine aren't going to heal, but he still has wounded lungs, guts, and heart, so I guess those won't heal either. It's nothing important -- he's still a beast that likes bisecting its foes (like the broken-lower-body dwarf above, who is now severed-lower-body dwarf), but I'm just curious as to what other organs might not heal fully (I'm mostly curious on eyes right now, since they seem like they could be pretty sensitive to being broken/possibly mangled). Also, does severity affect it? I mean, I know lopped off technically counts as a degree of severity and will stick, but still. Example being, an arm (not necessarily an arm -- even internal organs like the spleen count too) is horribly mangled, probably almost to the point of being lopped off. Could it still make a full recovery, even over many, many years, or will it stay permanently slightly damaged, if not in outright sorry shape? (Edit to elaborate: The organ/limb in question would make full recoveries from minor wounds.)&lt;br /&gt;
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Thanks for helping  Again, none of this is ground-breakingly important, but I'm just curious to know. -[[User:A-chana|A-chana]] 16:00, 14 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sirmoocowthethird</name></author>
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