<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Speed112</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Speed112"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Speed112"/>
	<updated>2026-04-17T00:23:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bauxite&amp;diff=174777</id>
		<title>v0.34:Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bauxite&amp;diff=174777"/>
		<updated>2012-07-04T04:58:28Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|04:58, 4 July 2012 (UTC)}}{{Stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bauxite''' is a dark-red sedimentary [[stone]]. Once highly prized as the only practical source of [[magma-safe]] [[mechanism]]s to create magma-proof devices, its importance has declined with the addition of many new heat-resistant forms of stone as well as the ability to make [[metal]] mechanisms from [[iron]] and [[steel]]. Nevertheless, it is still used by some long-time players for nostalgia and its rare, bloody appearance makes it an interesting aesthetic choice.&lt;br /&gt;
&lt;br /&gt;
Bauxite may contain both [[sapphire]] and [[ruby]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
In real life, bauxite is an ore of [[aluminum]], but the technology required to extract it is beyond the level possessed by dwarves.&lt;br /&gt;
&lt;br /&gt;
Bauxite is a stone comprised primarily of the minerals gibbsite (Aluminum Hydroxide: Al(OH)&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;), boehmite (Aluminum Oxide-Hydroxide: γ-AlO(OH)), and diaspore (Aluminum Oxide-Hydroxide: α-AlO(OH)) (none of which are individually present in Dwarf Fortress). Bauxite forms by the weathering and mineralization of various aluminum-rich soils or clays. Despite the correspondence in game, corundum, the mineral that makes up [[ruby]] and [[sapphire]] (Aluminum Oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;) does '''not''' form in bauxite.&lt;br /&gt;
&lt;br /&gt;
Extracting aluminum from bauxite, even in the most primitive way, requires the use of the Hall–Héroult process: the electrolysis of bauxite which has been dissolved into molten [[cryolite]]. The development of this process transformed aluminum from an exceptionally rare metal to a cheap, utilitarian material. Dwarves have not yet discovered electricity, therefore they cannot make use of electrolysis to get aluminum from bauxite. (If it were implemented, lightning might work)&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Freezing&amp;diff=132507</id>
		<title>v0.31:Freezing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Freezing&amp;diff=132507"/>
		<updated>2010-11-27T17:25:00Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:25, 27 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Work in progress --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Freezing Water =&lt;br /&gt;
Water in Dwarf Fortress can freeze to become ice if the temperature is low enough and the water is exposed to the air.&lt;br /&gt;
&lt;br /&gt;
1/7 of water freezes to become an ice floor&lt;br /&gt;
2/7 or greater of water freezes to become an ice wall (cube) which will return 7/7 water when melted.&lt;br /&gt;
&lt;br /&gt;
Creatures in a water tile that freezes are instantly killed.  Dwarves die with a unique message '**** has been encased in ice'&lt;br /&gt;
&lt;br /&gt;
== Melting ==&lt;br /&gt;
Ice can melt when the temperature rises as part of the natural cycle of seasons, some biomes may be frozen year round.  Ice can also be melted by proximity to magma.  A tile of magma beneath an ice tile will melt it, the same principle can be used to prevent freezing in the first place.&lt;br /&gt;
&lt;br /&gt;
= Climate =&lt;br /&gt;
&lt;br /&gt;
Freezing {{l|climate}}s are the coldest climates available for embarking in. Choosing to embark in one poses an interesting challenge and substantial amounts of {{l|losing|fun}}.&lt;br /&gt;
&lt;br /&gt;
== Settling ==&lt;br /&gt;
One of the first challenges presented by a freezing climate is the lack of {{l|water}}, and instantaneous freezing of any exposed water. Water may be the hardest resource to come across, aside from trees, despite the abundance of ice chunks left behind while digging ice. Penetrating the first or so layer of ice may also prove difficult, as ice takes some time to dig. The are several ways to approach a freezing area. One of them is embarking with a {{l|volcano}} in site, utilizing the natural obsidian surrounding it to create {{l|magma-safe}} floodgates and mechanisms to effectively melt ice. {{l|Ice}} can be used to create buildings and workshops, as long as they are not melted by {{l|magma}} or other various sources of heat.&lt;br /&gt;
&lt;br /&gt;
== Cautions ==&lt;br /&gt;
While channeling ice and magma, supervise your miners to ensure they are not encased in cooling magma.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Speed112&amp;diff=132030</id>
		<title>User:Speed112</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Speed112&amp;diff=132030"/>
		<updated>2010-11-19T22:21:22Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Why do you care? It's my page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Dwarfpage&lt;br /&gt;
|Title='Speed' Angzakalåth, &amp;quot;'Speed' Terrorbolt&amp;quot;, Sharpshooter&lt;br /&gt;
|Thoughts='Speed' Angzakalåth has been [[cv:Thought|happy]] lately. He admired his own fine crossbow lately. He enjoyed a great [http://www.ustream.tv/channel/destiny-zero-s-sc2-stream webstream] recently. He talked with a friend lately. He was annoyed by a teacher recently. He enjoyed a party lately. He was disgusted by a foul smell recently. He had a nice decadent drink recently. He had a pretty decent meal lately.&lt;br /&gt;
|Worship=He is a casual worshipper of [[Toady One]] the Creator of [[cv:dwarf fortress|Dwarf Fortress]].&lt;br /&gt;
|Citizen=He is a citizen of [http://en.wikipedia.org/wiki/Romania Wallachia]. He is a member of The Shackles of Mediocrity. He is a member of [irc://uk.quakenet.org/dwarffortress The Dwarf Fortress channel] He is an enemy of [http://www.Ubisoft.com Ubizanisfyn]. &lt;br /&gt;
|Age=He is sixteen years old, born on the [[cv:Calendar|18th of Limestone]] in the year 1994.&lt;br /&gt;
|Appearance=He is very thin, yet quite muscular. His nose bridge is rather straight. His eyes are small and of [http://en.wikipedia.org/wiki/Heterochromia different shades] of hazel.&lt;br /&gt;
|PhysicalPositive=He is almost never sick, quick to heal, slow to tire and incredibly tough,&lt;br /&gt;
|PhysicalNegative=but he is weak.&lt;br /&gt;
|Preferences='Speed' Angzakalåth likes tomatoes, axes, olivine, yellow topaz, the color yellow and Black Panthers for their coolness. When possible he prefers to consume mineral water and fruit. He dislikes cows for their [http://www.youtube.com/watch?v=FavUpD_IjVY haunting moos].&lt;br /&gt;
|MentalPositive=He has great creativity, great analytical abilities, a great spatial sense, a good kinesthetic sense, a way with words, a good musical sense, good intuition and the ability to focus,&lt;br /&gt;
|MentalNegative=but he has little patience and a large deficit of willpower,&lt;br /&gt;
|Character=He is relaxed. He is modest. He doesn't often experience strong cravings or urges. He finds rules confining. He is comfortable in social situations. He is straightforward with others. He doesn't go out of his way to do more work than necessary. He doesn't like to compromise with others. He does not actively seek friendships. He often bites on something when he is thinking. He needs fruit to get through the working day.&lt;br /&gt;
|Description=A medium sized [[cv:human|creature]] fond of videogames and food.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I am an admin of [irc://uk.quakenet.org/dwarffortress the Dwarf Fortress irc channel on Quakenet].&lt;br /&gt;
&lt;br /&gt;
You can view my more recent gaming history on [http://xfire.com/profile/n4v32x xFire].&lt;br /&gt;
&lt;br /&gt;
If you want something with me, post on my talk page, following the guidelines or look for me on irc.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=127444</id>
		<title>v0.31 Talk:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=127444"/>
		<updated>2010-09-11T22:00:22Z</updated>

		<summary type="html">&lt;p&gt;Speed112: /* Dwarves path out of burrow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions=&lt;br /&gt;
How do I restrict civilian dwarves to a specific burrow? --[[User:Markavian|Markavian]] 23:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --[[User:Markavian|Markavian]] 09:00, 5 April 2010 (UTC)&lt;br /&gt;
* Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
::How do I set civilians to an alert state?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:05, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki&lt;br /&gt;
* Answer: No. He will head outside the burrow to look for food or drink. [[Special:Contributions/216.110.94.227|216.110.94.227]] 17:50, 16 April 2010 (UTC)&lt;br /&gt;
*Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I revert to the old military system?&lt;br /&gt;
&lt;br /&gt;
*Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will a dwarf remain injured, or will he path to a hospital if injured regardless of burrow location? [[Special:Contributions/97.103.188.15|97.103.188.15]] 01:11, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I restrict only animals to a certain burrow? [[User:Richards|Richards]] 04:38, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: Animals ignore burrow's, you can't restrict them.  They do like meeting areas, cages, and chains though.  Or just i -&amp;gt; Pit them into holding room with no exits. --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will dwarves cross non burrow territory if two parts of the same burrow aren't connected?  &lt;br /&gt;
If I make a travel burrow containing all the halls/main stair ways, a mason's burrow, and a stone stockpile burrow.  Then assign the masons to all three.  Will the dwarves take from one burrow, travel through another, and work in the third? (I need a dwarftherapist for burrows...) --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Digging into walls does not expand the burrow into it as expected.  It only does this if you already selected the non-dug out space to be part of the burrow.  So it's like an invisible part of the burrow.  So, for example, if you selected the entire z-level as a burrow, then everything you dig out would become part of that burrow also.  But if you use the mouse to only select a single room to be part of a burrow, digging one or two spaces might be added to the burrow but any further will not.--[[User:Lemunde|Lemunde]] 14:13, August 21 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
=Pathfinding=&lt;br /&gt;
with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
:Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. [[User:Vattic|Vattic]] 22:45, 7 April 2010 (UTC)&lt;br /&gt;
::The pathing problems were fixed in 0.31.03 [[User:Immibis|Immibis]] 07:52, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the pathfinding section belong in the Burrow page, or should it have its own? --[[User:HammerDave|HammerDave]] 16:39, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves path out of burrow ==&lt;br /&gt;
&lt;br /&gt;
I've noticed quite a few times during the last siege a potential pitfall in using the burrow system. I all my civilians assigned to a large burrow covering most of my fortress.  I had dwarves take hauling jobs for items in another part of the fortress, but in the course of going there, they took a path that led them outside their assigned burrow.  I made a mistake in that I didn't realize that the only path they had available was through a dangerous area, its possible they would have not gone outside if another but possibly longer path had been available. -[[Special:Contributions/99.68.98.63|99.68.98.63]] 18:26, 11 September 2010 (UTC)&lt;br /&gt;
:Yes, if the longer, safe path was part of the burrow and the shorter one wasn't. [[User:Speed112|Speed112]] 22:00, 11 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=127254</id>
		<title>40d:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=127254"/>
		<updated>2010-09-08T11:19:22Z</updated>

		<summary type="html">&lt;p&gt;Speed112: This article has no rating. Somebody please rectify it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{quality|unrated|11:19, 8 September 2010 (UTC)}}&lt;br /&gt;
:''If looking for a guide on general fortifications as defense, see the {{L|Defense guide}} and/or {{L|Defense design}}.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Image:Crenellations.jpg|thumb|right|300px|'''Fortifications''' on top of a round tower.'']]&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''' are arrow slits used in the defense of your {{L|fortress}}, ''(and which are more technically known as &amp;quot;crenellations&amp;quot;)''. They are probably most commonly used along the outside {{L|wall}}s of your fortress and on the upper levels of constructed watchtowers so that {{L|Marksdwarf|marksdwarves}} and {{L|siege engine}}s can fire at enemies from within your walls. Much like real world embrasures on battlements, their utility is limited if the enemy is close and at the same height; their true power lies in shooting from above and at distance, as it is possible to shoot at targets on other z-levels.&lt;br /&gt;
&lt;br /&gt;
Fortifications allow ranged attacks (including {{L|siege weapon}}s), fireballs/breath, {{L|water}}, {{L|magma}}, {{L|steam}}, etc. to pass through. Archers firing through fortifications must pass a skill test of some sort if they are not standing directly next to the fortification.{{verify}} This test is more difficult from further distances.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Building fortifications==&lt;br /&gt;
Fortifications can be {{L|Carve fortifications|carved}} from stone walls, or built like any other {{L|construction}}.  They ''cannot'' be carved from {{L|soil}}, though they can be constructed on soil, as described below.&lt;br /&gt;
&lt;br /&gt;
=== Carving ===&lt;br /&gt;
Once you have chosen the wall you want to carve, {{L|smooth}} the stone along its length using {{K|d}} -&amp;gt; {{K|s}}.  After it has been smoothed, re-designate the same wall for fortifications using {{K|d}} -&amp;gt; {{K|a}}.  Stone smoothing and fortification require a {{L|dwarf}} with the {{L|Engraver}} labor.  &lt;br /&gt;
&lt;br /&gt;
Built walls do not require smoothing before carving fortifications, regardless if they are smooth {{L|block}} walls (built from stone blocks) or rough block walls (build from raw stone).&lt;br /&gt;
&lt;br /&gt;
Damaged (i.e. partially mined) rock cannot be used for fortifications. &lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
Fortifications can also be constructed from {{L|metal}}, {{L|wood}}, {{L|glass}} blocks, or {{L|stone}} (in lump or block form) using {{K|b}} -&amp;gt; {{K|C}} -&amp;gt; {{K|F}}. Construction of wooden fortifications require the {{L|Carpenter|Carpentry}} skill, fortifications made of glass or stone require the {{L|Mason|Masonry}} skill, and those made of metal require {{L|Metalsmith}}ing.&lt;br /&gt;
&lt;br /&gt;
Building fortifications does not include the floor on the level above. Constructing a wall and carving fortifications out of it does, however.&lt;br /&gt;
&lt;br /&gt;
==Uses and strategies==&lt;br /&gt;
Fortifications are designed to allow your {{L|marksdwarf|marksdwarves}} to make pincushions of your enemies without exposing themselves to the dangers of melee, and providing them with cover from return fire. Obviously, their utility is derived entirely from their placement. It's a good idea to place fortifications above the Z-level that they will be defending, because otherwise ranged enemies could conceivably stand directly outside them and receive no penalty from them. Raising them above ground makes them inaccessible to enemies. &lt;br /&gt;
&lt;br /&gt;
It's helpful to make the room that the fortifications look out of a {{L|barracks}} or {{L|archery target|archery range}}, along with an {{L|ammo}} {{L|stockpile}}, to ensure that there are always {{L|military}} dwarves milling about at all times, ready to fire upon any attackers that threaten the fortress.&lt;br /&gt;
&lt;br /&gt;
Fortifications can also be used to prevent creatures from swimming through your water/magma channels and into otherwise sensitive areas of your fortress. Do note, however, that {{L|pressure}} has been observed to push creatures through fortifications even if they would otherwise not fit. Also, a fortification carved into a tile at the very edge of the map will allow water to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Defense guide}}&lt;br /&gt;
* {{L|Defense design}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Awesome&amp;diff=127141</id>
		<title>Dwarf Fortress Wiki:Awesome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Awesome&amp;diff=127141"/>
		<updated>2010-09-05T19:10:17Z</updated>

		<summary type="html">&lt;p&gt;Speed112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is awesome. Project Awesome.&lt;br /&gt;
&lt;br /&gt;
==What is Project Awesome?==&lt;br /&gt;
Occasionally Briess receives an obscene amount of free advertising through Google that never gets used. (They expire in a month, etc.)  Instead of throwing this credit away, why not use it to find newbies and introduce them to Dwarf Fortress?  However, to do that, we need awesome tutorials, awesome evangelism pages, and an awesome front page so newbies don't get confused.&lt;br /&gt;
&lt;br /&gt;
* Project coordinators: [[User:Briess|Briess]], [[User:Phantasm|Phantasm]]&lt;br /&gt;
&lt;br /&gt;
There is a possibility of prizes for Awesome contributions to project Awesome.  We shall see.&lt;br /&gt;
&lt;br /&gt;
==Master List of Awesome==&lt;br /&gt;
* THEME&lt;br /&gt;
{{progress_bar|0|total=1}}&lt;br /&gt;
** Project Awesome needs an awesome theme (graphical, etc) to go with it. We need seasoned web graphical designer for the task if possible.&lt;br /&gt;
* THE WIKI&lt;br /&gt;
{{progress_bar|0|total=1}}&lt;br /&gt;
** We need a revamp of the main page.  Heck, the entire site would be nice.&lt;br /&gt;
** Evangelism page.  We need one. (http://df.zweistein.cz/ is cool!)&lt;br /&gt;
** We need overhaul of all important pages and make sure they are updated upto DF 2010 properly.&lt;br /&gt;
* TUTORIALS&lt;br /&gt;
{{progress_bar|0.4|total=1}}&lt;br /&gt;
** YouTube Tutorials&lt;br /&gt;
** [http://www.youtube.com/watch?v=bddOiWj1ZZ4 51ppycup's Video Tutorial &amp;amp; Overview of Lazy Newb Pack]&lt;br /&gt;
** [http://www.youtube.com/user/captnduck#p/u/6/KGBTNPbUvFM Cptnduck's Video Tutorials]&lt;br /&gt;
** [http://www.youtube.com/watch?v=puKq8zjAYCE&amp;amp;feature=channel quill18's Let's Play DF]&lt;br /&gt;
** [http://www.youtube.com/user/upingu Upingu's tutorial]&lt;br /&gt;
** Written Tutorials&lt;br /&gt;
** [[Bentgirder]]&lt;br /&gt;
** [http://forums.somethingawful.com/showthread.php?threadid=3334261&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=1 5ippycup's A Complete Idiot's Guide to DF]&lt;br /&gt;
** [http://www.scribd.com/doc/16071872/The-Complete-and-Utter-Newby-Tutorials The Complete and Utter Newby Tutorial]&lt;br /&gt;
* NEWBIE KIT&lt;br /&gt;
{{progress_bar|0.5|total=1}}&lt;br /&gt;
**[http://www.bay12forums.com/smf/index.php?topic=59026.0 Lazy Newb Pack] - Includes pre-configured settings, utilities, tilesets, embark profiles, laptop keybinds. Does not yet include a pre-genned world or save.&lt;br /&gt;
** packaged with good tilesets and preconfigured suitable. Including tutorial map &amp;amp; save.&lt;br /&gt;
* PRIZES (?)&lt;br /&gt;
{{progress_bar|0|total=1}}&lt;br /&gt;
** If this happens, it'll probably be t-shirts, pending Toady's permission.  We would need t-shirt designs that are Awesome.&lt;br /&gt;
&lt;br /&gt;
===Task coordinating===&lt;br /&gt;
We need to take care every aspect of the project gets some people doing it and of course it is of no use to have 20 people working on small side aspect. One person should act as coordinator of the given task so that there won't be 5 people all doing overlapping things on same issue.&lt;br /&gt;
*Bugs: nicks (2 people max)&lt;br /&gt;
*Tutorials: nicks (at least 5 people?)&lt;br /&gt;
*Newbie DF bundle: [[User:LucasUP|LucasUP]] (2 more?)&lt;br /&gt;
*Wiki overhaul: nicks (at least 3 people)&lt;br /&gt;
*Frontpage theme: [[User:Speed112|Speed112]] (1 seasoned web graphical designer more?)&lt;br /&gt;
*more?&lt;br /&gt;
&lt;br /&gt;
===Newbie unfriendly bugs===&lt;br /&gt;
List of various bugs that are of importance to be fixed to make ideal playing experience for newbies. Fixing of these of course requires support from Toady One. These haven't been much of a priority as seasoned players do not get bothered about most of these bugs, but for newbies fixing of these is a must. So, the task for us it to look for bugs that should be fixed in order to allow newbie friendly introduction to DF 2010.&lt;br /&gt;
&lt;br /&gt;
We don't need to wait for everything fixed right away. We could keep a list with explanations of all of these bugs and any work-arounds for Newbs to read up on --[[User:LucasUP|LucasUP]] 12:09, 3 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Unfortunately we need to get everything fixed, or at least as much as possible. This is because that giving a list of known bugs and work-arounds for newbies will very easily get them to stray away for good. To get the best possible benefit of the advertising, everything needs to look good. --[[User:Phantasm|Phantasm]] 15:58, 3 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Farming on soil not working&lt;br /&gt;
*Stone considered as metal&lt;br /&gt;
*Infinite blood&lt;br /&gt;
*Economy not working&lt;br /&gt;
*Dwarves ignore bedrooms and use any bed&lt;br /&gt;
*More?&lt;br /&gt;
&lt;br /&gt;
===Tutorials===&lt;br /&gt;
Good set of tutorials including some Youtube-videos, wiki tutorials and nice list of important wiki pages.&lt;br /&gt;
&lt;br /&gt;
===Newbie DF bundle===&lt;br /&gt;
Good DF bundle for newbie friendliness with preconfigures settings, tutorial map &amp;amp; save included etc.&lt;br /&gt;
PDF/Wiki page shortcut list, guide etc?&lt;br /&gt;
Maybe 2x2 embark, 7 dwarves, pocket sized world, with simple farm setup, simple workshop layout, simple row housing so someone can see how certain things work?) Possibly also have a small area with screwpumps built to pump water back and forth between two small ponds or floodgate + lever to empty lake into river, and lever + 2-3 high pumpstack+water wheel to refill lake?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IRC helpers===&lt;br /&gt;
List of people who are regularly on IRC and are willing to help newbies. This is just to see there are enough people doing this and the list won't be given to newbies pointing out who to PM or anything. So, this is a wakeup call to IRC people so that they know to activate themselves as helpers when the project finishes and advertising starts.&lt;br /&gt;
* #DwarfFortress @ irc.quakenet.org&lt;br /&gt;
** Briess&lt;br /&gt;
** Speed112&lt;br /&gt;
** pugi&lt;br /&gt;
&lt;br /&gt;
* #Bay12games @ irc.newnet.net&lt;br /&gt;
** pugi (just in there, not really active :P)&lt;br /&gt;
** nick2&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=125273</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=125273"/>
		<updated>2010-08-13T08:14:55Z</updated>

		<summary type="html">&lt;p&gt;Speed112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:50, 12 July 2010 (UTC)}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more convenient, to ''stop'', too. One can remove the hunting labor from the hunter to get them to stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|hoary marmot|marmot}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|giant eagle}}, or worse.&lt;br /&gt;
&lt;br /&gt;
Hunters using crossbows must have a {{L|quiver}} to hold their bolts. Due to this change of behavior in version 0.31.x, the standard load for embarking now includes 3 quivers.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your speed just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while traveling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the {{L|butcher's shop}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase his {{L|Marksman|marksdwarf}}, ambusher and {{L|archery}} {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
Caution is advised in the slaughtering process. Hunters will drop carcasses directly into the {{l|butcher's shop|butchery}}, which will make it {{l|clutter}}ed very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are suggested, or your animal corpses will rot even while in the butchery and you will lose the valuable byproducts: {{L|skin}}, {{L|meat}}, and ({{L|food}}). Bones and skulls can be salvaged from non-sentient skeletons once processed by a butcher. ([http://www.bay12games.com/dwarves/mantisbt/view.php?id=1180 doesn't work?]). It can also happen that your butcher is not fast enough and a hauler takes a corpse from the butchery and puts it on a refuse pile. This isn't be a problem as your butcher will pick it up from there.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, some of the food will rot.  Also, the {{L|craftsdwarf}} unfortunate enough to need the bones, hooves, etc, from the rotted critters will have to endure the {{l|miasma}} of rotting corpse.  All these things can place a strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of {{L|bolt}}s.  Without bolts assigned, he must fight with the butt of the crossbow, which functions similarly to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf with the ambusher skill as the highest skill when embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary {{L|quality|quality}}. Several caveats apply:&lt;br /&gt;
&lt;br /&gt;
*This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  &lt;br /&gt;
*You can combine the ambusher skill with other {{L|ranger}} skills (except animal caretaker), even ones equal to their ambusher skill, will still receive this equipment. &lt;br /&gt;
*Most military skills (sorry {{l|fighter}} and {{l|biter}}), like macedwarf, can be combined at any level with the ambusher skill and still receive the equipment.  (Separately, dwarfs whose highest skill is a military skill will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
*You can also get the freebies by giving a social skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
*Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://www.bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://www.bay12games.com/dwarves/mantisbt/view.php?id=110]&lt;br /&gt;
*Weapons of hunters might not be assigned properly&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dfterm2&amp;diff=125005</id>
		<title>Utility:Dfterm2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dfterm2&amp;diff=125005"/>
		<updated>2010-08-12T17:41:32Z</updated>

		<summary type="html">&lt;p&gt;Speed112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;Note: The most recent guide is in the dfterm2 official [http://genodeen.net/files/dfterm2/manual.pdf manual]. Content from the manual is here with the author's permission.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
'''Dfterm2''' is a program that manages Dwarf Fortress games and allows them to be accessed remotely using Telnet and ANSI/VT102&lt;br /&gt;
compliant terminals, or using a browser with a flash plugin.&lt;br /&gt;
It has several features designed for building public Dwarf Fortress servers feasible, such as user registration system and a chat.&lt;br /&gt;
It works on both Windows and Linux platforms, albeit the way the game is handled is a little different. On Windows systems,&lt;br /&gt;
dfterm2 reads screen data from Dwarf Fortress’ memory. On Linux, Dwarf Fortress must be set to use terminal text mode (i.e.&lt;br /&gt;
[PRINT_MODE:TEXT]), and dfterm2’s terminal emulator parses this output. Linux version of dfterm2 works also on other&lt;br /&gt;
programs that use a terminal for their output.&lt;br /&gt;
Dfterm2 is designed to be easily deployed and configured. There are no configuration files to modify. All settings are set by&lt;br /&gt;
logging in to it and using the text mode UI. The only exception is setting up an administrator account with which to configure it,&lt;br /&gt;
but usually the Windows installer can handle even that.&lt;br /&gt;
Dfterm2 is fully usable, but there are missing features that need to be implemented before a stable version can be released.&lt;br /&gt;
Dfterm2, as of writing of this, is under constant development and it may happen that this manual becomes out of date with the&lt;br /&gt;
current features.&lt;br /&gt;
&lt;br /&gt;
= Compatible versions =&lt;br /&gt;
&lt;br /&gt;
*{{version|0.31.12}}&lt;br /&gt;
*{{version|0.31.11}}&lt;br /&gt;
*{{version|0.31.10}}&lt;br /&gt;
*{{version|0.31.09}}&lt;br /&gt;
*{{version|0.31.08}}&lt;br /&gt;
*{{version|0.31.06}}&lt;br /&gt;
*{{version|0.31.03}}&lt;br /&gt;
*{{version|0.31.02}}&lt;br /&gt;
*{{version|0.31.01}}&lt;br /&gt;
*{{version|0.28.181.40d19.2}}&lt;br /&gt;
*{{version|0.28.181.40d19}}&lt;br /&gt;
*{{version|0.28.181.40d18}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Usually only the most recent Dwarf Fortress versions are tested.'' ''It is possible there are changes in dfterm2 that partially break&lt;br /&gt;
compatibility in older versions. The versions listed are Dwarf Fortress versions that each have dedicated code in dfterm2 to&lt;br /&gt;
handle them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Linux version parses Dwarf Fortress’ text terminal output so it supports any Dwarf Fortress version that supports [PRINT_MODE:TEXT]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
&lt;br /&gt;
===On Windows=== &lt;br /&gt;
For Windows, Dfterm2 comes with an automatic extractor (installer) so it shouldn't pose any problems.&lt;br /&gt;
&lt;br /&gt;
The latest installer for the program can be found [http://www.bay12forums.com/smf/index.php?topic=50643.0. here], on the Bay12 forums.&lt;br /&gt;
&lt;br /&gt;
To connect to the server on Windows you need a third-party program, such as PuTTY, which can be downloaded from [http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html here]&lt;br /&gt;
&lt;br /&gt;
===On linux===&lt;br /&gt;
You need to compile the program directly from source. To do so you need to install the following packages:&lt;br /&gt;
ICU development libraries&lt;br /&gt;
* Boost development libraries (at least version 1.42)&lt;br /&gt;
* OpenSSL development libraries&lt;br /&gt;
* CMake&lt;br /&gt;
* PCRE development libraries&lt;br /&gt;
* g++ and usual development tools&lt;br /&gt;
* git&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
First, you need to obtain the source code, using the following commands in git:&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ git clone git://genodeen.net/dfterm2&lt;br /&gt;
|-&lt;br /&gt;
|$ cd dfterm2&lt;br /&gt;
|-&lt;br /&gt;
|$ git submodule init&lt;br /&gt;
|-&lt;br /&gt;
|$ git submodule update&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Next, you have to use CMake to configure the building system:&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ cmake .&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Thirdly, use this command to start the compiling:&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ make &lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''If compilation failed, [http://www.bay12forums.com/smf/index.php?topic=50643.0 visit the DFterm2 page on the Bay12 forums] for support.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The final step is to add an administrator account using &lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ ./dfterm2_configure --adduser (username) (password) admin &lt;br /&gt;
|-&lt;br /&gt;
|$ ./dfterm2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To connect to the server from a linux machine, you need to use the following command:&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ telnet 127.0.0.1 8000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Configuring =&lt;br /&gt;
Dfterm2 can be configured in various ways. For example, if you want to play Dwarf Fortress through it, you need to tell it where&lt;br /&gt;
it can find Dwarf Fortress on your computer.&lt;br /&gt;
In dfterm2, there’s a concept of slot profiles and slots.&lt;br /&gt;
Slot profile contains information on what show to in a slot. Typical settings are game executable and working directory, and&lt;br /&gt;
maximum number of slots of a slot profile.&lt;br /&gt;
Slots are created from slot profiles. You could say they are instances of slot profiles. A slot is created when a user selects &amp;quot;Launch&lt;br /&gt;
a new game&amp;quot;. This usually launches the game and it can be seen through the slot. Users see the slot in the Game window. When&lt;br /&gt;
they are not watching a slot, the game window is filled with X letters.&lt;br /&gt;
&lt;br /&gt;
== Main menu ==&lt;br /&gt;
The main menu items are as follows:&lt;br /&gt;
*Launch a new game&lt;br /&gt;
From here, you can launch a new slot from a slot profile.&lt;br /&gt;
*Join a running game&lt;br /&gt;
From here you can select the slot you want to watch.&lt;br /&gt;
*Configure slots&lt;br /&gt;
Administrator only. From here you can configure slot profiles. There’s more information on them later.&lt;br /&gt;
*Set MotD&lt;br /&gt;
Administrator only. You can write a message here to show to anyone who connects to the server. The message will appear in the&lt;br /&gt;
chat window.&lt;br /&gt;
*Manage users&lt;br /&gt;
Administrator only. You can see a list of currently connected people here. Selecting them will allow you to show their IP address&lt;br /&gt;
and hostname and you can also disconnect them. If you select Show user accounts here, you can see registered users and delete&lt;br /&gt;
them or change their passwords if you like. Note that you can’t see the passwords of the users because they are hashed with&lt;br /&gt;
SHA512.&lt;br /&gt;
*Force close running slot&lt;br /&gt;
If you select this, the slot you are currently watching will be immdiately closed and the program in it will be killed. You need to&lt;br /&gt;
have force closer privileges for the slot.&lt;br /&gt;
*Change your password&lt;br /&gt;
You can change your password here. You need to know your old password.&lt;br /&gt;
*Disconnect&lt;br /&gt;
If you select this, the server disconnects you.&lt;br /&gt;
*Shutdown server&lt;br /&gt;
Administrator only. Makes dfterm2 close, closing all games and connections.&lt;br /&gt;
&lt;br /&gt;
== Slot profile configuration ==&lt;br /&gt;
Slot profiles are created from &amp;quot;Configure slots&amp;quot; menu. You can set the maximum amount of slots that can be run at the same time&lt;br /&gt;
in this menu. From here, select &amp;quot;Add a new slot profile&amp;quot; to go in the slot profile creation menu.&lt;br /&gt;
There are a few parameters that can be configured for a new slot profile. Here they are listed with descriptions on what they do.&lt;br /&gt;
*Slot profile name&lt;br /&gt;
This is the name of the slot profile. The name will appear in &amp;quot;Launch a new game&amp;quot; menu for users. You need to put something&lt;br /&gt;
here.&lt;br /&gt;
*Method of screen scraping&lt;br /&gt;
This describes how dfterm2 will obtain the symbol data from dfterm2. On Windows, this can be either launching a new Dwarf&lt;br /&gt;
Fortress process or using an already running Dwarf Fortress process. On Linux, there’s only launching a program in a terminal.&lt;br /&gt;
*Game executable path&lt;br /&gt;
This should point directly to the Dwarf Fortress executable file. OnWindows, it could be something like &amp;quot;C:\df_31_12_win\Dwarf&lt;br /&gt;
Fortress.exe&amp;quot; and on Linux it could be &amp;quot;/home/mikko/df_linux/df&amp;quot;&lt;br /&gt;
*Game working directory&lt;br /&gt;
This should point to the directory from where game executable is run. OnWindows, it could be something like &amp;quot;C:\df_31_12_win&amp;quot;&lt;br /&gt;
and on Linux it could be &amp;quot;/home/mikko/df_linux&amp;quot;&lt;br /&gt;
*Allowed watchers/launchers/players/force closers&lt;br /&gt;
This is fine-grained access control on how users can interact with slots created from this slot profile. Under these menus, you&lt;br /&gt;
can select which users can do the specific action. Watching refers to seeing what’s in the slot. Launching refers to being able to&lt;br /&gt;
launch the slot from &amp;quot;Launch a new game&amp;quot;. Playing refers to being able to give input to the slot. Force closer refers to the ability&lt;br /&gt;
to forcefully close the slot from main menu.&lt;br /&gt;
*Forbidden watchers/launchers/players/force closers&lt;br /&gt;
The opposite of their allowed counterparts. If you set users in these groups, they will not be allowed to do the specific action.&lt;br /&gt;
The forbidden user groups always override allowed user groups.&lt;br /&gt;
*Width and height&lt;br /&gt;
Set the width and height of the slot window. These are ignored on Windows but they are used on Linux to set the terminal size.&lt;br /&gt;
*Maximum slots&lt;br /&gt;
Set the maximum number of slots that can be created of this slot profile. For Dwarf Fortress, you probably only want to allow&lt;br /&gt;
one to avoid players accidentally messing each other’s save files when two Dwarf Fortress processes are running in the same&lt;br /&gt;
directory. If you want to run many Dwarf Fortress processes on the same computer, create separate slot profiles for them (with&lt;br /&gt;
different directories).&lt;br /&gt;
*Create slot profile&lt;br /&gt;
Select this and the slot profile will be created. You can later modify the slot profile in slot configuration menu.&lt;br /&gt;
&lt;br /&gt;
= User interface =&lt;br /&gt;
You navigate through the UI in Dfterm2 by using arrow keys and ALT+number keys (or ESC+number keys). Dfterm2 has a&lt;br /&gt;
simple windowed interface. Windows are automatically arranged and will not overlap unless you are short on terminal screen&lt;br /&gt;
space.&lt;br /&gt;
Currently focused window has a blue border. Other windows have gray border. If the currently focused window is also locked,&lt;br /&gt;
the border is red.&lt;br /&gt;
You can use CTRL+F to enlarge currently focused window to fullscreen and CTRL+L to lock a window. Locking can be&lt;br /&gt;
particularly useful in game window where some of the keys used by dfterm2 might conflict with the keys the game uses.&lt;br /&gt;
CTRL+R can be used to remove the borders of currently focused window.&lt;br /&gt;
There is a chat in dfterm2 you can access after logging in. In chat, you just type in your message and press enter. You can&lt;br /&gt;
navigate old chat history by using arrow keys or pgup/pgdown.&lt;br /&gt;
&lt;br /&gt;
= Security considerations =&lt;br /&gt;
Dfterm2 strives to be secure in itself but it can’t guarantee the safety of the programs that it runs. For example, if there’s a way&lt;br /&gt;
in Dwarf Fortress to format the C-drive from inside it, dfterm2 can’t do anything about it.&lt;br /&gt;
In Linux, be extra careful that there is no way for the program you run in a slot to escape to a shell. For example, don’t run&lt;br /&gt;
telnet in a slot, because ! key escapes to shell. From there, malicious users can do pretty much anything they want. Chrooted&lt;br /&gt;
enviroments and narrow privileges are recommended.&lt;br /&gt;
Dfterm2 uses telnet for connections. This means all the passwords are transmitted in plain text and are not encrypted in any way.&lt;br /&gt;
It is not recommended that you connect administrators to dfterm2 over insecure links. On Linux, stolen administrator password&lt;br /&gt;
lets the attacker to access a shell and then do anything they want from there. Dfterm2 may have a built-in SSH server in it in the&lt;br /&gt;
future.&lt;br /&gt;
Dfterm2 has some limits on it that somewhat mitigate DoS attacks made against it. These limits are in header file dfterm2_limits.hpp.&lt;br /&gt;
The limits are as follows.&lt;br /&gt;
* Maximum number of slots running at a time is 30&lt;br /&gt;
* Maximum number of slot profiles is 30&lt;br /&gt;
* Maximum number of registered users is 50&lt;br /&gt;
* Maximum number of Telnet connections at a time is 50&lt;br /&gt;
* Maximum number of HTTP connections at a time is 50&lt;br /&gt;
* Largest file dfterm2 will server through HTTP is 1000000 bytes.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=125002</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=125002"/>
		<updated>2010-08-12T17:35:06Z</updated>

		<summary type="html">&lt;p&gt;Speed112: links!!!!!! OMG must check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}} &amp;lt;br&amp;gt; {{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
&lt;br /&gt;
'''Sparring''' is a form of (usually) non-lethal {{l|combat}}, led by the {{l|Militia Captain}} in charge with the respective {{l|squad}}, to train {{L|soldier}}s in their {{{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at {{L|barracks}}; off-duty soldiers will engage in training activities, such as {{l|observer|watching}} combat demonstrations and {{l|combat drills|individual training drills}} with other off-duty soldiers.&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must {{l|schedule}} his or her squad to train.  This is accomplished by opening the {{key|m}}{{l|military interface|ilitary screen}}, selecting the squad from the list, choosing to {{key|a}}lerts the selected squad, then assigning the squad to Active/Training (Or whatever you have named it) You must have at least one assigned training area, {{l|bed}}s, {{l|weapon rack}}s, and {{l|armor stand}}s to name some.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Thus, in order to train {{L|axedwarf|axedwarves}}, it is necessary to assign the recruits axes, and so forth with all other {{L|weapon}}s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
During sparring soldiers can get {{l|wound}}ed, ranging from minor injuries to loss of ability. This cripples their training time (leading to death in real combat) or disables them from fighting at all. To avoid injury you can&lt;br /&gt;
&lt;br /&gt;
* '''Equip''' them with {{l|training weapon}}s. However, there are only training axes, swords, and spears. Mace and hammer dwarves will have to use real weaponry. And during an {{l|ambush}}, it might be difficult to switch over to effective weapons. Therefore build your weapon {{l|stockpile}} or weapon racks close to the {{l|barracks}}.&lt;br /&gt;
* '''Equip''' them with {{l|armor}}; this lowers damage being received and allowing them to train with their armor. However, it has been observed that training is less {{l|fun|spartan and dangerous}} than previous incarnations, and it seems that {{l|dwarf|dwarves}} are less likely to consider training to be a Mortal Kombat match. &lt;br /&gt;
&lt;br /&gt;
Also note, {{l|Healthcare|healing}} injury caused by sparring is good {{l|experience}} for a new {{L|doctor}}.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Military|DF2010:Military}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Observer&amp;diff=124992</id>
		<title>v0.31:Observer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Observer&amp;diff=124992"/>
		<updated>2010-08-12T17:13:37Z</updated>

		<summary type="html">&lt;p&gt;Speed112: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}} {{Quality|Fine|16:27, 10 August 2010 (UTC)}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{Expand Topic}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''observer''' {{l|skill}} represents the ability of a {{l|dwarf}} to spot a {{l|thief|stealth}} unit. The higher the skill the bigger the distance. The skill is particularly good to have for {{l|military|guards}} at your entrance or marksdwarves on your walls.&lt;br /&gt;
&lt;br /&gt;
{{l|Soldier}}s will gradually increase this skill while training. It is currently uncertain whether this is related to observing combat demonstrations or is relevant to {{l|sparring}} or {{l|combat}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=124991</id>
		<title>v0.31:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=124991"/>
		<updated>2010-08-12T17:09:19Z</updated>

		<summary type="html">&lt;p&gt;Speed112: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:19, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Tigerman&lt;br /&gt;
|symbol=T|color=6:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Tropical forest}}s&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}s&lt;br /&gt;
* {{L|Wetland|Tropical freshwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Tropical saltwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Mangrove swamp}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''An orange striped man with the head of a tiger.''&lt;br /&gt;
&lt;br /&gt;
'''Tigermen''' (half man, half tiger) are the {{catlink|humanoids|anthropomorphic}} (or human-like) relatives of {{l|tiger}}s, often inhabiting {{l|forest#Tropical dry broadleaf forests |tropical forests}} and {{l|wetland|coastal/wetland}} {{l|biome|areas}}.  They are large, predatory carnivores that can present {{l|fun|a significant threat}} to an unarmed {{l|dwarf}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Elves|Elven}} merchants will sometimes bring tamed (call it enslaved) Tigermen to {{l|trade}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=124990</id>
		<title>v0.31 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Skill&amp;diff=124990"/>
		<updated>2010-08-12T16:32:09Z</updated>

		<summary type="html">&lt;p&gt;Speed112: /* Bugs? Mainly with modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Migrants ==&lt;br /&gt;
&lt;br /&gt;
You can get migrants at any skill level, in any skill. I've got strand extractors before discovering adamantium, and legendary migrants before they've done any work.&lt;br /&gt;
&lt;br /&gt;
== Teacher/Leader/Student ==&lt;br /&gt;
&lt;br /&gt;
Are these related to the new military training system, or are they something else, like a general ability to learn? Or is the dwarf's learning ability based on his attributes? Would a dwarf with high leader skill be better at running a fortress, or is that for running a squad? --Kydo 14:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Toady said something about them being able to only teach weapon skills, and the general combat / dodging sort of abilities, so I don't think they have any other impact.&lt;br /&gt;
&lt;br /&gt;
== Skill levels ==&lt;br /&gt;
Ok, I just took this from the 40d version, as I assume most of this wouldn't have changed, but I don't know how to check for the appropriate xp values. So far I think the order remained unchanged, except &amp;quot;No label&amp;quot; got replaced by &amp;quot;Adequate&amp;quot;, and I'm relatively sure Dabbling through Competent are still correct, and Great through Legendary. I just put this here to reflect the &amp;quot;Adequate&amp;quot; change, and so anybody who knows how to check for the rest can update and put it into the wiki page, as it's lacking at the moment.&lt;br /&gt;
I added the question marks so people can remove them once they confirm the levels, and change the order if it is found to be different. --[[User:Ramperkash|Ramperkash]] 16:17, 6 April 2010 (UTC+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1??&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500??&lt;br /&gt;
|-&lt;br /&gt;
| Adequate     || align=&amp;quot;right&amp;quot; | 1100??&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800??&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600??&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500??&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600??&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800??&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100??&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500??&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000??&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600??&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300??&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600??&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000??&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:I can now confirm that the skill levels remained the same (up to Legendary at least), except that the &amp;quot;Adequate&amp;quot; prefix replaced the &amp;quot;No-label&amp;quot; one, and I still don't know how to test the xp values, might be able to check them in adventure mode. --[[User:Ramperkash|Ramperkash]] 17:26, 7 April 2010 (UTC)&lt;br /&gt;
::They appear to be unchanged when I look at them in Dwarf Therapist. [[User:Garanis|Garanis]] 17:42, 7 April 2010 (UTC)&lt;br /&gt;
:::This would not go on this page, it would go on [[experience]].--[[User:Albedo|Albedo]] 21:46, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A list of skill descriptors on this page would be useful and this table is as good as any, though perhaps the numbers aren't needed here [[User:Cpad|Cpad]] 02:32, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality Skills==&lt;br /&gt;
I've been trying to compose a list of skills where level affects quality modifiers, versus skills where level is otherwise important, versus skills where level only affects speed.&lt;br /&gt;
&lt;br /&gt;
Affects Quality:&lt;br /&gt;
Architect (cannot have mood)&lt;br /&gt;
Mason&lt;br /&gt;
Engraver (cannot have mood)&lt;br /&gt;
Mechanic&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Cook&lt;br /&gt;
Trapper (for making traps)&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Bone Carver&lt;br /&gt;
Stone Crafter (though, who cares, amirite?)&lt;br /&gt;
Wood Crafter (even more useless)&lt;br /&gt;
Leatherworker&lt;br /&gt;
Weaver&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
&lt;br /&gt;
Otherwise Important:&lt;br /&gt;
Miner (get all them gems)&lt;br /&gt;
Planter (for fat stacks)&lt;br /&gt;
All medical&lt;br /&gt;
All military&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
&lt;br /&gt;
Just speed:&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Soap Maker&lt;br /&gt;
All others&lt;br /&gt;
&lt;br /&gt;
This seems pretty final now, so I'mma go figure out how to make a table on this wiki. --[[User:Zombiejustice|Zombiejustice]] 17:00, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skill penalties==&lt;br /&gt;
I'm pretty sure I've seen my legendary miners not dropping stone (or rough jewels, or ore), if they're exhausted, so it does seem to be a straight penalty.  I'll add it to the article provisionally. Could someone else verify?&lt;br /&gt;
&lt;br /&gt;
* Toady commented that as of 31.08, this should only apply to &amp;quot;starving&amp;quot; people (and presumably dehydrated) (comment at http://www.bay12games.com/dwarves/mantisbt/view.php?id=8).  What have your mining experiences been in 31.08? -- [[User:Creidieki|Creidieki]] 05:34, 28 June 2010 (UTC)&lt;br /&gt;
**I was pretty confident that it was exhaustion, but it's entirely possible I mistook a brown arrow for a gray one.[[Special:Contributions/75.164.146.98|75.164.146.98]] 02:40, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Layout===&lt;br /&gt;
Could someone please edit the layout so that the skill levels is side-by-side with the skills available? Would make a much better page layout and easy reference at a glance. -[[User:Dezbro|Dezbro]] 03:02, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Rust ==&lt;br /&gt;
&lt;br /&gt;
I believe that Skill Rust should be incorporated into the Skill article of this Wiki, rather than having a separate article. -[[User:Kogan Loloklam|Kogan Loloklam]] 14:02, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Example of negative effect of skill rust: adept metalcrafter (very rusty) produces items of basic quality only. &amp;quot;Only&amp;quot; as in 15 or 20 in a row. Also dwarf with rusty skill gets less XP per job. I saw numbers as little as 14 XP vs 30 XP for not rusty skill. [[User:Elfy|Elfy]] 22:57, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs? Mainly with modding ==&lt;br /&gt;
&lt;br /&gt;
Would putting in a bug section be out of place if the bugs are solely on the modding side?  Like warning modders that if you disable one skill in a metaskill group the whole metaskill group disappears? [[User:KaelemGaen|KaelemGaen]] 14:59, 12 August 2010 (UTC)&lt;br /&gt;
:I don't think it would be worth it... just put the bugs in the discussion thread and if somebody feels like it maybe they will transpose them in the main page. [[User:Speed112|Speed112]] 16:32, 12 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=124665</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=124665"/>
		<updated>2010-08-10T18:39:35Z</updated>

		<summary type="html">&lt;p&gt;Speed112: fixed red link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
&lt;br /&gt;
Cages can be built via {{k|b}} - {{k|j}}. &lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage, {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot; + &amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released and the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section. However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of .08, creatures kept in cages will not age.&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants cannot be freed. They can only be transferred between cages.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=124658</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=124658"/>
		<updated>2010-08-10T17:15:44Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Check history if you're interested.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
{{Main page progress bar|DF2010|height=10}}&lt;br /&gt;
 &amp;lt;p style=&amp;quot;text-align: center; font-weight: bold;&amp;quot;&amp;gt;[[40d:Main_Page|Click here to view the main page for Dwarf Fortress version 40d.]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency. The wiki currently has '''{{Template:NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game development]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Tutorials|How to Set Up and Play Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Game Basics]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Troubleshooting]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[DF2010:Starting build|Starting Build]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[From Caravan to Happy Dwarves]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board=22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=117872 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum] ,[http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reservoir&amp;diff=124657</id>
		<title>v0.31:Reservoir</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reservoir&amp;diff=124657"/>
		<updated>2010-08-10T17:06:52Z</updated>

		<summary type="html">&lt;p&gt;Speed112: links, re-rate, still needs expanding like my other recent edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:06, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
A '''reservoir''' or '''cistern''' is a type of player-built construction to contain {{l|water}} or {{l|magma}}. It is most useful to store the sparse water in scorching or freezing maps, or in any fortress as a means of ensuring water supply despite conditions of the surrounding {{l|biome}}.&lt;br /&gt;
&lt;br /&gt;
Reservoirs are relatively basic in construction - consisting of {{l|wall|walls}} arranged in such a pattern as to form a closed container, complete with {{l|floor|floors}} and a {{l|floodgate}} in order to access the stored contents. Getting the desired contents from their place in the world to your reservoir is another thing entirely - something where {{l|mechanics}} will likely assist you. &lt;br /&gt;
&lt;br /&gt;
Reservoirs are essential structures in any fortress containing an {{l|ocean}} biome as pumping water through a {{l|screw pump}} into them is the only way to desalinate the water present, allowing {{l|dwarf|dwarves}} to actually use it.  Desalinated water which comes into contact with any natural earth or {{l|rock}} (even smoothed rock) will immediately turn salty.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weapon_rack&amp;diff=124654</id>
		<title>v0.31:Weapon rack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weapon_rack&amp;diff=124654"/>
		<updated>2010-08-10T16:55:59Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Packed a bit and re-rated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:55, 10 August 2010 (UTC)}}&lt;br /&gt;
{{furniture|name=Weapon Rack&lt;br /&gt;
|tile=√&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Barracks}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Weapon rack''' is a an item of {{L|furniture}} which can be used to create a {{L|barracks}} or to appease a {{L|noble}}'s demand or raise the {{L|value}} of a {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Martial_trance&amp;diff=124653</id>
		<title>v0.31:Martial trance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Martial_trance&amp;diff=124653"/>
		<updated>2010-08-10T16:45:21Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Yay.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:45, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Champions.png|150px|thumb|right| The aftermath of a dwarf in martial trance. ]]&lt;br /&gt;
{{expand Topic}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A {{l|creature}} enters '''martial trance''' when it is fighting multiple enemies at once. The trance offers a boost to the creature's abilities.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Observer&amp;diff=124651</id>
		<title>v0.31:Observer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Observer&amp;diff=124651"/>
		<updated>2010-08-10T16:27:42Z</updated>

		<summary type="html">&lt;p&gt;Speed112: shtufff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}} {{Quality|Fine|16:27, 10 August 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''observer''' {{l|skill}} represents the ability of a {{l|dwarf}} to spot a {{l|thief|stealth}} unit. The higher the skill the bigger the distance. The skill is particularly good to have for {{l|military|guards}} at your entrance or marksdwarves on your walls.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=124650</id>
		<title>v0.31:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=124650"/>
		<updated>2010-08-10T16:07:22Z</updated>

		<summary type="html">&lt;p&gt;Speed112: fixed a couple of links and re-rated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:07, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the {{L|quality}} of its creation, and any {{L|decoration}}s on it.&lt;br /&gt;
&lt;br /&gt;
The '''final value''' of an item is the '''base value''' of the form of the object (a {{L|stone}}, a {{L|statue}}) multiplied by the '''material multiplier''' ({{L|granite}}, {{L|gold}}) and by the '''quality modifier''' (fine, masterful) if any, added to any final value for '''decorations'''.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The '''base value''' of an item is determined by the item itself, not what it is made out of. For example, a {{L|wood}} {{L|block}} uses the base value for a block, not the multiplier for 'wooden', and a block of gold ore or any other material would use the ''same'' '''base value''', for a &amp;quot;block&amp;quot;. In both cases, the '''final value''' is then multiplied by the {{L|material}} and/or the {{L|quality}} multiplier(s), if appropriate.&lt;br /&gt;
&lt;br /&gt;
===Items with neither material nor quality===&lt;br /&gt;
'''Needs verification!'''&lt;br /&gt;
The potential list includes, among others: {{L|alcohol}}, {{L|seed}}s, {{L|lye}}, {{L|Quarry bush|quarry bush leaves}}, {{L|sand}}, {{L|dye}}, {{L|extracts}}, {{L|milk}}, {{L|flour}}, {{L|cheese}}, {{L|gnomeblight}}&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Alcohol|Gutter cruor}}, {{L|Prickle berry wine}}, {{L|Seed}}, {{L|Alcohol|Sewer brew}}, {{L|Alcohol|Swamp whiskey}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||{{L|Dwarven ale}}, {{L|Alcohol|Dwarven beer}}, {{L|Alcohol|Dwarven rum}}, {{L|Dwarven wine}}, {{L|Alcohol|Fisher berry wine}}, {{L|Alcohol|Longland beer}}, {{L|River spirits}}, {{L|Strawberry wine}}, {{L|Tuber beer}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{L|Whip wine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Lye}}, {{L|Quarry bush leaves|Quarry bush leaf}}, {{L|Sand}}, {{L|Alcohol|Sunshine}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Dye|Redroot dye}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|20||{{L|Extracts|Cave spider venom}}, {{L|Milk|Cow's milk}}, {{L|Dye|Dimple dye}}, {{L|Dwarven sugar}}, {{L|Dwarven syrup}}, {{L|Flour|Dwarven wheat flour}}, {{L|Dye|Emerald dye}}, {{L|Flour|Longland flour}}, {{L|Milk|One-humped camel's milk}}, {{L|Extracts|Phantom spider venom}}, {{L|Dye|Sliver dye}}, {{L|Milk|Two-humped camel's milk}}&lt;br /&gt;
|-&lt;br /&gt;
|25||{{L|Flour|Whip vine flour}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||{{L|Cheese|Cow cheese}}, {{L|Cheese|One-humped camel's cheese}}, {{L|Cheese|Two-humped camel's cheese}}&lt;br /&gt;
|-&lt;br /&gt;
|50||{{L|Dwarven milk}}, {{L|Mog juice}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|100||{{L|Cheese|Dwarven cheese}}, {{L|Extracts|Giant cave spider venom}}, {{L|Extracts|Giant desert scorpion venom}}, {{L|Golden salve}}, {{L|Gnomeblight}}, {{L|Extracts|Liquid fire}}, {{L|Extracts|Snakeman venom}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The values of tame animals (and pets) are listed {{L|Tame|here}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items with material but without quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|0||{{L|Severed body part|Body part}}, {{L|Bone}}, {{L|Chunk}}, {{L|Corpse}}, {{L|Fat}}, {{L|Skin|Hide}} (raw), {{L|Shell}}, {{L|Skull}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||{{L|Vermin}} (untamed), {{L|Tallow}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|2||{{L|Fish}} (including raw){{verify}}, {{L|Meat}}, {{L|Plant}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||{{L|Gem}} (rough), {{L|Log}}, {{L|Ore}}, {{L|Stone}} (both economic and non-economic)&lt;br /&gt;
|-&lt;br /&gt;
|5||{{L|Bar}}, {{L|Block}}, {{L|Gem}} (cut), {{L|Leather}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||{{L|Thread}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Coin}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|25||{{L|Soap}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items with both material and quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-style=&amp;quot;background-color: #FEE&amp;quot;&lt;br /&gt;
|?||{{L|Arrow}}, {{L|Other weapon|Blowdart}}, {{L|Decoration}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, {{L|Prepared meal}}, {{L|Furniture}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{L|Siege engine|Ballista part}}, {{L|Siege engine|Catapult part}}, {{L|Mechanism}}, {{L|Ballista arrow}}, {{L|Animal Trap}}, {{L|vial}}&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Bolt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Armor|Cap}} (metal, leather or cloth)&lt;br /&gt;
|-&lt;br /&gt;
|6||{{L|Sock}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|7||{{L|Cloth}}&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;, {{L|weapon|training sword}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{L|Shoe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|9||{{L|Weapon|Training Spear}}, {{L|Boot|Low boot}}, {{L|Weapon|Mace}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Cage}}, {{L|Backpack}}, {{L|Quiver}}, {{L|trade good|Craft, Goblet, Totem, Instrument, Toy, Large Gem}}, {{L|Rope}}, {{L|Waterskin}}, {{L|Anvil}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|11||{{L|Gauntlet}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{L|Helm}}, {{L|Boot|High boot}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|14||{{L|Buckler}}, {{L|weapon|short sword}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{L|Armor|Breastplate}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|16||{{L|Clothing|Tunic}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{L|Weapon|Training Axe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|18||{{L|Weapon|Spear}}, {{L|Weapon|War hammer}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{L|Armor|Mail shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|21||{{L|Armor|Leather armor}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{L|Pick}}, {{L|Clothing|Shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|23||{{L|Leggings}}, {{L|Greaves}}&lt;br /&gt;
|-&lt;br /&gt;
|25||{{L|Statue}}, {{L|Window}}&lt;br /&gt;
|-&lt;br /&gt;
|26||{{L|Clothing|Cloak}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|27||{{L|Clothing|Coat}}, {{L|Shield}}&lt;br /&gt;
|-&lt;br /&gt;
|33||{{L|Clothing|Robe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|34||{{L|Weapon|Battle axe}}&lt;br /&gt;
|-&lt;br /&gt;
|66||{{L|Trap component|Menacing spike}}, {{L|Trap component|Enormous corkscrew}}, {{L|Trap component|Giant axe blade}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|126||{{L|Trap component|Large, serrated disc}}, {{L|Trap component|Spiked ball}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:[1] &amp;quot;Decorations&amp;quot; include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is encircled with bands of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;. See also the section about {{L|decoration}}s.&lt;br /&gt;
:[3] Except for {{L|ballista|ballista part}}, {{L|catapult|catapult part}}, {{L|mechanism}}, {{L|statue}}, and {{L|window}}, which are listed separately.&lt;br /&gt;
:[4] Cloth items get a free decoration made of the same material. Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod), the {{L|thread}} (without quality), and the {{L|dye}} (with quality).&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from the [MATERIAL_VALUE:#] tag in the raws for the material it is made out of. For example, a wood block uses the same material multiplier as a wood {{L|log}} or {{L|chest}} -  that is the material value for wood which is 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Stone}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Bismuthinite}}, {{L|Bituminous coal}}, {{L|Lignite}}, {{L|Stone|Common stone}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Cassiterite}}, {{L|Garnierite}}, {{L|Malachite}}, {{L|Native copper}}, {{L|Sphalerite}}, {{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, {{L|Marble}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Tetrahedrite}}, {{L|Obsidian}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Galena}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Horn silver}}, {{L|Native silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Native gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Native aluminum}}, {{L|Native platinum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x250||{{L|Raw adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Gem}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Banded agate}}, {{L|Bloodstone}}, {{L|Blue jade}}, {{L|Brown jasper}}, {{L|Carnelian}}, {{L|Chrysocolla}}, {{L|Chrysoprase}}, {{L|Citrine}}, {{L|Dendritic agate}}, {{L|Fire agate}}, {{L|Fortification agate}}, {{L|Gray chalcedony}}, {{L|Lace agate}}, {{L|Lapis lazuli}}, {{L|Lavender jade}}, {{L|Milk quartz}}, {{L|Moonstone}}, {{L|Morion}}, {{L|Moss agate}}, {{L|Onyx}}, {{L|Pink jade}}, {{L|Plume agate}}, {{L|Prase}}, {{L|Pyrite}}, {{L|Rock crystal}}, {{L|Sard}}, {{L|Sardonyx}}, {{L|Schorl}}, {{L|Smoky quartz}}, {{L|Sunstone}}, {{L|Tiger iron}}, {{L|Tigereye}}, {{L|Tube agate}}, {{L|Turquoise}}, {{L|Variscite}}, {{L|White chalcedony}}, {{L|White jade}}, {{L|Yellow jasper}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Aventurine}}, {{L|Picture jasper}}, {{L|Rose quartz}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x10||{{L|Amber opal}}, {{L|Bone opal}}, {{L|Cherry opal}}, {{L|Gold opal}}, {{L|Jasper opal}}, {{L|Milk opal}}, {{L|Moss opal}}, {{L|Onyx opal}}, {{L|Pineapple opal}}, {{L|Pipe opal}}, {{L|Prase opal}}, {{L|Resin opal}}, {{L|Shell opal}}, {{L|Wax opal}}, {{L|Wood opal}}, {{L|Clear tourmaline}}&lt;br /&gt;
|-&lt;br /&gt;
|x15||{{L|Fire opal}}, {{L|Jelly opal}}, {{L|Melanite}}, {{L|Pink tourmaline}}, {{L|Red tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Alexandrite}}, {{L|Almandine}}, {{L|Amethyst}}, {{L|Aquamarine}}, {{L|Bandfire opal}}, {{L|Black pyrope}}, {{L|Black zircon}}, {{L|Brown zircon}}, {{L|Cat's eye}}, {{L|Chrysoberyl}}, {{L|Cinnamon grossular}}, {{L|Claro opal}}, {{L|Clear garnet}}, {{L|Crystal opal}}, {{L|Golden beryl}}, {{L|Goshenite}}, {{L|Green jade}}, {{L|Green tourmaline}}, {{L|Green zircon}}, {{L|Harlequin opal}}, {{L|Heliodor}}, {{L|Honey yellow beryl}}, {{L|Kunzite}}, {{L|Levin opal}}, {{L|Morganite}}, {{L|Peridot}}, {{L|Pinfire opal}}, {{L|Pink garnet}}, {{L|Precious fire opal}}, {{L|Purple spinel}}, {{L|Red beryl}}, {{L|Red flash opal}}, {{L|Red grossular}}, {{L|Red pyrope}}, {{L|Red spinel}}, {{L|Red zircon}}, {{L|Rhodolite}}, {{L|Rubicelle}}, {{L|Tanzanite}}, {{L|Topaz}}, {{L|Topazolite}}, {{L|Violet spessartine}}, {{L|White opal}}, {{L|Yellow grossular}}, {{L|Yellow spessartine}}, {{L|Yellow zircon}}&lt;br /&gt;
|-&lt;br /&gt;
|x25||{{L|Clear zircon}}, {{L|Indigo tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Demantoid}}, {{L|Light yellow diamond}}, {{L|Blue garnet}}, {{L|Black opal}}, {{L|Tsavorite}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Faint yellow diamond}}, {{L|Emerald}}, {{L|Ruby}}, {{L|Sapphire}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x60||{{L|Black diamond}}, {{L|Blue diamond}}, {{L|Clear diamond}}, {{L|Green diamond}}, {{L|Red diamond}}, {{L|Yellow diamond}}, {{L|Star ruby}}, {{L|Star sapphire}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Metal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Bismuth}}, {{L|Copper}}, {{L|Lead}}, {{L|Nickel}}, {{L|Tin}}, {{L|Zinc}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Lay pewter}}, {{L|Nickel silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x4||{{L|Trifle pewter}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Bronze}}, {{L|Fine pewter}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x6||{{L|Billon}}, {{L|Bismuth bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x7||{{L|Brass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Sterling silver}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Iron}}, {{L|Pig iron}}, {{L|Silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x11||{{L|Black bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x20||{{L|Electrum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x23||{{L|Rose gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x30||{{L|Gold}}, {{L|Steel}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x40||{{L|Aluminum}}, {{L|Platinum}}&lt;br /&gt;
|-&lt;br /&gt;
|x300||{{L|Adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all animals&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Animal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Antman}}, {{L|Batman}}, {{L|Bilou}}, {{L|Black-crested gibbon}}, {{L|Black-handed gibbon}}, {{L|Bonobo}}, {{L|Cat}}, {{L|Cave swallowman|Cave Swallowman}}, {{L|Chimpanzee}}, {{L|Cyclops}}, {{L|Dark gnome}}, {{L|Deer}}, {{L|Dog}}, {{L|Donkey}}, {{L|Dwarf}}, {{L|Elf}}, {{L|Ettin}}, {{L|Fox}}, {{L|Frogman}}, {{L|Gazelle}}, {{L|Giant}}, {{L|Goblin}}, {{L|Gorilla}}, {{L|Gray gibbon}}, {{L|Gremlin}}, {{L|Groundhog}}, {{L|Harpy}}, {{L|Hoary marmot}}, {{L|Horse}}, {{L|Human}}, {{L|Kobold}}, {{L|Lizardman}}, {{L|Mandrill}}, {{L|Minotaur}}, {{L|Mountain gnome}}, {{L|Mountain goat}}, {{L|Mule}}, {{L|Olmman}}, {{L|Orangutan}}, {{L|Phantom spider}}, {{L|Pileated gibbon}}, {{L|Raccoon}}, {{L|Ratman}}, {{L|Rhesus macaque}}, {{L|Siamang}}, {{L|Silvery gibbon}}, {{L|Snakeman}}, {{L|Titan}}, {{L|Troglodyte}}, {{L|White-browed gibbon}}, {{L|White-handed gibbon}}, {{L|Wizard}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Beak dog}}, {{L|Fish|Cave fish}}, {{L|Fish|cave lobster}}, {{L|Cow}}, {{L|Elk}}, {{L|Foul blendec}}, {{L|Giant mole}}, {{L|Giant rat}}, {{L|Grimeling}}, {{L|Ice wolf}}, {{L|Large rat}}, {{L|Muskox}}, {{L|Naked mole dog}}, {{L|One-humped camel}}, {{L|Satyr}}, {{L|Two-humped camel}}, {{L|Warthog}}, {{L|Wolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||All large oceanic creatures ({{L|Walrus}}, {{L|Whale}}, sharks, oceanic fish), {{L|Black bear}}, {{L|Carp}}, {{L|Cheetah}}, {{L|Cougar}}, {{L|Elephant}}, {{L|Giant cheetah}}, {{L|Giant jaguar}}, {{L|Giant leopard}}, {{L|Giant lion}}, {{L|Giant tiger}}, {{L|Grizzly bear}}, {{L|Hippo}}, {{L|Jaguar}}, {{L|Leechman}}, {{L|Leopard}}, {{L|Lion}}, {{L|Longnose gar}}, {{L|Pike (fish)|Pike}}, {{L|Polar bear}}, {{L|Sea monster}}, {{L|Sea serpent}}, {{L|Slugman}}, {{L|Snailman}}, {{L|Strangler}}, {{L|Tiger}}, {{L|Tigerfish}}, {{L|Tigerman}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Alligator}}, {{L|Nightwing}}, {{L|Saltwater crocodile}}, {{L|Werewolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Cave crocodile}}, {{L|Giant bat}}, {{L|Giant cave swallow}}, {{L|Giant eagle}}, {{L|Giant olm}}, {{L|Giant toad}}, {{L|Purring maggot}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Blizzard man}}, {{L|Fire imp}}, {{L|Giant cave spider}}, {{L|Giant desert scorpion}}, {{L|Ogre}}, {{L|Sasquatch}}, {{L|Troll}}, {{L|Unicorn}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Frog demon}}, {{L|Tentacle demon}}&lt;br /&gt;
|-&lt;br /&gt;
|x50||{{L|Demon}}, {{L|Dragon}}, {{L|Hydra}}, {{L|Merperson}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all plants - some have definitely changed&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Plant}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Hide root}}, {{L|Muck root}}, {{L|Prickle berry}}, {{L|Rat weed}}, {{L|Sliver barb}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Blade weed}}, {{L|Bloated tuber}}, {{L|Cave wheat}}, {{L|Dimple cup}}, {{L|Fisher berry}}, {{L|Longland grass}}, {{L|Pig tail}}, {{L|Plump helmet}}, {{L|Quarry bush}}, {{L|Rope reed}}, {{L|Sweet pod}}, {{L|Wild strawberry}}, {{L|Sun berry}}, {{L|Whip vine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Kobold bulb}}, {{L|Valley herb}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Ash}}{{verify}}, {{L|Wood}}, {{L|Thread|Silk thread}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Charcoal}}, {{L|Coke}}, {{L|Green glass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Potash}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Pearlash}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Clear glass}}, {{L|Soap}}{{verify}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Crystal glass}}&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;sup&amp;gt;[1]The value of objects made from these materials is also multiplied by the value of their source animal.&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the {{L|Item quality|quality}} modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Unique Name || Artifact || style=&amp;quot;text-align:center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; ||--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Value]]&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Window&amp;diff=124649</id>
		<title>v0.31:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Window&amp;diff=124649"/>
		<updated>2010-08-10T16:03:29Z</updated>

		<summary type="html">&lt;p&gt;Speed112: missed one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:02, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
A '''window''' is an item of {{L|furniture}} that can be constructed to form solid {{L|wall}}s surrounding a {{L|room}}. A window is not considered {{L|support}} for the purposes of preventing {{L|cave-in}}s or allowing {{L|door}}s to be built, but it will block the flow of {{L|water}}. {{L|Glass}} windows can be made with any type of glass at a {{L|glass furnace}}, and are placed similarly to furniture.  Like all furniture, windows must have a floor underneath them to be built.  Alternatively, a {{L|gem}} window can be directly constructed from three {{L|jeweler's workshop|cut gems}} of any type (including cut glass). If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.  As of version 27.176.38c, {{L|magma}} does not melt constructed windows, no matter what they are made of, but ''unconstructed'' glass windows will melt in magma.&lt;br /&gt;
&lt;br /&gt;
{{l|dwarf|Dwarves}} will get a happy {{L|thought}} from windows built of a material they like.&lt;br /&gt;
&lt;br /&gt;
{{l|tile attributes|Light}} from a window built into a {{l|cliff}} face will not illuminate a room and will not prevent {{l|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves can see through windows, and will run away from hostile creatures standing on the other side of the window.&lt;br /&gt;
&lt;br /&gt;
A {{L|noble}} may {{L|demand}} a window, no matter how far underground his rooms are.&lt;br /&gt;
&lt;br /&gt;
A noble's {{L|mandate}} to make windows will not be satisfied by building a gem window.&lt;br /&gt;
&lt;br /&gt;
A {{L|glass}} window's {{l|value}} multiplier is 25, the same as a {{L|statue}}.  This makes glass windows a good choice for raising the value of a {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
Gem windows, on the other hand, do not receive value multipliers; a gem window's value is the sum of the value of the gems used in its construction.  For maximizing value, gems are better used for {{L|decoration|decorations}}, even if your {{L|gem cutter}} and {{L|gem setter}} are only {{L|skill|dabbling}}.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Window&amp;diff=124648</id>
		<title>v0.31:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Window&amp;diff=124648"/>
		<updated>2010-08-10T16:02:52Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Edited links and re-rated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:02, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
A '''window''' is an item of {{L|furniture}} that can be constructed to form solid {{L|wall}}s surrounding a {{L|room}}. A window is not considered {{L|support}} for the purposes of preventing {{L|cave-in}}s or allowing {{L|door}}s to be built, but it will block the flow of {{L|water}}. {{L|Glass}} windows can be made with any type of glass at a {{L|glass furnace}}, and are placed similarly to furniture.  Like all furniture, windows must have a floor underneath them to be built.  Alternatively, a {{L|gem}} window can be directly constructed from three {{L|jeweler's workshop|cut gems}} of any type (including cut glass). If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.  As of version 27.176.38c, {{L|magma}} does not melt constructed windows, no matter what they are made of, but ''unconstructed'' glass windows will melt in magma.&lt;br /&gt;
&lt;br /&gt;
{{l|dwarf|Dwarves}} will get a happy {{L|thought}} from windows built of a material they like.&lt;br /&gt;
&lt;br /&gt;
{{l|tile attributes|Light}} from a window built into a {{l|cliff}} face will not illuminate a room and will not prevent cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves can see through windows, and will run away from hostile creatures standing on the other side of the window.&lt;br /&gt;
&lt;br /&gt;
A {{L|noble}} may {{L|demand}} a window, no matter how far underground his rooms are.&lt;br /&gt;
&lt;br /&gt;
A noble's {{L|mandate}} to make windows will not be satisfied by building a gem window.&lt;br /&gt;
&lt;br /&gt;
A {{L|glass}} window's {{l|value}} multiplier is 25, the same as a {{L|statue}}.  This makes glass windows a good choice for raising the value of a {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
Gem windows, on the other hand, do not receive value multipliers; a gem window's value is the sum of the value of the gems used in its construction.  For maximizing value, gems are better used for {{L|decoration|decorations}}, even if your {{L|gem cutter}} and {{L|gem setter}} are only {{L|skill|dabbling}}.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=124623</id>
		<title>v0.31:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=124623"/>
		<updated>2010-08-10T10:44:19Z</updated>

		<summary type="html">&lt;p&gt;Speed112: fixed red link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other {{L|civilization}}s.  They are announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot;, and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several unit groups.  Using the {{L|goblin}}s as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).  Occasionally, a squad will be mounted - this means each of its members will be riding a suitable {{L|creature}}, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are {{L|building destroyer}}s, or have substantially different combat traits than a goblin (for example a {{L|Jabberer}} tends to grab {{L|body parts}} and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once the last of the siegers leave, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in 40d; it remains to be seen if these traits are still present in 31.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Goblin}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge blindly toward your fortress and attempt kill your {{L|dwarves}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
Goblins sieges often include groups of {{L|Troll}}s, that can {{L|Building destroyer|break buildings}}.  Unlike the squads, however, the troll 'groups' usually enter the map in single file, somewhat akin to arriving {{L|migrants}}, usually possess random civilian classes, and show little of the organized behavior of the squads.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes goblins come with {{L|cave crocodile}}s or {{L|giant olm}}s. Giant olms and crocodiles can breath under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride {{L|Kennel|tamed}} {{L|giant bat}}s or {{L|Giant cave swallow}}s making them able to fly over you fortress {{L|wall}}s. Other possible mounts include creatures such as the {{L|Voracious Cave Crawler}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Elf|Elven}} sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player. If you don't want to be attacked by elves, you should not offer them goods made of wood. You might also avoid to clear too much woodland, since elves can feel offended by that. &amp;lt;br /&amp;gt;&lt;br /&gt;
Elves use stealthed squads, ala goblin ambushes, to hide their numbers and locations. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== {{L|Human}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should their {{L|diplomat}} die while visiting your fortress or if too many of their trade wagons get destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=124617</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=124617"/>
		<updated>2010-08-10T08:41:06Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Edited the Tree Farming bit a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in {{L|autumn}} ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in {{L|winter}} ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide and cannot pass within 1 tile of a tree(note wagons appear to not be in 2010 as of yet.).  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down. Trees do not appear in biomes with zero drainage.&lt;br /&gt;
&lt;br /&gt;
===Tree Farming===&lt;br /&gt;
Although you can not directly plant your own trees, it is still possible to safely &amp;quot;farm&amp;quot; trees {{l|tile attributes|underground}}. The process is rather easy and after it is started you will never need to maintain it, other than chop the trees down, which is what you want. You first need to make a large room. Make sure it's out of your main {{l|traffic}} area or the trees will be trampled. You can set the area as low traffic {{k|b}} -&amp;gt; {{k|o}} to avoid that. If the room is situated on {{l|stone|rock}}, you will also need to {{l|irrigation|irrigate}} it and get rid of all the stones, but it is unnecessary on {{l|soil}}. Then you need to find some already existing subterranean trees, normally in a {{l|cavern}}. &lt;br /&gt;
&lt;br /&gt;
Once all that is done, trees will start to grow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt; |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;acacia&amp;quot;&amp;gt;{{L|Acacia}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Alder&amp;quot;&amp;gt;{{L|Alder}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Ash&amp;quot;&amp;gt;{{L|Ash (tree)|Ash}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Birch&amp;quot;&amp;gt;{{L|Birch}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Black-cap&amp;quot;&amp;gt;{{L|Black-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Blood thorn&amp;quot;&amp;gt;{{L|Blood thorn}}&amp;lt;/span&amp;gt;|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;cacao tree&amp;quot;&amp;gt;{{L|Cacao tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Candlenut&amp;quot;&amp;gt;{{L|Candlenut}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Cedar&amp;quot;&amp;gt;{{L|Cedar}}&amp;lt;/span&amp;gt;|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Chestnut&amp;quot;&amp;gt;{{L|Chestnut}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Feather tree&amp;quot;&amp;gt;{{L|Feather tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|7:1}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;fungiwood&amp;quot;&amp;gt;{{L|Fungiwood}}&amp;lt;/span&amp;gt;|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;glumprong&amp;quot;&amp;gt;{{L|Glumprong}}&amp;lt;/span&amp;gt;|tile={{tile|┤|5:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;goblin-cap&amp;quot;&amp;gt;{{L|Goblin-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;highwood&amp;quot;&amp;gt;{{L|Highwood}}&amp;lt;/span&amp;gt;|tile={{tile|¶|2:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;kapok&amp;quot;&amp;gt;{{L|Kapok}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;larch&amp;quot;&amp;gt;{{L|Larch}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mango tree&amp;quot;&amp;gt;{{L|Mango tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mahogany&amp;quot;&amp;gt;{{L|Mahogany}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;maple&amp;quot;&amp;gt;{{L|Maple}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mangrove&amp;quot;&amp;gt;{{L|Mangrove}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;nether-cap&amp;quot;&amp;gt;{{L|Nether-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;oak&amp;quot;&amp;gt;{{L|Oak}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;palm&amp;quot;&amp;gt;{{L|Palm}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;pine&amp;quot;&amp;gt;{{L|Pine}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;rubber tree&amp;quot;&amp;gt;{{L|Rubber tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;saguaro&amp;quot;&amp;gt;{{L|Saguaro}}&amp;lt;/span&amp;gt;|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;spore tree&amp;quot;&amp;gt;{{L|Spore tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tower-cap&amp;quot;&amp;gt;{{L|Tower-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tunnel tube&amp;quot;&amp;gt;{{L|Tunnel tube}}&amp;lt;/span&amp;gt;|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;willow&amp;quot;&amp;gt;{{L|Willow}}&amp;lt;/span&amp;gt;|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Archer&amp;diff=124375</id>
		<title>v0.31:Archer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Archer&amp;diff=124375"/>
		<updated>2010-08-09T15:36:42Z</updated>

		<summary type="html">&lt;p&gt;Speed112: blah&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Archery]]&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=124373</id>
		<title>v0.31:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=124373"/>
		<updated>2010-08-09T15:35:04Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Changed link to archery instead of combat skill.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplish almost every task.  Higher skills allows dwarves to accomplist tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant experience in that skill, allowing the dwarf to reach higher skill levels.&amp;lt;br&amp;gt; &lt;br /&gt;
Skills now become '''rusty''' and eventually '''very rusty''' after a certain period of time. The exact effects of this are yet to be discovered, but it is safe to assume the effect is negative.  {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
Skill levels are as follows:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves that are {{L|Status icon|hungry, tired, or thirsty}} will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of {{L|aluminum}} {{L|statue}}s, or remove the designation on those diamond or native aluminum clusters if your {{L|blacksmith}} or {{L|miner}} are famished and hollow-eyed from lack of sleep.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* {{L|Miner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Woodworker}}|6:1|6:1|&lt;br /&gt;
* {{L|Bowyer}}&lt;br /&gt;
* {{L|Carpenter}}&lt;br /&gt;
* {{L|Wood cutter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Stoneworker}}|7:1|7:1|&lt;br /&gt;
* {{L|Engraver}}&lt;br /&gt;
* {{L|Mason}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Ranger}}|2:0|2:0|&lt;br /&gt;
* {{L|Ambusher}}&lt;br /&gt;
* {{L|Animal caretaker}}&lt;br /&gt;
* {{L|Animal dissector}}&lt;br /&gt;
* {{L|Animal trainer}}&lt;br /&gt;
* {{L|Trapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Doctor}}|5:0|5:0|&lt;br /&gt;
* {{L|Bone doctor}}&lt;br /&gt;
* {{L|Crutch walker}}&lt;br /&gt;
* {{L|Diagnostician}}&lt;br /&gt;
* {{L|Surgeon}}&lt;br /&gt;
* {{L|Suturer}}&lt;br /&gt;
* {{L|Wound dresser}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Farmer}}|6:0|6:0|&lt;br /&gt;
* {{L|Brewer}}&lt;br /&gt;
* {{L|Butcher}}&lt;br /&gt;
* {{L|Cheese maker}}&lt;br /&gt;
* {{L|Cook}}&lt;br /&gt;
* {{L|Dyer}}&lt;br /&gt;
* {{L|Grower}}&lt;br /&gt;
* {{L|Herbalist}}&lt;br /&gt;
* {{L|Lye maker}}&lt;br /&gt;
* {{L|Milker}}&lt;br /&gt;
* {{L|Miller}}&lt;br /&gt;
* {{L|Potash maker}}&lt;br /&gt;
* {{L|Soaper}}&lt;br /&gt;
* {{L|Tanner}}&lt;br /&gt;
* {{L|Thresher}}&lt;br /&gt;
* {{L|Wood burner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Fishery Worker}}|1:0|1:0|&lt;br /&gt;
* {{L|Fish cleaner}}&lt;br /&gt;
* {{L|Fish dissector}}&lt;br /&gt;
* {{L|Fisherdwarf}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Metalsmith}}|0:1|0:1|&lt;br /&gt;
* {{L|Armorsmith}}&lt;br /&gt;
* {{L|Furnace operator}}&lt;br /&gt;
* {{L|Metal crafter}}&lt;br /&gt;
* {{L|Blacksmith|Metalsmith}}&lt;br /&gt;
* {{L|Weaponsmith}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Jeweler}}|2:1|2:1|&lt;br /&gt;
* {{L|Gem cutter}}&lt;br /&gt;
* {{L|Gem setter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Craftsdwarf}}|1:1|1:1|&lt;br /&gt;
* {{L|Bone carver}}&lt;br /&gt;
* {{L|Clothier}}&lt;br /&gt;
* {{L|Glassmaker}}&lt;br /&gt;
* {{L|Leatherworker}}&lt;br /&gt;
* {{L|Stone crafter}}&lt;br /&gt;
* {{L|Weaver}}&lt;br /&gt;
* {{L|Wood crafter}}&lt;br /&gt;
* {{L|Strand extractor}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Engineer}}|4:1|4:1|&lt;br /&gt;
* {{L|Mechanic}}&lt;br /&gt;
* {{L|Pump operator}}&lt;br /&gt;
* {{L|Siege engineer}}&lt;br /&gt;
* {{L|Siege operator}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Other Jobs}}|3:0|3:0|&lt;br /&gt;
* {{L|Alchemy|Alchemist}}&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Administrator}}|5:0|5:0|&lt;br /&gt;
* {{L|Appraiser}}&lt;br /&gt;
* {{L|Building designer}}&lt;br /&gt;
* {{L|Organizer}}&lt;br /&gt;
* {{L|Record keeper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Military}}|0:1|0:0|&lt;br /&gt;
* {{L|Archery}}&lt;br /&gt;
* {{L|Armor user}}&lt;br /&gt;
* {{L|Axeman}}&lt;br /&gt;
* {{L|Biter}}&lt;br /&gt;
* {{L|Crossbowman}}&lt;br /&gt;
* {{L|Dodger}}&lt;br /&gt;
* {{L|Fighter}}&lt;br /&gt;
* {{L|Hammerman}}&lt;br /&gt;
* {{L|Kicker}}&lt;br /&gt;
* {{L|Maceman}}&lt;br /&gt;
* {{L|Shield user}}&lt;br /&gt;
* {{L|Spearman}}&lt;br /&gt;
* {{L|Striker}}&lt;br /&gt;
* {{L|Swordsman}}&lt;br /&gt;
* {{L|Wrestler}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Broker}}|3:0|3:0|&lt;br /&gt;
* {{L|Comedian}}&lt;br /&gt;
* {{L|Conversationalist}}&lt;br /&gt;
* {{L|Flatterer}}&lt;br /&gt;
* {{L|Intimidator}}&lt;br /&gt;
* {{L|Judge of intent}}&lt;br /&gt;
* {{L|Liar}}&lt;br /&gt;
* {{L|Negotiator}}&lt;br /&gt;
* {{L|Persuader}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Other}}|3:0|3:0|&lt;br /&gt;
* {{L|Concentration}}&lt;br /&gt;
* {{L|Consoler}}&lt;br /&gt;
* {{L|Observer}}&lt;br /&gt;
* {{L|Pacifier}}&lt;br /&gt;
* {{L|Student}}&lt;br /&gt;
* {{L|Teacher}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.01==&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
&lt;br /&gt;
{{L|Fighter}}, {{L|Archer}}, {{L|Striker}}, {{L|Kicker}}, {{L|Biter}}, {{L|Dodger}}&lt;br /&gt;
&lt;br /&gt;
Healthcare:&lt;br /&gt;
&lt;br /&gt;
{{L|Wound dresser}}, {{L|Diagnostician}}, {{L|Surgeon}}, {{L|Bone doctor|Bone Doctor}}, {{L|Suturer}} ''(stitching wounds)'', {{L|Crutch walker|Crutch Walker}} ''(this is for patients rather than doctors)''&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
{{L|Miscellaneous object user}}, {{L|Student}}, {{L|Concentration}}, {{L|Observer}}, {{L|Leader}}, {{L|Teacher}},&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Archery&amp;diff=124370</id>
		<title>v0.31:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Archery&amp;diff=124370"/>
		<updated>2010-08-09T15:30:12Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
'''Archery''' is the practice of shooting {{l|ammunition}} at things -- either at {{l|military|enemy combatants}}, {{l|ambusher|wild animals}}, or {{l|archery target|archery targets}}.&amp;lt;br&amp;gt;&lt;br /&gt;
This {{l|combat skill|skill}} increases the accuracy and finesse of every ranged weapon a {{l|dwarf}} may use.&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery, a dwarf needs three things: a ranged {{l|weapon}}, some {{l|Weapon#Ammunition|ammunition}}, and a {{l|quiver}} to hold the ammunition.&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons to dwarves is prioritized: {{l|military}} squads get first pick, and then {{l|ambusher|hunters}} can choose from the leftovers.  {{l|Squad}}s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the {{l|Military interface|military screen}} ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for {{l|crossbow}}s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
= {{l|Known bugs and issues|Bugs}} =&lt;br /&gt;
* If you assign both arrows and bolts to the same group, dwarves who are holding a crossbow may grab arrows, and dwarves who are holding a bow may grab bolts.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Archery&amp;diff=124369</id>
		<title>v0.31:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Archery&amp;diff=124369"/>
		<updated>2010-08-09T15:30:00Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Added categories.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
'''Archery''' is the practice of shooting {{l|ammunition}} at things -- either at {{l|military|enemy combatants}}, {{l|ambusher|wild animals}}, or {{l|archery target|archery targets}}.&amp;lt;br&amp;gt;&lt;br /&gt;
This {{l|combat skill|skill}} increases the accuracy and finesse of every ranged weapon a {{l|dwarf}} may use.&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery, a dwarf needs three things: a ranged {{l|weapon}}, some {{l|Weapon#Ammunition|ammunition}}, and a {{l|quiver}} to hold the ammunition.&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons to dwarves is prioritized: {{l|military}} squads get first pick, and then {{l|ambusher|hunters}} can choose from the leftovers.  {{l|Squad}}s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the {{l|Military interface|military screen}} ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for {{l|crossbow}}s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
= {{l|Known bugs and issues|Bugs}} =&lt;br /&gt;
* If you assign both arrows and bolts to the same group, dwarves who are holding a crossbow may grab arrows, and dwarves who are holding a bow may grab bolts.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Archery&amp;diff=124367</id>
		<title>v0.31:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Archery&amp;diff=124367"/>
		<updated>2010-08-09T15:22:02Z</updated>

		<summary type="html">&lt;p&gt;Speed112: My crossbowdwarves weild shields or bucklers and they shoot fine. If you think I am wrong feel free to start a discussion. + extra stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Archery is the practice of shooting {{l|ammunition}} at things -- either at {{l|military|enemy combatants}}, {{l|ambusher|wild animals}}, or {{l|archery target|archery targets}}.&amp;lt;br&amp;gt;&lt;br /&gt;
This {{l|combat skill|skill}} increases the accuracy and finesse of every ranged weapon a {{l|dwarf}} may use.&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery, a dwarf needs three things: a ranged {{l|weapon}}, some {{l|Weapon#Ammunition|ammunition}}, and a {{l|quiver}} to hold the ammunition.&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons to dwarves is prioritized: {{l|military}} squads get first pick, and then {{l|ambusher|hunters}} can choose from the leftovers.  {{l|Squad}}s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the {{l|Military interface|military screen}} ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for {{l|crossbow}}s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
== {{l|Known bugs and issues|Bugs}} ==&lt;br /&gt;
* If you assign both arrows and bolts to the same group, dwarves who are holding a crossbow may grab arrows, and dwarves who are holding a bow may grab bolts.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=124366</id>
		<title>v0.31:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=124366"/>
		<updated>2010-08-09T15:09:14Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Added Sparring to related articles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many {{l|trap}}s, {{l|bridge|drawbridges}} and {{l|magma|other defenses}}, your military will still need to fend off {{l|goblin}} {{l|siege}}s, {{l|megabeast}}s, {{l|titan}}s, and fiendish {{l|Giant cave spider|underground}} {{l|Forgotten beast|beasties}}. Using a combination of {{l|squads|squad orders}} and {{l|scheduling}}, you can set up an elaborate offensive, defensive, or balanced military structure for your {{l|equipment|well-equipped}} {{l|soldier}}s to follow. Turning your dwarves from {{l|immigration|useless migrants}} into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
''Related articles:''&lt;br /&gt;
* For a ''very'' simple &amp;quot;How to attack a target&amp;quot;, see {{L|Attack}}.&lt;br /&gt;
* For a list of frequently asked questions, see the {{l|Military F.A.Q.}}&lt;br /&gt;
* For an insight about combat training, check out {{l|Sparring}}&lt;br /&gt;
* For a general overview of threats and considerations for fortress defense, see the {{l|Defense guide|Defense Guide}}.&lt;br /&gt;
* For specific suggestions on the physical defenses that will defend your military, see {{l|Security design|Security Design}}.&lt;br /&gt;
* For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see {{l|Trap design|Trap Design}}.&lt;br /&gt;
* For specific advice on how to get your soldiers prepared for any threat, see {{l|military design|Military Design}}.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key, the '''{{l|squads}}''' screen is accessible through the {{k|s}} key, the '''points/routes/notes''' screen is accessible through the {{k|N}} key, and the '''{{l|burrows}}''' screen is accessible through the {{k|w}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Creating a Military=&lt;br /&gt;
&lt;br /&gt;
While far more confusing than before, the new military system makes up for its initial impenetrability with a huge increase in versatility. Squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly-specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
This article is about the general aspects of what comprises a military. For more detailed information including specific keypresses, see the associated article expanding on a subject.&lt;br /&gt;
&lt;br /&gt;
==Squads==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads}}''&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is now led by the appointed '''{{l|militia commander}}''' and has many other squads led by '''militia captains''' under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Equipping Soldiers}}''&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. Even the material and color of your soldiers' uniform is configurable. You can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance. Even artifact weapons/armor are now selectable - luck and micro-management have been removed from the equation.&lt;br /&gt;
&lt;br /&gt;
===Arsenal Dwarf===&lt;br /&gt;
The Arsenal Dwarf was removed in version 0.31.09 but may be re-introduced in a later version.  The rest of this section is only applicable if you are playing an older version.&lt;br /&gt;
&lt;br /&gt;
In the early stages of your fort your dwarves will equip themselves, but once enough migrants (13, making your population 20+ dwarves) have arrived your fortress will require an '''{{l|Arsenal_dwarf|Arsenal Dwarf}}''' (designated in the nobles screen) to manage your armory. The Arsenal Dwarf serves the role of quartermaster; without him your dwarves will be unable to change their equipment. Once you have a dwarf selected, make sure to give him an office - like a {{l|manager}}, an Arsenal Dwarf will need to sign off on equipment changes before they can be made.&lt;br /&gt;
&lt;br /&gt;
Note that if you don't have an option for an Arsenal Dwarf, it just means your fort isn't big enough to need one yet. Dwarves will equip themselves until your fortress grows too large - just keep an eye on the nobles screen every time you get migrants, and assign an Arsenal Dwarf when you need one.&lt;br /&gt;
&lt;br /&gt;
*If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. A new expedition leader should eventually arrive, although this may take several years. {{version|0.31.02}}&lt;br /&gt;
*There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled. This is likely caused by your Expedition leader/Mayor being absent.{{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
=Directing Soldiers=&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is a lot more difficult than it once was; gone are the days of simply designating a barracks and letting your recruits have at it. It is now possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out new user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is now a clear discrepancy between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
==Active Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Squads#Direct_Commands|Squads#Direct Commands}}''&lt;br /&gt;
&lt;br /&gt;
In the new military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
==Passive Command==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}''&lt;br /&gt;
&lt;br /&gt;
The new '''alert level''' and '''scheduling''' system is a new feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is now possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out new user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
Civilian alert levels are also possible - civilians can be restricted by '''{{l|burrow}}''' to where they can roam should the need to tuck them away into a panic room arise. The 'entrance dance' bug of the previous version has also been removed - if a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''{{l|barracks}}''', defend a '''{{l|burrow}}''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a new (if still a bit buggy) copy/paste system has been introduced to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can now serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are still necessary for training, but due to a bug it appears that your dwarves will only train when Inactive, despite what the Train command may have you believe. Marksdwarf training also appears to still be a bit glitchy.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Military F.A.Q.}}''&lt;br /&gt;
&lt;br /&gt;
=Reported Military-Related Bugs=&lt;br /&gt;
* '''Setting Dwarves to train will result in them idling instead of training. Instead, set them to have no assignments and set up a barracks with training enabled for their squad.'''&lt;br /&gt;
* If one of your soldiers equips a dagger it causes an immediate crash when you select that squad in the military screen. &lt;br /&gt;
** Editing your raw files and replacing [SKILL:DAGGER] with [SKILL:SWORD] is a workaround that prevents this crash.[[http://www.bay12games.com/dwarves/mantisbt/view.php?id=378]]&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Soldiers who have completed a kill task do not cancel their kill task. This may be intentional.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; notably marksdwarves (who try to train not with archery practice but by sparring with crossbows as blunt weapons).&lt;br /&gt;
* Dwarves that are training and forced to stop (for example with deconstruction the barracks) will go into &amp;quot;no job&amp;quot; for eternal, they wont count to idle, just like &amp;quot;on break&amp;quot; ones, but will never ever lift a finger again... ever, neither for training nor civilian. They still will obey kill or move orders.&lt;br /&gt;
&lt;br /&gt;
=Fixed Military-Related Bugs=&lt;br /&gt;
These bugs in DF2010 have been fixed in more recent versions.&lt;br /&gt;
&lt;br /&gt;
==Fixed{{version|0.31.05}}==&lt;br /&gt;
* If your Expedition Leader/Mayor is killed, all unassigned noble positions vanish.&lt;br /&gt;
==Fixed{{version|0.31.03}}==&lt;br /&gt;
* Copying and pasting an empty order onto a non-empty order causes a crash.&lt;br /&gt;
* Going to the military-schedule-grid screen and selecting your inactive alert group causes a crash.&lt;br /&gt;
* Accessing 'Pri/Assignments' ({{k|m}}, {{k|e}}, {{k|U}}, {{k|P}}) when no squads are formed causes a crash. &lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;br /&gt;
{{Category|Military| }}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bituminous_coal&amp;diff=124272</id>
		<title>v0.31:Bituminous coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bituminous_coal&amp;diff=124272"/>
		<updated>2010-08-09T08:33:36Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:33, 9 August 2010 (UTC)}}{{stonelookup/0|uses=&lt;br /&gt;
* Create 3 {{l|coke}} at {{l|smelter}}}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bituminous coal''' is found in {{l|vein}}s in {{l|sedimentary layer}}s and is one of the two mineral sources of {{l|fuel}}.  When processed at a {{l|smelter}} or {{l|magma smelter}}, one unit of bituminous coal produces 3 units of {{l|coke}}. If done at a regular {{l|smelter}}, this processing requires one pre-existing unit of fuel (either charcoal or coke), leaving a ''net'' production of 2 fuel.&lt;br /&gt;
&lt;br /&gt;
Bituminous coal is flammable, and obviously is ''not'' a {{l|fire-safe}} material.&lt;br /&gt;
&lt;br /&gt;
Bituminous coal is '''not''' the same as {{l|fuel|&amp;quot;refined coal&amp;quot; or &amp;quot;coal&amp;quot;}}, though it is directly related.&lt;br /&gt;
&lt;br /&gt;
;See also:&lt;br /&gt;
:* {{l|lignite}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=124271</id>
		<title>v0.31:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Manager&amp;diff=124271"/>
		<updated>2010-08-09T08:33:06Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:33, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The manager is a {{L|noble}} that allows you to create multiple production orders. Using a manager allow to dispatch rapidly any number of jobs from a single screen, without having to add tasks to individual {{L|workshop}}s. &lt;br /&gt;
&lt;br /&gt;
== The manager screen ==&lt;br /&gt;
To use the manager, you must go to the manager screen by pressing {{k|u}},{{k|m}} or {{k|j}},{{k|m}}. If your fortress has 20 or more dwarfs the manager will have to approve every work order you set. To see if an order is approved you can check the manager screen. Approved orders will have a green check mark, while unapproved orders will have a red X.&lt;br /&gt;
&lt;br /&gt;
After a production order was approved corresponding tasks will be added automatically to applicable workshops until the production quota has been met. It is useful to note that managers will not allow more than 30 tasks per work order. However, multiple work order can be requested separately with a few key strokes.&lt;br /&gt;
&lt;br /&gt;
== Setting workshop profiles==&lt;br /&gt;
The manager also allows you to change a {{L|workshop}}'s profile. To edit a workshop's profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
The workshop profile will allow you to select which dwarves can use it and the minimum and maximum {{L|skill}} level required to use the workshop. You can choose who can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in your {{L|dining room}} will suffice until you can arrange for a more permament, dedicated location.&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=124184</id>
		<title>v0.31:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Utilities&amp;diff=124184"/>
		<updated>2010-08-08T13:41:51Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Yes they work... Next time try UPDATING instead of DELETING. All you need to do to make them work is update a config file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 Please only list utilities that are known to work with the newest version here.&lt;br /&gt;
&lt;br /&gt;
Here are third party applications useful for Dwarf Fortress.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress filesharing services==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
=== Stonesense Slate ===&lt;br /&gt;
'''Stonesense''' is a third party visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.&lt;br /&gt;
More details as well as troubleshooting on the official topic in the Bay12 forums.&lt;br /&gt;
&lt;br /&gt;
== Interface tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=50643.0 Dfterm2]===&lt;br /&gt;
&lt;br /&gt;
Dfterm2 is a tool to run Dwarf Fortress via terminals remotely. Multiple people can connect and watch or join in.&lt;br /&gt;
&lt;br /&gt;
Main article here: [[Dfterm2]].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=645 Reveal] ===&lt;br /&gt;
&lt;br /&gt;
The standalone Reveal utility is obsolete due to missing source code.  [[DF2010:Utilities#DFHack|DFHack]]'s dfreveal module works like Reveal did, and has built-in undo capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=-2&amp;gt;Reveal (or Reveal.exe as it is commonly referred to) is a program that runs alongside Dwarf Fortress and shows all &amp;quot;unexplored&amp;quot; or &amp;quot;undug&amp;quot; tiles of the map (in fortress mode).  To reveal entire map designate the entire bottom level to be mined and then remove designation before running reveal (Not required in the latest version using the parameters below, simply start the .exe file.). Playing on revealed map might ''(read &amp;quot;will&amp;quot;)'' cause some bugs (like not being able to build magma buildings or a tower-cap farm, losing all plants/trees on the map, and a lot more).  '''Using Reveal has been known to corrupt saved game folders.''' and, as such, it is highly recommended to only use Reveal to preview a biome's layout and then restart without running Reveal.&lt;br /&gt;
&amp;lt;/font size&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=59056.0 Runesmith] ===&lt;br /&gt;
Runesmith is a Dwarf information viewing and editing tool inspired by the original Dwarf Companion. It uses the DFHack library to interface with Dwarf Fortress and Qt to provide a robust and professional looking cross-platform GUI. http://www.bay12forums.com/smf/index.php?topic=59056.0&lt;br /&gt;
&lt;br /&gt;
Version 0.1.5 is out for Windows, currently supporting 0.31.12. Since it uses DFHack, all versions of DF that DFHack supports, Runesmith supports!&lt;br /&gt;
&lt;br /&gt;
    * Windows: http://dffd.wimbli.com/file.php?id=2538&lt;br /&gt;
    * Linux: to follow (the windows one is reported to work fine under wine though)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A tool that allows smithing (editing) of the digits and letters (runes) that control all life in DF. By smithing these runes, the metagods (players) can meddle with DF mortals to suit their games, be it recasting a soul into a new species body, blessing and cursing indiviudals or just to make predictions of when a mortal will attain the next degree of competence to guide them on how they should spend their limited time.&amp;quot; - Psieye - (http://www.bay12forums.com/smf/index.php?topic=57003.msg1324765#msg1324765)&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=58809 DFHack] ===&lt;br /&gt;
&lt;br /&gt;
DFHack is a Dwarf Fortress memory access library and a set of basic tools using this library. The library is a work in progress, so things might change as more tools are written for it. The current (0.4.0.5) release only supports the new DF 0.31.01, 0.31.02 and 0.31.03 legacy versions and 0.31.04-0.31.12 SDL versions. It consists of some of the more useful DFHack tools.&lt;br /&gt;
&lt;br /&gt;
Code and binary releases are available from the [http://github.com/peterix/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
=== DFhack tools for DF 2010 ===&lt;br /&gt;
==== dfcleanmap ====&lt;br /&gt;
Cleans all the bloodsmears that get scattered all over the map.&lt;br /&gt;
==== dfliquids ====&lt;br /&gt;
Allows creating liquids (water and magma), making them flow or preventing them from flowing. Newly also allows making obsidian walls. It's a command-prompt style utility where you type in very simple commands. Replaces the older magma_create tool.&lt;br /&gt;
&lt;br /&gt;
==== dfprospector ====&lt;br /&gt;
Lists all available minerals on the map and how much of them there is.&lt;br /&gt;
==== dfreveal ====&lt;br /&gt;
Reveals the whole map. Newly can also hide what it revealed. Use with caution, releases [[HFS]]! Same warnings as to the original Reveal tool apply.&lt;br /&gt;
&lt;br /&gt;
==== dfvdig ====&lt;br /&gt;
Designates a whole vein for digging. When using the '-x' option, it will dig stairs into other z-levels. Point the cursor at a vein and run this thing :)&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfForeman|Dwarf Foreman]] ===&lt;br /&gt;
Dwarf Foreman is a third party program to automatically dispatch jobs to your workers. &lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DwarfScript|Dwarf Script]] ===&lt;br /&gt;
Dwarf Script is a program and allows you to manipulate DF's memory using a script.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://sun2design.com/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is an AutoHotkey-based utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments).&lt;br /&gt;
&lt;br /&gt;
=== [[User:Soundandfury/DF_Designer|DF Designer]] ===&lt;br /&gt;
DF Designer, by [[User:Soundandfury|soundnfury]] is a fort layout planning tool.  It enables you to work out your designs before you start to build, and even see how they look in 3-D.&lt;br /&gt;
It's written in C with SDL, and both Linux and Windows builds are available.  The source code is freely available under the GPL.&lt;br /&gt;
Since DF Designer does not 'talk to' Dwarf Fortress, it is version-independent. Supports exporting to Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=55025.0 ChromaFort] ===&lt;br /&gt;
Chromafort allows you to convert 24-bit bitmap (.bmp) images into Quickfort-compatible CSV files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2068 Custom Workshop Workshop] ===&lt;br /&gt;
WYSIWYG editor for designing the raws for a custom workshop.&lt;br /&gt;
(Not all raws, just the tiles and colors)  Lets you see how it will look at each stage of construction.  Comes with the default 16x16 CURSES font built in, but you can load any .BMP formatted DF font you like, keeping in mind that if its bigger than 16x16 it won't fit.&lt;br /&gt;
&lt;br /&gt;
Accommodates up to 32x32 workshops, not that there's any reason for such a large workshop, right?&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=1996 Uristmod] ===&lt;br /&gt;
A program which uses text files to automatically change/update raw files.  Makes installation of mods easier.  However at this time, the documentation is a little confusing and makes creating mods harder for beginners.  [http://www.bay12forums.com/smf/index.php?topic=53028.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
== Raw tile tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2113 Raw tile selector] ===&lt;br /&gt;
Provides an easy to use graphical interface to select which tiles and colors should be displayed for plants, stones and small creatures.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws. It will also be useful for users that dislike decisions made by tileset creators or users that could not find the edited raws for a tileset.&lt;br /&gt;
&lt;br /&gt;
Currently for windows only.&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2178 Raw tile merger] ===&lt;br /&gt;
Provides an easy to use interface to change the tile and color data of raws to match the data of another set of raw files.&lt;br /&gt;
&lt;br /&gt;
Made to ease the job of creators of tilesets with edited raws when new versions of df are released. The edited raws for your tileset for a new df version can now be created with a few clicks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=57428 PerfectWorldDF] ===&lt;br /&gt;
Very detailed Windows program to help create customize world gens.&lt;br /&gt;
&amp;lt;br&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=57428 Bay 12 forum link]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/file.php?id=2354 Dwarf Fortress File Depot link (may be old version)]&lt;br /&gt;
&amp;lt;br&amp;gt;[http://dffd.wimbli.com/who.php?id=1314 Dwarf Fortress File Depot listing for the author]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://winmerge.org/ WinMerge] ===&lt;br /&gt;
Winmerge allows you to compare the contents of folders or files. It highlights any differences between files and allows you to merge them. It is most useful for modders or users of mods. If you compare modified raw files with unmodified ones you can quickly see any differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tools under development =&lt;br /&gt;
&lt;br /&gt;
'''The tools listed below are under development for DF 2010, but cannot perform the task they are intended for at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Obsidian|Obsidian]] ===&lt;br /&gt;
''by Skeggox''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is a toolset for converting DF maps into a renderable scene, manipulating the result, and displaying it directly in 3D or exporting to 3rd party renderers and raytracers.&lt;br /&gt;
&lt;br /&gt;
Its a modular Lua framework, using Open Scene Graph for rendering and DFHack for talking with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12forums.com/smf/index.php?topic=57920.0 forum thread] has more detail.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Speed112&amp;diff=124181</id>
		<title>User:Speed112</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Speed112&amp;diff=124181"/>
		<updated>2010-08-08T13:07:59Z</updated>

		<summary type="html">&lt;p&gt;Speed112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Dwarfpage&lt;br /&gt;
|Title='Speed' Angzakalåth, &amp;quot;'Speed' Terrorbolt&amp;quot;, Sharpshooter&lt;br /&gt;
|Thoughts='Speed' Angzakalåth has been [[cv:Thought|happy]] lately. He admired own fine crossbow recently. He enjoyed a nice bath recently. He talked with a friend lately. He was annoyed by the heat recently. He slept uneasily due to noise lately. He was disgusted by a foul smell recently. He has admired his own fine headphones recently. He had a pretty decent meal lately.&lt;br /&gt;
|Worship=He is a casual worshipper of [[Toady One]] the Creator of [[cv:dwarf fortress|Dwarf Fortress]].&lt;br /&gt;
|Citizen=He is a citizen of [http://en.wikipedia.org/wiki/Romania Wallachia]. He is a member of The Shackles of Mediocrity. He is a member of [irc://uk.quakenet.org/dwarffortress The Dwarf Fortress channel] He is an enemy of [http://www.Ubisoft.com Ubizanisfyn]. &lt;br /&gt;
|Age=He is fifteen years old, born on the [[cv:Calendar|18th of Limestone]] in the year 1994.&lt;br /&gt;
|Appearance=He is very thin, yet quite muscular. His nose bridge is rather straight. His eyes are small and of [http://en.wikipedia.org/wiki/Heterochromia different shades] of hazel.&lt;br /&gt;
|PhysicalPositive=He is almost never sick, quick to heal, slow to tire and incredibly tough,&lt;br /&gt;
|PhysicalNegative=but he is weak.&lt;br /&gt;
|Preferences='Speed' Angzakalåth likes tomatoes, axes, olivine, yellow topaz, the color yellow and Black Panthers for their coolness. When possible he prefers to consume mineral water and fruit. He dislikes cows for their [http://www.youtube.com/watch?v=FavUpD_IjVY haunting moos].&lt;br /&gt;
|MentalPositive=He has great creativity, great analytical abilities, a great spatial sense, a good kinesthetic sense, a way with words, a good musical sense, good intuition and the ability to focus,&lt;br /&gt;
|MentalNegative=but he has little patience and a large deficit of willpower,&lt;br /&gt;
|Character=He is relaxed. He is modest. He doesn't often experience strong cravings or urges. He finds rules confining. He is comfortable in social situations. He is straightforward with others. He doesn't go out of his way to do more work than necessary. He doesn't like to compromise with others. He does not actively seek friendships. He often bites on something when he is thinking. He needs fruit to get through the working day.&lt;br /&gt;
|Description=A medium sized [[cv:human|creature]] fond of videogames and food.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I am an admin of [irc://uk.quakenet.org/dwarffortress the Dwarf Fortress irc channel on Quakenet].&lt;br /&gt;
&lt;br /&gt;
You can view my more recent gaming history on [http://xfire.com/profile/n4v32x xFire].&lt;br /&gt;
&lt;br /&gt;
If you want something with me, post on my talk page, following the guidelines or look for me on irc.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dfterm&amp;diff=124062</id>
		<title>Dfterm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dfterm&amp;diff=124062"/>
		<updated>2010-08-07T18:07:25Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[dfterm2]]&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dfterm2&amp;diff=124061</id>
		<title>Utility:Dfterm2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dfterm2&amp;diff=124061"/>
		<updated>2010-08-07T18:06:30Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Created page with '= Introduction =  '''Dfterm2''' is a program that manages Dwarf Fortress games and allows them to be accessed remotely using Telnet and ANSI/VT102 compliant terminals, or using a…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
'''Dfterm2''' is a program that manages Dwarf Fortress games and allows them to be accessed remotely using Telnet and ANSI/VT102&lt;br /&gt;
compliant terminals, or using a browser with a flash plugin.&lt;br /&gt;
It has several features designed for building public Dwarf Fortress servers feasible, such as user registration system and a chat.&lt;br /&gt;
It works on both Windows and Linux platforms, albeit the way the game is handled is a little different. On Windows systems,&lt;br /&gt;
dfterm2 reads screen data from Dwarf Fortress’ memory. On Linux, Dwarf Fortress must be set to use terminal text mode (i.e.&lt;br /&gt;
[PRINT_MODE:TEXT]), and dfterm2’s terminal emulator parses this output. Linux version of dfterm2 works also on other&lt;br /&gt;
programs that use a terminal for their output.&lt;br /&gt;
Dfterm2 is designed to be easily deployed and configured. There are no configuration files to modify. All settings are set by&lt;br /&gt;
logging in to it and using the text mode UI. The only exception is setting up an administrator account with which to configure it,&lt;br /&gt;
but usually the Windows installer can handle even that.&lt;br /&gt;
Dfterm2 is fully usable, but there are missing features that need to be implemented before a stable version can be released.&lt;br /&gt;
Dfterm2, as of writing of this, is under constant development and it may happen that this manual becomes out of date with the&lt;br /&gt;
current features.&lt;br /&gt;
&lt;br /&gt;
= Compatible versions =&lt;br /&gt;
&lt;br /&gt;
*{{version|0.31.12}}&lt;br /&gt;
*{{version|0.31.11}}&lt;br /&gt;
*{{version|0.31.10}}&lt;br /&gt;
*{{version|0.31.09}}&lt;br /&gt;
*{{version|0.31.08}}&lt;br /&gt;
*{{version|0.31.06}}&lt;br /&gt;
*{{version|0.31.03}}&lt;br /&gt;
*{{version|0.31.02}}&lt;br /&gt;
*{{version|0.31.01}}&lt;br /&gt;
*{{version|0.28.181.40d19.2}}&lt;br /&gt;
*{{version|0.28.181.40d19}}&lt;br /&gt;
*{{version|0.28.181.40d18}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Usually only the most recent Dwarf Fortress versions are tested.'' ''It is possible there are changes in dfterm2 that partially break&lt;br /&gt;
compatibility in older versions. The versions listed are Dwarf Fortress versions that each have dedicated code in dfterm2 to&lt;br /&gt;
handle them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Linux version parses Dwarf Fortress’ text terminal output so it supports any Dwarf Fortress version that supports [PRINT_MODE:TEXT]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
&lt;br /&gt;
===On Windows=== &lt;br /&gt;
For Windows, Dfterm2 comes with an automatic extractor (installer) so it shouldn't pose any problems.&lt;br /&gt;
&lt;br /&gt;
The latest installer for the program can be found [http://www.bay12forums.com/smf/index.php?topic=50643.0. here], on the Bay12 forums.&lt;br /&gt;
&lt;br /&gt;
To connect to the server on Windows you need a third-party program, such as PuTTY, which can be downloaded from [http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html here]&lt;br /&gt;
&lt;br /&gt;
===On linux===&lt;br /&gt;
You need to compile the program directly from source. To do so you need to install the following packages:&lt;br /&gt;
ICU development libraries&lt;br /&gt;
* Boost development libraries (at least version 1.42)&lt;br /&gt;
* OpenSSL development libraries&lt;br /&gt;
* CMake&lt;br /&gt;
* PCRE development libraries&lt;br /&gt;
* g++ and usual development tools&lt;br /&gt;
* git&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
First, you need to obtain the source code, using the following commands in git:&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ git clone git://genodeen.net/dfterm2&lt;br /&gt;
|-&lt;br /&gt;
|$ cd dfterm2&lt;br /&gt;
|-&lt;br /&gt;
|$ git submodule init&lt;br /&gt;
|-&lt;br /&gt;
|$ git submodule update&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Next, you have to use CMake to configure the building system:&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ cmake .&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Thirdly, use this command to start the compiling:&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ make &lt;br /&gt;
|}&lt;br /&gt;
 &amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;''If compilation failed, [http://www.bay12forums.com/smf/index.php?topic=50643.0 visit the DFterm2 page on the Bay12 forums] for support.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The final step is to add an administrator account using &lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ ./dfterm2_configure --adduser (username) (password) admin &lt;br /&gt;
|-&lt;br /&gt;
|$ ./dfterm2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To connect to the server from a linux machine, you need to use the following command:&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;background-color:#E0E0E0&amp;quot;&lt;br /&gt;
|$ telnet 127.0.0.1 8000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Configuring =&lt;br /&gt;
Dfterm2 can be configured in various ways. For example, if you want to play Dwarf Fortress through it, you need to tell it where&lt;br /&gt;
it can find Dwarf Fortress on your computer.&lt;br /&gt;
In dfterm2, there’s a concept of slot profiles and slots.&lt;br /&gt;
Slot profile contains information on what show to in a slot. Typical settings are game executable and working directory, and&lt;br /&gt;
maximum number of slots of a slot profile.&lt;br /&gt;
Slots are created from slot profiles. You could say they are instances of slot profiles. A slot is created when a user selects &amp;quot;Launch&lt;br /&gt;
a new game&amp;quot;. This usually launches the game and it can be seen through the slot. Users see the slot in the Game window. When&lt;br /&gt;
they are not watching a slot, the game window is filled with X letters.&lt;br /&gt;
&lt;br /&gt;
== Main menu ==&lt;br /&gt;
The main menu items are as follows:&lt;br /&gt;
*Launch a new game&lt;br /&gt;
From here, you can launch a new slot from a slot profile.&lt;br /&gt;
*Join a running game&lt;br /&gt;
From here you can select the slot you want to watch.&lt;br /&gt;
*Configure slots&lt;br /&gt;
Administrator only. From here you can configure slot profiles. There’s more information on them later.&lt;br /&gt;
*Set MotD&lt;br /&gt;
Administrator only. You can write a message here to show to anyone who connects to the server. The message will appear in the&lt;br /&gt;
chat window.&lt;br /&gt;
*Manage users&lt;br /&gt;
Administrator only. You can see a list of currently connected people here. Selecting them will allow you to show their IP address&lt;br /&gt;
and hostname and you can also disconnect them. If you select Show user accounts here, you can see registered users and delete&lt;br /&gt;
them or change their passwords if you like. Note that you can’t see the passwords of the users because they are hashed with&lt;br /&gt;
SHA512.&lt;br /&gt;
*Force close running slot&lt;br /&gt;
If you select this, the slot you are currently watching will be immdiately closed and the program in it will be killed. You need to&lt;br /&gt;
have force closer privileges for the slot.&lt;br /&gt;
*Change your password&lt;br /&gt;
You can change your password here. You need to know your old password.&lt;br /&gt;
*Disconnect&lt;br /&gt;
If you select this, the server disconnects you.&lt;br /&gt;
*Shutdown server&lt;br /&gt;
Administrator only. Makes dfterm2 close, closing all games and connections.&lt;br /&gt;
&lt;br /&gt;
== Slot profile configuration ==&lt;br /&gt;
Slot profiles are created from &amp;quot;Configure slots&amp;quot; menu. You can set the maximum amount of slots that can be run at the same time&lt;br /&gt;
in this menu. From here, select &amp;quot;Add a new slot profile&amp;quot; to go in the slot profile creation menu.&lt;br /&gt;
There are a few parameters that can be configured for a new slot profile. Here they are listed with descriptions on what they do.&lt;br /&gt;
*Slot profile name&lt;br /&gt;
This is the name of the slot profile. The name will appear in &amp;quot;Launch a new game&amp;quot; menu for users. You need to put something&lt;br /&gt;
here.&lt;br /&gt;
*Method of screen scraping&lt;br /&gt;
This describes how dfterm2 will obtain the symbol data from dfterm2. On Windows, this can be either launching a new Dwarf&lt;br /&gt;
Fortress process or using an already running Dwarf Fortress process. On Linux, there’s only launching a program in a terminal.&lt;br /&gt;
*Game executable path&lt;br /&gt;
This should point directly to the Dwarf Fortress executable file. OnWindows, it could be something like &amp;quot;C:\df_31_12_win\Dwarf&lt;br /&gt;
Fortress.exe&amp;quot; and on Linux it could be &amp;quot;/home/mikko/df_linux/df&amp;quot;&lt;br /&gt;
*Game working directory&lt;br /&gt;
This should point to the directory from where game executable is run. OnWindows, it could be something like &amp;quot;C:\df_31_12_win&amp;quot;&lt;br /&gt;
and on Linux it could be &amp;quot;/home/mikko/df_linux&amp;quot;&lt;br /&gt;
*Allowed watchers/launchers/players/force closers&lt;br /&gt;
This is fine-grained access control on how users can interact with slots created from this slot profile. Under these menus, you&lt;br /&gt;
can select which users can do the specific action. Watching refers to seeing what’s in the slot. Launching refers to being able to&lt;br /&gt;
launch the slot from &amp;quot;Launch a new game&amp;quot;. Playing refers to being able to give input to the slot. Force closer refers to the ability&lt;br /&gt;
to forcefully close the slot from main menu.&lt;br /&gt;
*Forbidden watchers/launchers/players/force closers&lt;br /&gt;
The opposite of their allowed counterparts. If you set users in these groups, they will not be allowed to do the specific action.&lt;br /&gt;
The forbidden user groups always override allowed user groups.&lt;br /&gt;
*Width and height&lt;br /&gt;
Set the width and height of the slot window. These are ignored on Windows but they are used on Linux to set the terminal size.&lt;br /&gt;
*Maximum slots&lt;br /&gt;
Set the maximum number of slots that can be created of this slot profile. For Dwarf Fortress, you probably only want to allow&lt;br /&gt;
one to avoid players accidentally messing each other’s save files when two Dwarf Fortress processes are running in the same&lt;br /&gt;
directory. If you want to run many Dwarf Fortress processes on the same computer, create separate slot profiles for them (with&lt;br /&gt;
different directories).&lt;br /&gt;
*Create slot profile&lt;br /&gt;
Select this and the slot profile will be created. You can later modify the slot profile in slot configuration menu.&lt;br /&gt;
&lt;br /&gt;
= User interface =&lt;br /&gt;
You navigate through the UI in Dfterm2 by using arrow keys and ALT+number keys (or ESC+number keys). Dfterm2 has a&lt;br /&gt;
simple windowed interface. Windows are automatically arranged and will not overlap unless you are short on terminal screen&lt;br /&gt;
space.&lt;br /&gt;
Currently focused window has a blue border. Other windows have gray border. If the currently focused window is also locked,&lt;br /&gt;
the border is red.&lt;br /&gt;
You can use CTRL+F to enlarge currently focused window to fullscreen and CTRL+L to lock a window. Locking can be&lt;br /&gt;
particularly useful in game window where some of the keys used by dfterm2 might conflict with the keys the game uses.&lt;br /&gt;
CTRL+R can be used to remove the borders of currently focused window.&lt;br /&gt;
There is a chat in dfterm2 you can access after logging in. In chat, you just type in your message and press enter. You can&lt;br /&gt;
navigate old chat history by using arrow keys or pgup/pgdown.&lt;br /&gt;
&lt;br /&gt;
= Security considerations =&lt;br /&gt;
Dfterm2 strives to be secure in itself but it can’t guarantee the safety of the programs that it runs. For example, if there’s a way&lt;br /&gt;
in Dwarf Fortress to format the C-drive from inside it, dfterm2 can’t do anything about it.&lt;br /&gt;
In Linux, be extra careful that there is no way for the program you run in a slot to escape to a shell. For example, don’t run&lt;br /&gt;
telnet in a slot, because ! key escapes to shell. From there, malicious users can do pretty much anything they want. Chrooted&lt;br /&gt;
enviroments and narrow privileges are recommended.&lt;br /&gt;
Dfterm2 uses telnet for connections. This means all the passwords are transmitted in plain text and are not encrypted in any way.&lt;br /&gt;
It is not recommended that you connect administrators to dfterm2 over insecure links. On Linux, stolen administrator password&lt;br /&gt;
lets the attacker to access a shell and then do anything they want from there. Dfterm2 may have a built-in SSH server in it in the&lt;br /&gt;
future.&lt;br /&gt;
Dfterm2 has some limits on it that somewhat mitigate DoS attacks made against it. These limits are in header file dfterm2_limits.hpp.&lt;br /&gt;
The limits are as follows.&lt;br /&gt;
* Maximum number of slots running at a time is 30&lt;br /&gt;
* Maximum number of slot profiles is 30&lt;br /&gt;
* Maximum number of registered users is 50&lt;br /&gt;
* Maximum number of Telnet connections at a time is 50&lt;br /&gt;
* Maximum number of HTTP connections at a time is 50&lt;br /&gt;
* Largest file dfterm2 will server through HTTP is 1000000 bytes.&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Speed112&amp;diff=124060</id>
		<title>User:Speed112</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Speed112&amp;diff=124060"/>
		<updated>2010-08-07T18:04:47Z</updated>

		<summary type="html">&lt;p&gt;Speed112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;I have a terrible user page! Feel free to edit it.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Speed112&amp;diff=124059</id>
		<title>User:Speed112</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Speed112&amp;diff=124059"/>
		<updated>2010-08-07T18:04:30Z</updated>

		<summary type="html">&lt;p&gt;Speed112: don't mind this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;div style=&amp;quot;text-align: right&amp;quot;&amp;gt;I have a terrible user page! Feel free to edit it.{/div}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rust&amp;diff=124052</id>
		<title>Rust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rust&amp;diff=124052"/>
		<updated>2010-08-07T15:41:06Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Redirect to skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Skill]]&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=124051</id>
		<title>v0.31:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=124051"/>
		<updated>2010-08-07T15:39:08Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Added rust in this article. Please expand on it if you have any details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplish almost every task.  Higher skills allows dwarves to accomplist tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant experience in that skill, allowing the dwarf to reach higher skill levels.&amp;lt;br&amp;gt; &lt;br /&gt;
Skills now become '''rusty''' and eventually '''very rusty''' after a certain period of time. The exact effects of this are yet to be discovered, but it is safe to assume the effect is negative.  {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
Skill levels are as follows:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves that are {{L|Status icon|hungry, tired, or thirsty}} will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of {{L|aluminum}} {{L|statue}}s, or remove the designation on those diamond or native aluminum clusters if your {{L|blacksmith}} or {{L|miner}} are famished and hollow-eyed from lack of sleep.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* {{L|Miner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Woodworker}}|6:1|6:1|&lt;br /&gt;
* {{L|Bowyer}}&lt;br /&gt;
* {{L|Carpenter}}&lt;br /&gt;
* {{L|Wood cutter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Stoneworker}}|7:1|7:1|&lt;br /&gt;
* {{L|Engraver}}&lt;br /&gt;
* {{L|Mason}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Ranger}}|2:0|2:0|&lt;br /&gt;
* {{L|Ambusher}}&lt;br /&gt;
* {{L|Animal caretaker}}&lt;br /&gt;
* {{L|Animal dissector}}&lt;br /&gt;
* {{L|Animal trainer}}&lt;br /&gt;
* {{L|Trapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Doctor}}|5:0|5:0|&lt;br /&gt;
* {{L|Bone doctor}}&lt;br /&gt;
* {{L|Crutch walker}}&lt;br /&gt;
* {{L|Diagnostician}}&lt;br /&gt;
* {{L|Surgeon}}&lt;br /&gt;
* {{L|Suturer}}&lt;br /&gt;
* {{L|Wound dresser}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Farmer}}|6:0|6:0|&lt;br /&gt;
* {{L|Brewer}}&lt;br /&gt;
* {{L|Butcher}}&lt;br /&gt;
* {{L|Cheese maker}}&lt;br /&gt;
* {{L|Cook}}&lt;br /&gt;
* {{L|Dyer}}&lt;br /&gt;
* {{L|Grower}}&lt;br /&gt;
* {{L|Herbalist}}&lt;br /&gt;
* {{L|Lye maker}}&lt;br /&gt;
* {{L|Milker}}&lt;br /&gt;
* {{L|Miller}}&lt;br /&gt;
* {{L|Potash maker}}&lt;br /&gt;
* {{L|Soaper}}&lt;br /&gt;
* {{L|Tanner}}&lt;br /&gt;
* {{L|Thresher}}&lt;br /&gt;
* {{L|Wood burner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Fishery Worker}}|1:0|1:0|&lt;br /&gt;
* {{L|Fish cleaner}}&lt;br /&gt;
* {{L|Fish dissector}}&lt;br /&gt;
* {{L|Fisherdwarf}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Metalsmith}}|0:1|0:1|&lt;br /&gt;
* {{L|Armorsmith}}&lt;br /&gt;
* {{L|Furnace operator}}&lt;br /&gt;
* {{L|Metal crafter}}&lt;br /&gt;
* {{L|Blacksmith|Metalsmith}}&lt;br /&gt;
* {{L|Weaponsmith}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Jeweler}}|2:1|2:1|&lt;br /&gt;
* {{L|Gem cutter}}&lt;br /&gt;
* {{L|Gem setter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Craftsdwarf}}|1:1|1:1|&lt;br /&gt;
* {{L|Bone carver}}&lt;br /&gt;
* {{L|Clothier}}&lt;br /&gt;
* {{L|Glassmaker}}&lt;br /&gt;
* {{L|Leatherworker}}&lt;br /&gt;
* {{L|Stone crafter}}&lt;br /&gt;
* {{L|Weaver}}&lt;br /&gt;
* {{L|Wood crafter}}&lt;br /&gt;
* {{L|Strand extractor}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Engineer}}|4:1|4:1|&lt;br /&gt;
* {{L|Mechanic}}&lt;br /&gt;
* {{L|Pump operator}}&lt;br /&gt;
* {{L|Siege engineer}}&lt;br /&gt;
* {{L|Siege operator}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Other Jobs}}|3:0|3:0|&lt;br /&gt;
* {{L|Alchemy|Alchemist}}&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Administrator}}|5:0|5:0|&lt;br /&gt;
* {{L|Appraiser}}&lt;br /&gt;
* {{L|Building designer}}&lt;br /&gt;
* {{L|Organizer}}&lt;br /&gt;
* {{L|Record keeper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Military}}|0:1|0:0|&lt;br /&gt;
* {{L|Archer}}&lt;br /&gt;
* {{L|Armor user}}&lt;br /&gt;
* {{L|Axeman}}&lt;br /&gt;
* {{L|Biter}}&lt;br /&gt;
* {{L|Crossbowman}}&lt;br /&gt;
* {{L|Dodger}}&lt;br /&gt;
* {{L|Fighter}}&lt;br /&gt;
* {{L|Hammerman}}&lt;br /&gt;
* {{L|Kicker}}&lt;br /&gt;
* {{L|Maceman}}&lt;br /&gt;
* {{L|Shield user}}&lt;br /&gt;
* {{L|Spearman}}&lt;br /&gt;
* {{L|Striker}}&lt;br /&gt;
* {{L|Swordsman}}&lt;br /&gt;
* {{L|Wrestler}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Broker}}|3:0|3:0|&lt;br /&gt;
* {{L|Comedian}}&lt;br /&gt;
* {{L|Conversationalist}}&lt;br /&gt;
* {{L|Flatterer}}&lt;br /&gt;
* {{L|Intimidator}}&lt;br /&gt;
* {{L|Judge of intent}}&lt;br /&gt;
* {{L|Liar}}&lt;br /&gt;
* {{L|Negotiator}}&lt;br /&gt;
* {{L|Persuader}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Other}}|3:0|3:0|&lt;br /&gt;
* {{L|Concentration}}&lt;br /&gt;
* {{L|Consoler}}&lt;br /&gt;
* {{L|Observer}}&lt;br /&gt;
* {{L|Pacifier}}&lt;br /&gt;
* {{L|Student}}&lt;br /&gt;
* {{L|Teacher}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.01==&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
&lt;br /&gt;
{{L|Fighter}}, {{L|Archer}}, {{L|Striker}}, {{L|Kicker}}, {{L|Biter}}, {{L|Dodger}}&lt;br /&gt;
&lt;br /&gt;
Healthcare:&lt;br /&gt;
&lt;br /&gt;
{{L|Wound dresser}}, {{L|Diagnostician}}, {{L|Surgeon}}, {{L|Bone doctor|Bone Doctor}}, {{L|Suturer}} ''(stitching wounds)'', {{L|Crutch walker|Crutch Walker}} ''(this is for patients rather than doctors)''&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
{{L|Miscellaneous object user}}, {{L|Student}}, {{L|Concentration}}, {{L|Observer}}, {{L|Leader}}, {{L|Teacher}},&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rusty&amp;diff=124046</id>
		<title>v0.31:Rusty</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rusty&amp;diff=124046"/>
		<updated>2010-08-07T15:29:54Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Redirect to skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Skill]]&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skill_rust&amp;diff=124045</id>
		<title>Skill rust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skill_rust&amp;diff=124045"/>
		<updated>2010-08-07T15:29:38Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Redirect to skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Skill]]&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=119334</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=119334"/>
		<updated>2010-06-23T02:06:45Z</updated>

		<summary type="html">&lt;p&gt;Speed112: LINKS!!!!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones {{l|menu}} ({{K|i}}). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Note that the {{l|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
In order for your dwarves to use this zone correctly, some part of this zone must include the solid ground that is next to the water. For example, make half of your zone cover a brook and the other half cover the bank next to the brook.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, the seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the pond by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
*bug notified .35* : to fill a large pond fast, you can create a zone on each tiles as a pond, so one dwarf will be filling one pond tile, but if you select the ponds as watersource, the dwarves will endlessly fill the ponds with the other adjacent ponds water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate on their free time, similar to meeting halls.  Additionally, immigrants will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.  Without a meeting area or hall designated, the wagon's starting position appears to be treated as one.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type i, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. Statue gardens and zoos are intrinsically meeting halls, as are rooms defined from a well. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming cave-adapted.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming [[friends]] (or forming a [[grudge]]).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Meeting_hall&amp;diff=119333</id>
		<title>v0.31:Meeting hall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Meeting_hall&amp;diff=119333"/>
		<updated>2010-06-23T01:51:53Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Turned into a redirect for the main page about zones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[cv:activity zone]]&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Forbidden&amp;diff=119331</id>
		<title>Forbidden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Forbidden&amp;diff=119331"/>
		<updated>2010-06-23T01:41:22Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Changing redirect to correspond with previous versions and avoid inexistent page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Forbid]]&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=118962</id>
		<title>v0.31:Ettin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=118962"/>
		<updated>2010-06-18T05:22:21Z</updated>

		<summary type="html">&lt;p&gt;Speed112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Ettin&lt;br /&gt;
|symbol=E&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Fine|05:16, 18 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:''A giant humanoid monster with two heads.''&lt;br /&gt;
'''Ettins''' are similar to the {{l|cyclops}} and the {{l|giant}}, but they have two heads.&lt;br /&gt;
They pose the same threat as the other giant humanoids, as they are also {{l|size|enormous}} and {{l|building destroyer}}s. They are usually found in {{l|cave}}s, so if you {{l|embark}} near one, be careful.&amp;lt;br&amp;gt;&lt;br /&gt;
The heads are known to argue with each other, but that doesn't make the ettin any less {{l|fun|dangerous}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant&amp;diff=118961</id>
		<title>v0.31:Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant&amp;diff=118961"/>
		<updated>2010-06-18T05:21:18Z</updated>

		<summary type="html">&lt;p&gt;Speed112: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|05:21, 18 June 2010 (UTC)}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant&lt;br /&gt;
|symbol=G&lt;br /&gt;
|color=3:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic creature resembling a human, almost unparalleled in size.''&lt;br /&gt;
A '''giant''' is just that, a giant. It is a {{l|size|super-sized}} {{l|human}}, and a {{l|building destroyer}}. They dwell in {{l|cave}}s, and if you happen to {{l|embark}} near one, you may be in for a quick dose of {{l|fun}}.&amp;lt;br&amp;gt;&lt;br /&gt;
They are similar to the {{l|cyclops}} and the {{l|ettin}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=118960</id>
		<title>v0.31:Ettin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ettin&amp;diff=118960"/>
		<updated>2010-06-18T05:16:24Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Same as with the cyclops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Ettin&lt;br /&gt;
|symbol=E&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Fine|05:16, 18 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:''A giant humanoid monster with two heads.''&lt;br /&gt;
'''Ettins''' are similar to the {{l|cyclops}} and the {{l|giant}}, but they have two heads.&lt;br /&gt;
They pose the same threat as the other giant humanoids, as they are also {{l|size|enormous}} and {{l|building destroyer}}s.&amp;lt;br&amp;gt;&lt;br /&gt;
The heads are known to argue with each other, but that doesn't make the ettin any less {{l|fun|dangerous}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cyclops&amp;diff=118955</id>
		<title>v0.31:Cyclops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cyclops&amp;diff=118955"/>
		<updated>2010-06-18T05:09:32Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Added something so it isn't tattered anymore. Feel free to expand if you know anything about them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|05:09, 18 June 2010 (UTC)}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Cyclops&lt;br /&gt;
|symbol=C&lt;br /&gt;
|color=4:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A giant humanoid monster with a single eye set in its forehead.''&lt;br /&gt;
As the description suggests, '''cyclops''' are large single-eyed humanoids. They are usually found in {{l|cave}}s, and due to their sheer {{l|size}} and the fact that they're {{l|building destroyer}}s, they can make {{l|fun|quite a mess}} in your {{l|fortress}}.&lt;br /&gt;
Dispatch with caution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Libr0328.jpg|The eye is the weakpoint.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stairs&amp;diff=118788</id>
		<title>v0.31:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stairs&amp;diff=118788"/>
		<updated>2010-06-16T17:12:31Z</updated>

		<summary type="html">&lt;p&gt;Speed112: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stairs allow creatures to travel across z-levels. They can be dug out or constructed. They need to be connected to other stairs of appropriate type to function. Up stairs need to be built below down stairs. Up/down stairs function as both up and down stairs at once.&lt;br /&gt;
Wagons can't travel across stairs - you need ramps for those to be able to reach your {{L|trade depot}}.&lt;br /&gt;
&lt;br /&gt;
Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. {{L|Floor hatch}}es can stop both falling creatures and liquid. They can also be locked to keep those pesky {{L|crundle}}s from interrupting everything your dwarves could possibly do.&lt;br /&gt;
&lt;br /&gt;
Down stairs reveal a tile directly beneath them. If it's {{L|water|wet}} or {{L|magma|warm}}, the designation on this tile will be removed.&lt;br /&gt;
&lt;br /&gt;
As all {{L|construction}}s, stairs can only be removed by dwarves (ordered to do so - never on their own initiative) or {{L|cave-in}}s. Dug out stairs can melt, if made from {{L|ice}}, but are otherwise just as resistant to damage.&lt;br /&gt;
&lt;br /&gt;
Stairs are fully capable of holding weight of anything above them. They are not as resistant to cave-ins as full walls (won't stop falling weight), though.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=118786</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=118786"/>
		<updated>2010-06-16T16:46:36Z</updated>

		<summary type="html">&lt;p&gt;Speed112: /* No Migrants After first year */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Speed112</name></author>
	</entry>
</feed>