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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Spoggerific</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-09T11:15:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=23169</id>
		<title>40d:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=23169"/>
		<updated>2008-10-07T01:52:16Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Moved the spoiler tag to the top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is about the mountain feature. You may be looking for the [[Activity_zone#Pit.2FPond|pit/pond designation]] for activity zones.''&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
A '''glowing pit''' is a small impassable [[chasm]], usually found near or within [[adamantine]] deposits deep in the earth. There is one glowing pit per [[mountain]] ''[[region]]'', and can be located by searching for 'other features' in the [[site finder]]. They are sometimes surrounded by mysterious rooms. These are very dangerous regions that can cause the destruction of even a well prepared fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you dig deep enough in the right place, perhaps following that vein of glorious [[adamantine]], you might break into a peculiar chamber with strange glowing pits at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[Image:000008 - Peculiar chamber.png]]&lt;br /&gt;
&lt;br /&gt;
Because pre-existing architecture shows up as an asset of your outpost, you can check the {{k|z}} status screen as soon as you strike the earth; demon pits will typically show up as 4000☼ of total wealth.&lt;br /&gt;
&lt;br /&gt;
Usually, there will be [[chain]]ed and [[cage]]d [[humanoid]]s, body parts, upright [[spear]]s and [[pike]]s, [[ash]] and [[charcoal]], and horrifying engravings in this room. '''These are a warning.''' If you do not take drastic measures such as rewalling the chamber to seal it, the glowing pits will unleash a horde of [[demon]]s upon your fortress.&lt;br /&gt;
&lt;br /&gt;
The pits contain a very small amount of [[magma]], usually only enough for a handful of [[smelter]]s or [[forge]]s, but sometimes enough small deposits for a good-sized industry.&lt;br /&gt;
&lt;br /&gt;
Of course, you'll have to deal with the demons first...&lt;br /&gt;
&lt;br /&gt;
[[Image:000009 - Elf bone meal.png]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25694</id>
		<title>40d Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25694"/>
		<updated>2008-09-27T23:57:14Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Default density&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So what's the deal with named trees near elf settlements?  They seem to stop a short distance from the location of the closest elf.  I think I accidentally cut one down, but the elves haven't responded. [[User:Dolohov|Dolohov]] 10:48, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Underground tree farm ==&lt;br /&gt;
&lt;br /&gt;
Well, out of fear of goblin ambushes... and many dead dwarfs later. I decided to make my very own tree farm. Ive got it working, and theres trees growing, but there are rocks all over the place. Do I need to move these rocks to be able to designate these trees to be cut down? I would prefer not to move these 3 or 400 rocks, but what must be done, must be done. --Wafl&lt;br /&gt;
:You do have to move the rocks. You can use the Designate Dump [[Macros_and_keymaps|AutoHotkey script]] to quickly dump a large area of stone, though. --[[User:GreyMario|GreyMario]] 00:17, 8 April 2008 (EDT)&lt;br /&gt;
::tower caps require moving water, and can supposedly spawn next to damp wall that fufills that requirement(moving water)&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:eerr|eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::Moving water is not necessary. Mud is fine. A damp wall doesn't cut it. [[User:VengefulDonut|VengefulDonut]] 22:29, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Grow Time ==&lt;br /&gt;
In my current fortress, I've deforested the map. Then after it I dried the pools. This was in summer of 1055. Now is the late spring of 1057 and I have full-grown Mahogany in one of the pools. It matured in less than two years! Need to check this--[[User:Dorten|Dorten]] 08:27, 15 April 2008 (EDT)&lt;br /&gt;
:I've verified. The time, needed to grow is 1.5 years, not 3! At Pagebend, my current fort, treefarm was muddied at the late spring of 303, and now it's early winter of 304 and I already have some fully matured tower-caps! Changing article--[[User:Dorten|Dorten]]&lt;br /&gt;
&lt;br /&gt;
Do items produced from different tree's wood have different value? Are there more valuable trees than others? --[[User:DDouble|DDouble]] 20:27, 17 April 2008 (EDT)&lt;br /&gt;
:I'm pretty sure all wood is equally valuable.  But different woods have different weights, feather tree wood being extremely light. --[[User:Bouchart|Bouchart]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Growing trees in soil ==&lt;br /&gt;
&lt;br /&gt;
I watered my stone in order to get trees to grow, but trees are not growing in my soil. Do I need to water the soil?--[[User:Wafl|Wafl]] 11:38, 18 April 2008 (EDT)&lt;br /&gt;
:Trees will not grow inside your fortress, unless you channel out the ceiling. If you want to make wood inside your fort you need to embark on a map with cave river or cave lake. When you discover them all non-smoothed muddied natural floor tiles will have a chance to spawn tower cap sapling. They don't need to be muddied with water from this underground feature, any mud will do. Channeling aboveground river underground won't create trees. To find underground water you can use regional prospector utility, it works very well. --[[User:Someone-else|Someone-else]] 15:15, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma resistance ==&lt;br /&gt;
&lt;br /&gt;
Trees resist magma like they do resist water. Shouldn't that be included in the article? --[[User:Someone-else|Someone-else]] 15:16, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deciduousness ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming that the &amp;quot;Autumnal&amp;quot; heading in the table was referring to trees whose leaves change colour in the autumn. I've changed the heading to &amp;quot;Deciduous&amp;quot;, because as far as I am aware &amp;quot;Autumnal&amp;quot; is used to describe a tree currently undergoing the colour change, rather than a tree which is capable of it. Fun with pedantry! --[[User:Raumkraut|Raumkraut]] 22:49, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supports ==&lt;br /&gt;
&lt;br /&gt;
I know it sounds crazy but once in adventure mode I smashed a Wolf onto a tree from the z-level above it. The dead body of the wolf stayed there for until I used the Travel Mode thing. Can anyone back this up? --[[User:Hoborobo|Hoborobo]] 03:43, 12 August 2008 (EDT)&lt;br /&gt;
:Yeah it happens. Trees support objects. --[[User:Ikkonoishi|Ikkonoishi]] 02:02, 5 September 2008 (EDT)&lt;br /&gt;
::Indeed, I had a dead troll fall on a tree, what a mess. [[User:HeWhoIsPale|HeWhoIsPale]] 08:43, 5 September 2008 (EDT)&lt;br /&gt;
:::Would the object in the tree join the wood pile made if the tree was chopped down? Can this be verified? --[[User:Stryc9fuego|Stryc9fuego]] 13:11, 5 September 2008 (EDT)&lt;br /&gt;
::::Yep, when I chopped down the tree my woodcutter was hip deep in troll chunks and ichor-stained clothing. [[User:HeWhoIsPale|HeWhoIsPale]] 13:45, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Default density ==&lt;br /&gt;
&lt;br /&gt;
As the subject says. What is the default density? It lists several trees as having 'default' density, but I can't find what the default density actually is, anywhere. --[[User:Spoggerific|Spoggerific]] 19:57, 27 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire-safe&amp;diff=10202</id>
		<title>40d:Fire-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire-safe&amp;diff=10202"/>
		<updated>2008-09-23T14:07:03Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Signing posts and talking in first person on article pages is generally discouraged. :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fire-safe materials]] are building materials that cannot catch on [[Fire|fire]].  These include [[Stone|stone]], [[Glass|glass]], and [[Metal|metal]].  [[Wood]] is not a fire-safe material. Fire-safe materials are only required when the object is going to come into contact with extreme heat, such as near magma. For example, a magma forge will need a fire-safe material.&lt;br /&gt;
&lt;br /&gt;
Flux materials, such as limestone blocks, which are burnt up in the purification of pig iron to produce steel, are considered fire-safe. It is perfectly fine to burn calcite as a flux making steel in a limestone furnace. [[Ice]] is also fire-safe material, but constructions made of ice may melt if exposed to sufficient heat.{{verify}}&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mist&amp;diff=13567</id>
		<title>40d:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mist&amp;diff=13567"/>
		<updated>2008-09-23T14:04:03Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mist is created by [[water]] falling from one [[Z-level]] to another. Walking through it generates a happy thought for a dwarf. Do not confuse with [[magma mist]]; this does ''not'' create a happy thought for the dwarf.&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=How_do_I_find_ores_to_mine&amp;diff=45043</id>
		<title>How do I find ores to mine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=How_do_I_find_ores_to_mine&amp;diff=45043"/>
		<updated>2008-09-23T14:02:27Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Exploratory mining]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3195</id>
		<title>40d:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3195"/>
		<updated>2008-09-23T14:01:27Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: You don't really need this big list with that template there. feel free to add it back in if you disagree, though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''building''' is a structure that can be placed from the {{k|b}}uild menu. Some buildings are made with [[furniture]] from a [[workshop]], which can then be made into [[room]]s. Building tasks and preferences are changed with the building tasks/prefs command {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
== List of buildings ==&lt;br /&gt;
&amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Seat]]&lt;br /&gt;
* [[Burial receptacle]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Floor hatch]]&lt;br /&gt;
* Wall [[grate]]&lt;br /&gt;
* Floor [[grate]]&lt;br /&gt;
* Vertical [[bars]]&lt;br /&gt;
* Floor [[bars]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* Paved [[road]]&lt;br /&gt;
* Dirt [[road]]&lt;br /&gt;
* [[Bridge]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Siege engine]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
* Glass [[window]]&lt;br /&gt;
* Gem [[window]]&lt;br /&gt;
* [[Construction|Wall/floor/stairs]]&lt;br /&gt;
* [[Trade depot]]&lt;br /&gt;
* [[Trap]]&lt;br /&gt;
* [[Lever]]&lt;br /&gt;
* [[Machine component]]s&lt;br /&gt;
* [[Support]]&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Restraint]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Archery target]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Turtle&amp;diff=31978</id>
		<title>40d:Turtle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Turtle&amp;diff=31978"/>
		<updated>2008-09-23T13:59:01Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Bring turtles for embark!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Turtles''' exist on most maps, and wander in [[water]] sources, and along shoreline areas as well.  Raw turtles caught by [[fisherdwarf|fisherdwarves]] must be processed at a [[fishery]] by someone with the [[fish cleaner|fish cleaning]] [[skill]] before they can be consumed; turtles brought in the [[wagon]] on embarkation or bought from a [[caravan]] do not require cleaning. Consumption of a turtle leaves behind a turtle [[shell]] and turtle [[bone]]s. Shells are commonly demanded by dwarves who enter a [[Strange mood]], and as such, it may be a good idea to bring a stock of turtles with you upon embark.  Like most [[fish]], they can be harvested too aggressively, and become depleted until the next repopulating of [[vermin]].&lt;br /&gt;
&lt;br /&gt;
If your [[dwarves]] are not eating your turtles fast enough for your preferences you can always delegate them to a dedicated stockpile in a sealed room, and remove the stockpile and lock the door to let them rot away.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15175</id>
		<title>40d:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15175"/>
		<updated>2008-09-23T13:57:04Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Animals follow their trainer around.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| speciality = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Training|Animal Training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[war animal]]&lt;br /&gt;
* Train [[hunting animal]]&lt;br /&gt;
* Tame a large animal&lt;br /&gt;
* Tame a small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainers''' train [[dog]]s at the [[kennel]] to be [[war dog]]s or [[hunting dog]]s.  They also tame certain captured wild [[animals]] and [[vermin]], though exotic [[creatures]] (such as [[Dragon]]s) can only be trained by a [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Higher skill only allows faster training of animals.&lt;br /&gt;
&lt;br /&gt;
Training an animal requires a small amount of [[food]], which is consumed by the animal. Any [[seed]]s, [[bone]]s or [[shell]]s are left in the animal's [[cage]], if it was in one. Since the cage isn't empty, it can't be used to load a cage [[trap]]. Currently, the only way to clean items out a cage is to [[dump]] them. To do so, press {{k|k}}, move over to the cage with refuse in it, select it, hit {{k|Enter}}, select a refuse object, press {{k|Enter}} and {{k|d}}. Do not press {{k|d}} while in the cage but not the refuse &amp;amp;ndash; such will label the whole cage for dumping. Once the animal is trained, they will tend to follow whomever trained them around until assigned to another person, adopted, or some such other task.&lt;br /&gt;
&lt;br /&gt;
Currently the food for taming is picked somewhat randomly and herbivores may be tamed with [[fish]] or other [[meat]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:GreyMario&amp;diff=27421</id>
		<title>User talk:GreyMario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:GreyMario&amp;diff=27421"/>
		<updated>2008-09-23T13:50:02Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: /* Note to self */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Self powered watertransport=&lt;br /&gt;
&lt;br /&gt;
level 1 : Power used: 64&lt;br /&gt;
&lt;br /&gt;
         #########&lt;br /&gt;
 ======_%%~#######&lt;br /&gt;
  *--*--*#########&lt;br /&gt;
&lt;br /&gt;
level 2 : Power used: 32&lt;br /&gt;
&lt;br /&gt;
        ...######&lt;br /&gt;
        ._%%~####&lt;br /&gt;
       *--*######&lt;br /&gt;
&lt;br /&gt;
level 3 : Power used: 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
           ...###&lt;br /&gt;
           ._%%~#&lt;br /&gt;
          *--*###&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
wall = #&lt;br /&gt;
&lt;br /&gt;
water wheel = =&lt;br /&gt;
&lt;br /&gt;
pump = %&lt;br /&gt;
&lt;br /&gt;
gear assembly = *&lt;br /&gt;
&lt;br /&gt;
axle = -&lt;br /&gt;
&lt;br /&gt;
channel = _&lt;br /&gt;
&lt;br /&gt;
floor = .&lt;br /&gt;
&lt;br /&gt;
water = ~&lt;br /&gt;
&lt;br /&gt;
repeat... adding more waterwheels if needed&lt;br /&gt;
&lt;br /&gt;
--[[User:GauHelldragon|GauHelldragon]] 23:39, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;''GreyMario is the biggest damn starvation master to ever hit Dwarf Fortress. And he is not happy about it.''&amp;quot;&lt;br /&gt;
::Since farming is now incredibly easier in the new version, this tittle is pretty impressive. ;) --[[User:Eagle of Fire|Eagle of Fire]] 01:36, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Thanks for catching that welcome message being on the wrong page.&lt;br /&gt;
Guess I'm losing my edge lately :P --[[User:N9103|Edward]] 00:11, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah. Now that you pointed it out, I poked around and saw that consensus here is [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia's style manual]. Sorry -- not a huge Wikipedian, but now I know what to consult. --[[User:Mike the stout|Mike the stout]] 23:47, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Note to self ==&lt;br /&gt;
Resume playing Dwarf Fortress. And proxy around my forum ban, which, btw, I *still* haven't been given a reason why it exists. --[[User:GreyMario|GreyMaria]] 00:58, 23 September 2008 (EDT)&lt;br /&gt;
:From the official Bay12 forums? Huh. I've never even heard of any moderation at *all* going on there, let alone someone being banned. Have you tried talking to Toady about it? [[User:Spoggerific|Spoggerific]] 09:50, 23 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19897</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19897"/>
		<updated>2008-09-22T21:19:31Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: /* Cross-training (starting a Reserves program) */  Added a quick summary of each of the training types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your '''military''' comprises the [[soldiers]] of your fortress. Pressing {{k|m}} will bring you to the Military screen, which lists your active soldiers at the top of the screen, and potential draftees below them.&lt;br /&gt;
&lt;br /&gt;
== About Drafting ==&lt;br /&gt;
You can draft any non-[[noble]] [[dwarf]] in your fortress through the {{k|m}}ilitary screen by pressing {{k|a}} on the dwarf in question. Alternatively you can select a dwarf using {{k|v}} -&amp;gt; {{k|p}}, and then press {{k|A}} (Shift + 'a') to draft him or her. A dwarf that has not yet reached [[Soldier#Heroes_and_Champions|Hero]] or [[Soldier#Heroes_and_Champions|Champion]] status may be un-drafted by the same method.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
Immigrant [[nobles]] will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators (the [[Sheriff]] being a notable exception).&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads. This is done by pressing {{k|Enter}} on recruits.  &lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} space to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
You can do complex chains of command this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad) though I don't know if that has any use right now. If you want to take a dwarf out of his squad, promote him and select himself as a subordinate.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any non-recruit soldier subordinate to a recruit. Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
== Choosing Weapons and Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for [[weapon]] types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of [[armour]] they should aim to wear and the [[shield]] they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issuing a [[mace]] to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a [[pick]] they might use for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a [[sword]] will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the '[[Woodcutter]]' labour enabled who carry an axe while in civilian mode, and dwarves with the 'Hunting' labour enabled who carry a [[crossbow]] and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
=== Swapping Weapons and Armour ===&lt;br /&gt;
Frustratingly, a soldier will not necessarily choose the best-[[quality]] weapon available. Thus a Speardwarf might choose a -[[Bronze]] [[Spear]]- rather than a ≡[[Steel]] Spear≡ if given the chance. A Marksdwarf might pick up a single [[Iron]] [[Bolt]] rather than your stack of *Steel Bolts [25]*. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.&lt;br /&gt;
&lt;br /&gt;
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different [[stockpile|stockpiles]] for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality [[silver]] or [[wood]]en weapons will make it easier to assign the right sparring weapon. &lt;br /&gt;
&lt;br /&gt;
There are two ways to swap weapons and armour. The simpler way is to use the {{k|m}}ilitary menu. This process will let you swap out your soldier's weapon or ''entire'' suit of armour:&lt;br /&gt;
#Press {{k|m}} to access the military menu.&lt;br /&gt;
#Find the soldier whose weapon or armour you want to remove, and set them to Unarmed or armour- and shield-less. &lt;br /&gt;
#Watch the soldier until he or she removes his or her equipment.&lt;br /&gt;
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed. &lt;br /&gt;
#Return to the military menu and re-designate the soldier to have the weapon and/or armour you want.&lt;br /&gt;
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item(s).&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
The other way to swap out weapons or armour, which is particularly useful to replace an individual piece of armour but not the entire suit, is as follows:&lt;br /&gt;
&lt;br /&gt;
#Make sure you have an area (any area) assigned as a garbage [[dump]].&lt;br /&gt;
#Find the soldier whose weapon or armour you want to replace, by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select each item you want the soldier to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the hauler before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.&lt;br /&gt;
#As with step 4 above, {{k|d}}esignate all of your current weapons or armour as {{k|f}}orbidden. Manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed.&lt;br /&gt;
#As with step 5 above, wait until your newly-naked dwarf realizes his or her situation and picks up the proper equipment.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
== Controlling Your Squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile [[creatures]] until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Food and water==&lt;br /&gt;
&lt;br /&gt;
Under the {{k|v}}iew squad menu, you can order squads to carry [[water]] and/or [[food]] along with them. To carry water the dwarves need access to [[waterskin]]s, and to carry food they need [[backpack]]s. This can be useful when sending your military out on long patrols.&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Wrestling or melee weapon-equipped squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the [[barracks]] and begin [[sparring]] to train their skills. Soldiers with crossbows will go to a [[archery target|shooting range]] to practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a Reserves program)==&lt;br /&gt;
Cross-training your military dwarf candidates in civilian disciplines has multiple benefits.  First, and most importantly, it gives you several extra stat increases.  Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another.  Third, it ensures that your dwarves have some domestic skills so they will not receive [[Thoughts|unhappy thoughts]] from being dismissed from the military in the event you need to downsize.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[Dwarven Economy]] kicks in.  There is nothing saying you have to use only one of these ideas; they are all various approaches to solving this problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something 'just for a little while' and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Gym ([[Pump operator]])===&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;&amp;lt;dwarf&amp;gt; cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
===Artillery Proving Ground ([[Siege operator]])===&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[Siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
===Internship ([[Bookkeeper]])===&lt;br /&gt;
Turn on Highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a Legendary Bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the Reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
&lt;br /&gt;
===Gulag ([[Miner]])===&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corp (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[Speardwarf|Speardwarves]], who have a habit of losing their weapons in an enemy, or [[Marksdwarf|Marksdwarves]], who are forced to use the [[Hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[Bowyer]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
&lt;br /&gt;
===Sweatshop ([[Mason]])===&lt;br /&gt;
Make one or more [[Mason's Workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for Sweatshops include a [[Mechanic's Workshop]] or a [[Magma glass furnace]] to train [[Mechanic]] and [[Glassmaker]] respectively.  ''Note:  Do NOT try this with the [[Carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-Magma) [[Glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logisitical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The gym is the best way to train large amounts of dwarves, though it is relatively slow compared to other methods.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship is very fast, but only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Army Arc]]&lt;br /&gt;
*[[Assign animal]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19896</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19896"/>
		<updated>2008-09-22T21:15:27Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: /* Cross-training (starting a Reserves program) */ Made them into lists, fixed some grammar, etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your '''military''' comprises the [[soldiers]] of your fortress. Pressing {{k|m}} will bring you to the Military screen, which lists your active soldiers at the top of the screen, and potential draftees below them.&lt;br /&gt;
&lt;br /&gt;
== About Drafting ==&lt;br /&gt;
You can draft any non-[[noble]] [[dwarf]] in your fortress through the {{k|m}}ilitary screen by pressing {{k|a}} on the dwarf in question. Alternatively you can select a dwarf using {{k|v}} -&amp;gt; {{k|p}}, and then press {{k|A}} (Shift + 'a') to draft him or her. A dwarf that has not yet reached [[Soldier#Heroes_and_Champions|Hero]] or [[Soldier#Heroes_and_Champions|Champion]] status may be un-drafted by the same method.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
Immigrant [[nobles]] will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators (the [[Sheriff]] being a notable exception).&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads. This is done by pressing {{k|Enter}} on recruits.  &lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} space to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
You can do complex chains of command this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad) though I don't know if that has any use right now. If you want to take a dwarf out of his squad, promote him and select himself as a subordinate.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any non-recruit soldier subordinate to a recruit. Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
== Choosing Weapons and Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for [[weapon]] types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of [[armour]] they should aim to wear and the [[shield]] they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issuing a [[mace]] to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a [[pick]] they might use for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a [[sword]] will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the '[[Woodcutter]]' labour enabled who carry an axe while in civilian mode, and dwarves with the 'Hunting' labour enabled who carry a [[crossbow]] and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
=== Swapping Weapons and Armour ===&lt;br /&gt;
Frustratingly, a soldier will not necessarily choose the best-[[quality]] weapon available. Thus a Speardwarf might choose a -[[Bronze]] [[Spear]]- rather than a ≡[[Steel]] Spear≡ if given the chance. A Marksdwarf might pick up a single [[Iron]] [[Bolt]] rather than your stack of *Steel Bolts [25]*. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.&lt;br /&gt;
&lt;br /&gt;
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different [[stockpile|stockpiles]] for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality [[silver]] or [[wood]]en weapons will make it easier to assign the right sparring weapon. &lt;br /&gt;
&lt;br /&gt;
There are two ways to swap weapons and armour. The simpler way is to use the {{k|m}}ilitary menu. This process will let you swap out your soldier's weapon or ''entire'' suit of armour:&lt;br /&gt;
#Press {{k|m}} to access the military menu.&lt;br /&gt;
#Find the soldier whose weapon or armour you want to remove, and set them to Unarmed or armour- and shield-less. &lt;br /&gt;
#Watch the soldier until he or she removes his or her equipment.&lt;br /&gt;
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed. &lt;br /&gt;
#Return to the military menu and re-designate the soldier to have the weapon and/or armour you want.&lt;br /&gt;
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item(s).&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
The other way to swap out weapons or armour, which is particularly useful to replace an individual piece of armour but not the entire suit, is as follows:&lt;br /&gt;
&lt;br /&gt;
#Make sure you have an area (any area) assigned as a garbage [[dump]].&lt;br /&gt;
#Find the soldier whose weapon or armour you want to replace, by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select each item you want the soldier to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the hauler before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.&lt;br /&gt;
#As with step 4 above, {{k|d}}esignate all of your current weapons or armour as {{k|f}}orbidden. Manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed.&lt;br /&gt;
#As with step 5 above, wait until your newly-naked dwarf realizes his or her situation and picks up the proper equipment.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
== Controlling Your Squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile [[creatures]] until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Food and water==&lt;br /&gt;
&lt;br /&gt;
Under the {{k|v}}iew squad menu, you can order squads to carry [[water]] and/or [[food]] along with them. To carry water the dwarves need access to [[waterskin]]s, and to carry food they need [[backpack]]s. This can be useful when sending your military out on long patrols.&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Wrestling or melee weapon-equipped squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the [[barracks]] and begin [[sparring]] to train their skills. Soldiers with crossbows will go to a [[archery target|shooting range]] to practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a Reserves program)==&lt;br /&gt;
Cross-training your military dwarf candidates in civilian disciplines has multiple benefits.  First, and most importantly, it gives you several extra stat increases.  Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another.  Third, it ensures that your dwarves have some domestic skills so they will not receive [[Thoughts|unhappy thoughts]] from being dismissed from the military in the event you need to downsize.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[Dwarven Economy]] kicks in.  There is nothing saying you have to use only one of these ideas; they are all various approaches to solving this problem.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something 'just for a little while' and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Gym ([[Pump operator]])===&lt;br /&gt;
The Gym is the most basic sort of reserves program; it merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[beds]], and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for your reservists.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up; 4 pumps in the gym will keep at least 8-10 reservists busy around the clock.&lt;br /&gt;
*Extra pumps can be added to expand operations very easily.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very safe; gyms can be placed anywhere in the comfort of your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Tons of cancel job spam.  Every time a reservist exhausts himself and goes to satisfy his basic needs, you'll see &amp;quot;&amp;lt;dwarf&amp;gt; cancels Operate Pump: Exhausted.&amp;quot;&lt;br /&gt;
*If you have any pumps around that actually DO need to be operated every so often (refilling your [[well]], for example), it could be a serious pain to juggle the useless gym pumps and the ones that are actually useful.&lt;br /&gt;
&lt;br /&gt;
===Artillery Proving Ground ([[Siege operator]])===&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[Siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
===Internship ([[Bookkeeper]])===&lt;br /&gt;
Turn on Highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a Legendary Bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&lt;br /&gt;
*Trains outrageously fast; if the office is very close to [[food]], [[beds]], and [[drink]], a bookkeeper can be legendary or close to it in a mere season.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the Reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
&lt;br /&gt;
===Gulag ([[Miner]])===&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corp (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[Speardwarf|Speardwarves]], who have a habit of losing their weapons in an enemy, or [[Marksdwarf|Marksdwarves]], who are forced to use the [[Hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[Bowyer]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
&lt;br /&gt;
===Sweatshop ([[Mason]])===&lt;br /&gt;
Make one or more [[Mason's Workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for Sweatshops include a [[Mechanic's Workshop]] or a [[Magma glass furnace]] to train [[Mechanic]] and [[Glassmaker]] respectively.  ''Note:  Do NOT try this with the [[Carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-Magma) [[Glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs.  Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logisitical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Army Arc]]&lt;br /&gt;
*[[Assign animal]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31932</id>
		<title>40d Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31932"/>
		<updated>2008-09-17T21:31:39Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: /* Minimum Exported Wealth? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a Baron (and Hammerer and Tax Collector) arrive when my population was exactly 80 and when my population was capped in the init.txt file at 80.  I'm confident that the requirement of 100 people is wrong.  [[User:Bouchart|Bouchart]] 13:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Likewise, my current fortress has 134 people and 1.5M in created wealth, but no baron.  I'm reasonably certain this must be some sort of weighted random arrival. --[[User:Sebbekai|Sebbekai]] 18:22, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oops, I killed the consort ==&lt;br /&gt;
&lt;br /&gt;
The consort was making mandates I could not satisfy, so he had to go. This has caused some kind of problem though... my fortress will not upgrade to a county so I can get the king. I am considering killing my baroness as well, and attempting to reset the whole situation. Any suggestions? --[[User:Wafl|Wafl]] 01:15, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Kiilll them! Kiiilll them! Kiiilllll them alllll! --[[User:Savok|Savok]] 09:52, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hammerer and tax collector ==&lt;br /&gt;
&lt;br /&gt;
Do the hammerer and tax collector always arrive along with the Baron? --[[User:Strangething|Strangething]] 18:26, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Don't think that its Always the case but it seems to frequently be the case for me; all of my forts that I allow nobles they tend to show up together. --Silver&lt;br /&gt;
&lt;br /&gt;
==Peasant King==&lt;br /&gt;
&lt;br /&gt;
I got the [[King]] as a peasant due to discovering [[Adamantine]]. I don't appear to be getting a Baron, tax collector, hammerer or a royal guard. Is this a bug? -[[User:Rushyo|Rushyo]] 21:54, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minimum Exported Wealth? ==&lt;br /&gt;
&lt;br /&gt;
Im pretty sure there's gotta be a Minimum exported wealth for the baron to arrive, I satisfy all the other conditions, and have over 1.6 million created wealth, 163 dwarves,  and my dwarves do well over the job requirements. However, I as of now, only have 30426 Exported wealth. --[[User:OmegaX|OmegaX]] 16:13, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Duke arrived at 32435 exported wealth. No baron yet. --[[User:OmegaX|OmegaX]] 00:37, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's because the Duke is an 'upgraded' version of the count, which is an 'upgraded' version of the baron. Once you have a Duke, you won't ever get a Baron. [[User:Spoggerific|Spoggerific]] 17:31, 17 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf_fortress_mode&amp;diff=1654</id>
		<title>40d:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf_fortress_mode&amp;diff=1654"/>
		<updated>2008-08-26T14:35:48Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: /* Compared to the Last Version */ Changed title to &amp;quot;Compared to the 2d version&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After creating a new world, most new users will play in '''fortress mode'''.  In fortress mode, you pick a [[location]] in your world, then assign your seven initial [[dwarves]] some starting [[skills]] and pick items and [[animals]] to bring along.  When the game starts, unlike previous versions, you will not be presented with the typical |river|field|cliff| layout that we are all used to, but instead with whatever area of the map you picked.  There is a new Z axis (up and down) which you probably have to use if you picked a non mountainous area.  You can get to the different layers using {{K|&amp;gt;}} (down) and {{K|&amp;lt;}} (up).  To [[digging|dig]] to other layers first designate a down [[stair]]case, then go down a layer and designate and up staircase below it.  You can then build [[buildings]] and [[workshops]] in the space you have dug out.&lt;br /&gt;
&lt;br /&gt;
=== Selecting a site ===&lt;br /&gt;
The most important decision that will lead to success or failure of your fort is your starting [[location]]. Study carefully the options presented so that you   select a site that you can confidently play in. Things to consider are vegetation ([[tree]]s, [[plants]]), [[water]] ([[river]]s or brooks), temperature (hot, warm, cold, freezing) and locale? (evil, terrifying, calm, sinister). There are [[volcano]]s, if you want [[magma]] then find a [[magma vent]] near a volcano. Is there an [[aquifer]] stopping you from reaching [[stone]]? What minerals do those stone layers contain?&lt;br /&gt;
&lt;br /&gt;
=== Embarking ===&lt;br /&gt;
Selecting your dwarves and starting materials. &lt;br /&gt;
&lt;br /&gt;
=== Playing ===&lt;br /&gt;
Your view of the in game world is that of a multi-layered environment which you can move up and down and left to right. Dwarves are represented by little smiles, rocks by blackness and sky by blueness. You have a command menu that lets you set commands that your dutiful dwarves will attempt to follow. The rest of this wiki is dedicated to helping you with these commands.&lt;br /&gt;
&lt;br /&gt;
=== Losing ===&lt;br /&gt;
DEATH. Try to avoid this. But don't forget that [[losing]] is fun!&lt;br /&gt;
&lt;br /&gt;
=== Winning ===&lt;br /&gt;
Not known! Set your own goals. Survival is one, set your score by how many years your dwarves can thrive for.&lt;br /&gt;
&lt;br /&gt;
=== Goals ===&lt;br /&gt;
There aren't really many goals in this game. Any goal would be the ones you set for yourself. &amp;lt;br/&amp;gt;&lt;br /&gt;
Here is a list of fun game goals to attempt: [[Game goals | List of Fun Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Compared to the 2d version ===&lt;br /&gt;
There is no promise of finding a [[underground river|Cave River]], however [[farming]] may now be performed in any [[soil]], such as loam or [[sand]].  Complex [[irrigation]] systems are required for farming on bare rock, which must first be covered in mud.&lt;br /&gt;
&lt;br /&gt;
Rather than being able to expect better [[ore]] by simply digging to the right, it is now necessary to look at the geological formation of your potential fortress site to predict what kind of [[ore]], [[stone]], and [[gem]]s to expect.&lt;br /&gt;
&lt;br /&gt;
[[category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17778</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17778"/>
		<updated>2008-08-22T15:16:48Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Removed the comment about getting rid of the babysnatcher tag - this actually makes goblins *trade with you* in the current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''siege''' is a special time in [[Fortress mode]] when an army attempts to attack and kill all of your [[dwarves]]. It is at this time you should activate your [[military]], keep civilians indoors, raise the [[drawbridge]]s and pray you have your defenses ready.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
A siege is not to be confused with other types of hostile encounters - if you are besieged you will ''know''. If you are unsure, you are ''not'' under siege. When you receive a siege, you receive a full-screen message &amp;quot;a vile force of darkness has arrived!&amp;quot; and the top of the screen reads &amp;quot;SIEGE&amp;quot; in yellow and red. Siegers are immediately visible at the map edge, whereas [[ambush]]ers or [[thief|thieves]] are not.&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send kidnappers and ambushers once your fort's population or [[wealth]] reaches a certain amount, and will start sieging once your population reaches 80. Sieges will increase in intensity depending only on how many previous sieges you have survived - a population higher than 80 does not increase the number of goblin siegers.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even babysnatched/refugee [[human]]s) and sometimes mounted on [[beak dog]]s, and occasionally accompanied by up to 3 squads of 5-8 [[troll]]s. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
Trolls are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for [[buildings]] and start demolishing. Locked [[door]]s will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Humans can siege your fortress, although the trigger is unclear. On entry to the map they will set up a Campfire and wait there for a while, making attacks of opportunity on dwarves that come to the surface, before taking the final headlong charge in much the same way as goblins. &lt;br /&gt;
&lt;br /&gt;
The message is slightly different from the goblin sieges: &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They may be mounted on horses.&lt;br /&gt;
&lt;br /&gt;
They may eventually send a diplomat, who will parley with your leader and offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
As of Version 39f it is possible for Elves to lay siege to your fortress.  You will get the standard message notifying you of a Siege; however, you will not be able to see any enemy units and the SEIGE banner across the top will instantly disappear. This is because all elven siegers enter the map [[ambusher|sneaking]]; isn't that [[fun]]?  The Elven squads typically consist of a mix of swordselves and wrestlers, all of whom will be using wooden equipment. Later sieges may also feature archers and spearelves, again with puny treebranches. The first time this happens, if your military consists entirely of prissy little girl cat-lovers (that is to say, Dwarves that might as well be Elves themselves), an Elven siege could be a problem. Otherwise, any reasonable and most unreasonable Dwarven (or, let's be honest, canine) military forces can knock the stick-wielding pansies halfway across the map. Difficulty may eventually increase, but '''come on''', they're ''Elves''.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or, rather, [[wealth]]. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously.&lt;br /&gt;
&lt;br /&gt;
Kobold archers tend not to directly siege your fort, but prefer to pick off individual Dwarves who may be working in the surrounding wilderness. They will leave once their [[arrow]]s have been exhausted.&lt;br /&gt;
&lt;br /&gt;
== Defending against a Siege ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksdwarf|marksdwarves]] where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and [[Release the Hounds!|release]] them via [[lever]]/[[pressure plate]] as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, [[catapult]]s and [[ballista]]e, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the [[weapons]]' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help.&lt;br /&gt;
&lt;br /&gt;
*A [[moat]] can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results. Even when not filled, a 1-tile wide [[channel]] is a fast and effective way of stopping besiegers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
== Civilians ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves will still attempt to do their jobs during a siege, including cutting down [[tree]]s or hauling in items and [[corpse]]s from outdoors. Dwarves will run from invaders, but only ''after'' getting within [[crossbow]]-range, so their self-preservation skills are lackluster when the enemy has ranged weapons, or moves more quickly than them. There are [[Help! My civilians keep running into combat!|several strategies]] to preserve your civilians' lives, none of them perfect.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Fortress defense]]&lt;br /&gt;
*[[Help! My civilians keep running into combat!]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=17133</id>
		<title>40d:Conglomerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Conglomerate&amp;diff=17133"/>
		<updated>2008-08-21T04:51:16Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Edit not really needed... this is true of all sedimentary layers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Conglomerate|tile=∞|color=#880|basic_color=#880|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Sedimentary layer]]&lt;br /&gt;
* [[Aquifer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
* Puddingstone {{list|sedimentary stone}}&lt;br /&gt;
'''Ornamental gems'''&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
'''Semi-Precious gems'''&lt;br /&gt;
{{list|sedimentary semi-precious gem}}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sculpture_garden&amp;diff=14505</id>
		<title>40d:Sculpture garden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sculpture_garden&amp;diff=14505"/>
		<updated>2008-08-16T19:00:34Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Updated current version number, as it's still true as of this edit; also noted that you can cancel parties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''sculpture garden''' is a [[room]] defined from a [[statue]]. They act as meeting places for dwarves and tame [[animal]]s, who tend to gather at sculpture gardens. Occasionally an idle dwarf will host a [[party]] at the statue, and dwarves who attend will have a chance to make [[friend]]s.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.39f}}, setting up a public sculpture garden is not generally recommended, as having one will cause dwarves to waste much more time holding [[party|parties]], which while annoying, can be canceled (see party page).  However, setting up private gardens for individual dwarves who work far away from the main fortress may help improve [[thoughts]] and prevent long walks.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16239</id>
		<title>40d:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16239"/>
		<updated>2008-08-14T19:12:33Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Added a link to the glass industry page; clarified that sand only looks different on the ground.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sand''' is a naturally occurring granular material comprised of small bits of [[rock]] and minerals. There are many different colors of sand, including yellow, red, and black, but there is no difference between them (e.g. in glass making) aside from their appearance on the ground.{{ver|0.28.181.39f}} It typically appears in [[desert]]s and along [[ocean]] beaches, but is occasionally found in other [[biome]]s as well. Loamy sand cannot be used for [[Glass Industry|glassmaking]].&lt;br /&gt;
&lt;br /&gt;
== Sand in Fortress Mode ==&lt;br /&gt;
Sand is used in the production of [[glass]] items at a [[glass furnace]]. Dwarves use [[bag]]s to collect sand from sand tiles if there is an [[activity zone]] that has sand collection enabled on them (there is no other way to &amp;quot;manufacture&amp;quot; sand). To get bags of sand for your fortress, create a [[leather]] [[bag]] at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]]. While that [[bag]] is being made, press {{K|i}} at the main menu to bring up the [[activity zone]] designation screen. Find some sand on your map and draw the zone over it. Once this zone is constructed make sure to turn it into a sand collection zone by pressing {{K|s}}. Next, construct a [[Glass Furnace]].  You cannot do the collect sand task without a [[Glass Furnace]] to activate the task at. Once the building is constructed and your [[bag]] is finished, queue up a sand collection task and you should be set.  Sand bags are stored in furniture [[stockpiles]]; when creating custom stockpiles, the option to include or exclude sand-filled bags can be found in the lower right corner of the Furniture submenu. Note that you'll still need to set the stockpile to accept the quality of the bags themselves.&lt;br /&gt;
&lt;br /&gt;
== Farming == &lt;br /&gt;
As sand counts as a [[soil]], [[Farm plot|farm plots]] can be built on it without need of irrigation.&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13238</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13238"/>
		<updated>2008-08-12T19:47:56Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: A number of changes - added info about volcanism and world generation, the chasm/volcano interaction bug, etc. Also removed the old template; feel free to add again if you believe it's still needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''volcano''', in the real world, is a vent in the planet's crust through which lava and pyroclastic materials are expelled. They're usually created through plate tectonics in subduction zones, but they can form anywhere [[magma]] is capable of breaking through to the surface.&lt;br /&gt;
&lt;br /&gt;
== Locating volcanoes ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanoes-located.gif|thumb|400px|right|In order to begin on the volcano the starting plot must cover the ≈. Also note the volcano's name displayed under the biome information - this will be shown even if your plot isn't over the caldera. Click on this image to see the larger version.]]&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, volcanoes are named [[mountain]]s that additionally provide a source of [[magma]].&lt;br /&gt;
&lt;br /&gt;
During world generation, areas of the map have a &amp;quot;volcanism&amp;quot; rating, (see [[advanced world generation]] for more information) much like they have a rainfall or drainage rating. In areas with high volcanism, volcanoes and magma have a higher chance of rising to the surface. A tile with 100 volcanism will become a volcano.&lt;br /&gt;
&lt;br /&gt;
To start on a map that includes a volcano, you will have to search for one on the fortress location selection screen. Most of the time they are not visible on the world map. Scroll around the world looking for a red ^ in the regional map. Select that space, and in the local map, move your starting area to include the square with a dark red ≈, which is the caldera. A volcano is ''not'' a bright red ≈ - those tiles indicate red sand. There may also be additional local [[magma vent]]s in nearby tiles around the volcano. Using the [[site finder]] utility that comes with the latest version of Dwarf Fortress assists in finding volcanoes; see its page for more information.&lt;br /&gt;
&lt;br /&gt;
Sometimes a [[magma vent]] will exist in an area with no volcanoes nearby.&lt;br /&gt;
&lt;br /&gt;
== Living on a volcano ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes provide ready access to [[obsidian]], which a [[craftsdwarf]] can form into a rock short [[sword]]; these are as strong as steel shortswords. It can also be used to make more valuable rock [[craft]]s and [[furniture]], as obsidian has a value of 3, compared to 1 or 2 for all other stones. It's possible to divert [[water]] into magma to form your own obsidian, although obsidian is often already present in great quantities.&lt;br /&gt;
&lt;br /&gt;
The volcanic activity also leads to an abundance of heavy [[igneous extrusive layer|extrusive igneous]] rock (such as [[basalt]], [[felsite]] and [[andesite]]) under a layer of farmable materials. The nature of these rock layers also provides for many useful [[ore]]s such as [[iron]] (through [[hematite]] or other means), [[gold]], [[galena]], and other non-precious [[metal]]s. The rock also provides useful [[gem]]s such as [[turquoise]]s and [[gem|zircons]], and occasionally [[gem|diamonds]]. Genuine volcanoes sometimes have other interesting features, similar to named mountains: they are frequently sites for [[cave]]s, often have a wider than usual variety of [[stone]] and [[ore]], and may include unusual features such as [[cave river]]s, [[chasm]]s or [[pit]]s.&lt;br /&gt;
&lt;br /&gt;
Because of the natural tendency for Magma to turn into obsidian when coming in contact with water, digging alongside the magma chamber may provide an easy route underneath the [[aquifer]] and into the perfectly dry stone and ore deep below.&lt;br /&gt;
&lt;br /&gt;
Due to the random nature of map generation, occasionally your group may end up embarking directly over [[magma|lava]], and it will shortly be time to select a new fort location. Other times a message about the cavern collapsing may occur the instant you embark - this is because the volcano is inserted into the already existing landscape, and it can cut through a supporting wall. There is also a bug where a volcano will appear on the same spot as a bottomless chasm, creating a spectacle that may appear like the volcano is erupting. See http://mkv25.net/dfma/movie-701-shortestfortever for an example.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=30826</id>
		<title>40d Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=30826"/>
		<updated>2008-08-12T19:33:19Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: /* Erupting volcanoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Volcano on world map. ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarffortressvolcanoonworldmap.jpg|600px]]&lt;br /&gt;
Changes to articles were made as needed.&lt;br /&gt;
&lt;br /&gt;
== Where volcanoes form...? (verify) ==&lt;br /&gt;
&lt;br /&gt;
The statement about volcanoes forming around the edge of oceans looks wrong to me. I was unaware of any such trend on the worlds I've seen so far. As I understand it, there is a magma activity map that varies across the the world and 'peaks' at certain points in the terrain creating volcanoes. I don't know how toady has implemented that, but I'm sure it has nothing to do with the rims of oceans. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
==Cavern collapse==&lt;br /&gt;
Is not related to the generation of water above magma and instant crystallisation and collapse. Because I got that phenomenon when I settled at an extinct volcano (no magma present in pipe). --[[User:Juckto|Juckto]] 07:35, 29 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Erupting volcanoes==&lt;br /&gt;
It would appear that volcanoes can now erupt http://mkv25.net/dfma/movie-685-volcano#lastComment;?%3E [[User:Diabl0658|Diabl0658]] 03:19, 24 July 2008 (EDT)&lt;br /&gt;
:Nope, that's just a (somewhat) common bug where a volcano and a bottomless pit are generated on the same spot. Here's another video of the same bug, where the poor dwarves embarked right next to the lava. http://mkv25.net/dfma/movie-701-shortestfortever [[User:Spoggerific|Spoggerific]] 15:33, 12 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bauxite&amp;diff=43525</id>
		<title>40d Talk:Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bauxite&amp;diff=43525"/>
		<updated>2008-08-12T06:55:28Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doesn't Bauxite contain Aluminum Oxide? That means we should be able to somehow get Aluminum out of it. Unless the historical aspect of the game means that the dwarves do not have thhe technology to do high-temperature electrolysis. [[User:Aluminus|Aluminus]] 16:47, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Look at Toady's comment in the raw file about bauxite ;) [[User:VengefulDonut|VengefulDonut]] 00:31, 20 July 2008 (EDT)&lt;br /&gt;
::Specifically, for those two lazy or don't know where the raws are:&lt;br /&gt;
[karl@localhost objects]$ cat matgloss_stone_mineral.txt | grep -i baux&lt;br /&gt;
bauxite melts around 2000C, so it's not practical to smelt it for aluminum (magma only goes up to 1300-1400)&lt;br /&gt;
[MATGLOSS_STONE:BAUXITE]&lt;br /&gt;
[NAME:bauxite][COLOR:4:7:0][TILE:'+']&lt;br /&gt;
[[User:Spoggerific|Spoggerific]] 02:55, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Only in volcanic areas&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I've found bauxite surrounding a magma pipe. So what exactly does the assertion on the main page mean? It can't be found in volcanic mountain areas? --[[User:DDouble|DDouble]] 16:56, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone_detailing&amp;diff=28801</id>
		<title>40d:Stone detailing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone_detailing&amp;diff=28801"/>
		<updated>2008-08-12T06:47:46Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Added a couple sentences; two commas where they were needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stone Detailing''' is the labor required to [[smooth]] and [[engrave]] [[stone]] floors and walls, and to create [[fortifications]]. Detailing will increase room value but is considered a time consuming process by some, compared to other tasks. The surface must be smoothed first, and can then be designated to be engraved or made into a fortification. It is not possible to engrave [[Construction|constructed]] walls and floors.&lt;br /&gt;
&lt;br /&gt;
Engraving is a purely optional task, not necessary for survival. It is, however, an easy way to add value to a room and, for highly trained engravers, can depict events from the history of your fort. These engravings are more detailed when you visit them in adventurer mode, unless you edit the init file for dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
Stone detailing is a good way to train [[Attribute|attributes]] for your dwarves before entering them into the [[military]].&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ash&amp;diff=26406</id>
		<title>40d:Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ash&amp;diff=26406"/>
		<updated>2008-08-11T18:59:14Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Fixed minor capitlization; style issues.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A dwarf with the [[Wood_burner|wood burning]] skill enabled and a [[wood furnace]] can make ash from a wooden log.&lt;br /&gt;
&lt;br /&gt;
Ash is an intermediate good only used to make [[potash]] or [[lye]] at an [[Ashery]].&lt;br /&gt;
&lt;br /&gt;
Ash is listed under &amp;quot;bar/block&amp;quot; on the stockpile menu.&lt;br /&gt;
&lt;br /&gt;
A block of ash is also left behind when a [[fire man]] is killed.&lt;br /&gt;
&lt;br /&gt;
Ash is a fireproof material, and can therefore be used to build a smelter and forge(with anvil) in places without easy access to stone.&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9978</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9978"/>
		<updated>2008-08-11T18:46:39Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: /* New Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==King of the Animals?==&lt;br /&gt;
[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, wonder if you can have those eagles tamed.  Dwarven air force anyone? --[[User:Frostedfire|frostedfire]]  10:02, 9 November 2007 (AEDT)&lt;br /&gt;
&lt;br /&gt;
::::All the other types of hostile fish (e.g. longnose gar, pike, etc) are just as dangerous as carp, or were the last time I had a fort on a river infested by them (it was a &amp;quot;major river&amp;quot; which was only 4 or 5 tiles wide, had about 3 different kinds of hostile fish, and no carp). --[[User:SL|SL]] 12:06, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Solen &amp;gt; carp. Who'd win--a fish, or [http://uo.stratics.com/hunters/Pics/transpar/fireantwarrior.gif this]? ~ [[User:Midna|Midna]] 13:18, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biome/habitat==&lt;br /&gt;
It might be worth noting somewhere that you only seem to get &amp;quot;dangerous&amp;quot; fish if you have an actual river (or coastline?).  If you only have a brook and murky pools, you get our old friends turtles and salmon who never attack or scare anyone.  From what I can tell, salmon, turtles, and char seem to be classified as vermin, not creatures, so they don't freak out the dwarfs.  The aquifer seems safe too, though that may depend on what other water sources are nearby.  &lt;br /&gt;
&lt;br /&gt;
Can anyone confirm or refute? -- [[User:Angela Christine|Angela Christine]] 19:32, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::From what I've seen, this is correct.  While starting and abandoning several fortresses trying to get the handle of making machines and other devious devices, 5 out of 5 fortresses started next to brooks generated no dangerous fish, while 3 of the 4 started next to major rivers and 2 out of 2 started on the coast had my poor dwarves molested by those vile things.  --[[User:TheUbie|TheUbie]] 01:57, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Brooks cannot contain fish because they don't exist on two z-levels, at least that's what I've seen. No fish. --[[User:Vanan|Vanan]] 00:52, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Brooks exist on z-levels the same way rivers do, however brook tiles are filled with rock which means no fish can be in them (and is why dwarves can walk on them). Channeling a brook so it shows 'real' water will cause it to occasionally get fish like all other pools of water, however large fish such as carp never seem to migrate onto the map so you won't get any of them, just the small 'vermin' fish. --[[User:BurnedToast|BurnedToast]] 00:14, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Brooks don't have &amp;quot;river&amp;quot; biome. Creatures (vermin included) are generated in biomes. That's why no goats spawn in your fortress, but olms do, if you have corridor near cave river. If you flooded entire river with magma, and then refilled it with water carp would probably respawn. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: Almost all fish do not scare dwarves, but undead versions do. [[User:Hoborobo|Hoborobo]] 07:26, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carp symbols ==&lt;br /&gt;
&lt;br /&gt;
I was only curious, since the wiki article lacked a picture, and me and some others would like to know, what does the carp look like in game. Thank you for the help beforehand.&lt;br /&gt;
:Please do sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. At any rate, the fish icon is best described as such: three quarters of an infinity sign. Plain meat has the same symbol. --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
::I'd say it looks like an alpha sign. Almost all fishes are blue-colored because they count as underwater. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Salmon are pink though [[User:Hoborobo|Hoborobo]] 06:44, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchering? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to butcher a carp, and if so what do you get from it? --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
:I've never managed it, but I've only had carp once. Next time I get them I'll cheat really fast and dam the river to see what I can do with the air-drowned carp afterwards.--[[User:Eurytus|Eurytus]] 21:56, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== New Version ==&lt;br /&gt;
&lt;br /&gt;
In the new version, I have had two fortresses right next to a river filled chock full of carp, and have yet to see a dwarf even get a scrape from one. Have they been toned down to more 'realistic' strength, or have I been obscenely lucky? --[[User:Mabmoro|Mabmoro]] 10:37, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Can you say what version it is? [[User:Hoborobo|Hoborobo]] 06:43, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I dont recall the version number, but so far in v0.28.181.39f, I havent gotten it either. None of the more recent versions have had aggressive carp, unless they were floating skeleton carp.&lt;br /&gt;
&lt;br /&gt;
::I also checked the raws- they're the same for damage... maybe its a hardcoded difference?--[[User:Mabmoro|mabmoro]] 12:50, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Rest assured, carp and other fish are still most certainly deadly. At least, at the time of the question. I can't confirm yet if 39e and 39f had any serious changes, but 39d still boasts deadly, deadly fish so I would assume the latter versions do as well.&lt;br /&gt;
It's just tricky. They don't always strike, and the dwarf actually has be standing right at the river's edge for the carp to take notice. Fisherdwarves, of course, fill this role quite nicely.&lt;br /&gt;
&lt;br /&gt;
I've got a named carp floating in my river that's got about four kills under it's belt, as well as managed to catch and drag in a random mountain goat. That thing is evil incarnate... it won't even fall for my fishkilling trap. --[[User:Lightning4|Lightning4]] 02:10, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had assorted fish types (gar, pike, lampreys, carp) in the river outside of my fortress. They managed to kill 3-4 dwarves before I could get some marksdwarves to take care of them. I can confirm that fish, carp included, are still aggressive in the latest version (as of this post). [[User:Spoggerific|Spoggerific]] 14:46, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bowyer%27s_workshop&amp;diff=15595</id>
		<title>40d:Bowyer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bowyer%27s_workshop&amp;diff=15595"/>
		<updated>2008-08-11T05:35:39Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Bowyer's Workshop|key=b|job=Crossbow-making&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Bowyer's workshop''' makes [[crossbow]]s out of [[bone]] or [[wood]].  Wood crossbows require one log, bone crossbows requires one bone, although if the nearest bone is in a stack, the whole stack will be used.&lt;br /&gt;
&lt;br /&gt;
Building the [[workshop]] and producing crossbows at it require a [[dwarf]] with the Crossbow-making labor active.  Making [[bow]]s at the workshop advances the [[bowyer]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] crossbows are made at the [[metalsmith's forge]] and use the weaponsmithing skill. The material the crossbow is made of does not affect its ranged damage; only how much damage it inflicts when the marksdwarf is forced into melee combat.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10094</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10094"/>
		<updated>2008-08-11T00:53:37Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Category?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
&lt;br /&gt;
I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not 100? ==&lt;br /&gt;
&lt;br /&gt;
I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
::Baron arrived during an immigration wave going from 88 to 112 dwarves, and upgraded to a Count not long after arrival but ''not'' immediately either (perhaps as the population went over 100?). Exported wealth was probably around 50k at the time. Now at 119 (and 80k exported) and not yet a Duke. Looks like there's a combination of factors involved. [[User:Cim|Cim]] 11:10, 14 December 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
: My Baron arrived in the immigration wave that took me over 100 (I had peaked at 96 previously) but this was also the season where I crossed the 50,000 threshold on exported wealth. I actually went from 48,000 to 62,000 over the course of the year, and the baron arrived in the Spring, I did have an immigration wave after crossing 50,000 in the fall. Almost immediately after my baron arrived, he was promoted to count. My population is 119. --[[User:Mitchy|Mitchy]] 16:41, 3 January 2008 (EST)&lt;br /&gt;
:At exported wealth 45k, my Baron promoted to Count at the 110th immigrant. (Baron arrived in the first immigration wave after getting 80 population, can't remember what exported wealth was then) [[User:Cim|Cim]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Population at 93 no Baron. Next wave - first person to arrive is a Countess, with this wave population went to 114. (So, had no Baron at all) --[[User:Dorten|Dorten]] 23:39, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Verified about 140 limit for Duke. My Wrestler have given birth to a boy, the populationd got to 140, and the next message is about the fortress becoming a capital of Duchy. --[[User:Dorten|Dorten]] 00:10, 24 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Queen As Peasant ==&lt;br /&gt;
&lt;br /&gt;
I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;br /&gt;
&lt;br /&gt;
:Your ruler has heard of the discovery of adamantine, and hurried to yuor fort to oversee the digging. She turned up &amp;quot;disguised as a peasant&amp;quot; because your fort doesn't meet the regular requirements for attracting the monarch and moving to your site officially would be embarassing (in roleplaying/story terms of course). She's perfectly legit, just wasn't attracted in the &amp;quot;conventional&amp;quot; sense by having the largest, wealthiest fort in the civilisation you belong to.--[[User:TangoThree|TangoThree]] 06:42, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Baron mandates &amp;quot;crowns&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I just got a baron, and the first thing he mandates is two crowns. So i type Crown into the jobs/manager list. nothing. So I type crown in dwarf wiki. Nothing. Can anyone help before I have to drop this noble into a pit to keep him from locking up my crafters?&lt;br /&gt;
:Info about specific crafts isn't present in the new wiki, but a crown is in fact a &amp;quot;craft&amp;quot; item. [http://archive.dwarffortresswiki.net/index.php/Craftsdwarf%27s_Workshop#Crafts You can see the old wiki info about crafts here]. You'll probably need to set several crafting jobs to get a crown since the item produced by a crafting task is random with several possibilities. --[[User:Janus|Janus]] 00:06, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Killing nobles ? ==&lt;br /&gt;
&lt;br /&gt;
Is killing nobles dangerous ? (does it stop immigrations or something ?) &lt;br /&gt;
&lt;br /&gt;
Because I've got a Count totally uncontrolable, who can't stop throwing tantrums in the middle of my fortress, which is somewhat tiresome... So, if I just can lock him into his bedroom and let him starve to death, it would be great, but I don't know if it won't cause more problems..&lt;br /&gt;
&lt;br /&gt;
(Also, sorry for my bad english, I'm french) &lt;br /&gt;
[[User:Timst|Timst]] 05:40, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Killing off your nobles only really has the penalties associated with killing any other dwarf - their friends and family will be upset, and you lose that dwarf's abilities. In the case of nobles a replacement will usually turn up with the next migrant wave, unless your fort no longer meets the requirements for that noble. You can, of course, kill the replacement too - with lesser repercussions as he won't have had time to make any friends yet.--[[User:TangoThree|TangoThree]] 06:38, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, thanks :) I was afraid that the death of a count could induct a reaction of the mountainhomes or something like that... If the only reaction will be the one of the countess, it will be ok :) [[User:Timst|Timst]] 07:00, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::In the future, killing off a noble will have repercussions, however, so don't depend on that behaviour forever. ;-)&lt;br /&gt;
:::''Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.''&lt;br /&gt;
:::--[[User:JT|JT]] 15:11, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sorting nobles ==&lt;br /&gt;
I find it rather silly to have the Expedition leader in the ''Appointed'' section just to be immediately told (s)he can not be appointed. I'm too newbie in terms of nobles to draft sections that make sense, but I feel this needs changing.[[User:Aykavil|Aykavil]] 08:23, 7 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Category? ==&lt;br /&gt;
&lt;br /&gt;
I would do this myself if I knew how, but perhaps someone should make a noble category, with all the noble related articles (Unfortunate accident, mandate, types of nobles, etc) in it. I think it would be useful. [[User:Spoggerific|Spoggerific]] 20:53, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19567</id>
		<title>40d:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19567"/>
		<updated>2008-08-11T00:29:37Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Removed first person reference; fixed some grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire Imp|biome=Subterranean lava|symbol=i|color=rgb(255, 255, 0)|butcher=yes|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3}}&lt;br /&gt;
&lt;br /&gt;
Fire imps are nasty little [[creatures]] that live in [[magma]] vents. They usually don't roam far from the vent, but they will surface and attack the odd [[dwarf]] who dares use their vent to fuel his [[magma smelter]].  They are rather small and easy to kill, but are able to breathe [[fire]] that deals high damage and ignites objects and creatures.  If you insist on using imp-infested magma for your metalworks, consider setting [[trap]]s or stationing [[marksdwarf|marksdwarves]] around the [[furnace]]s.  If you don't want to do that, you can follow the same procedure you use to prevent [[fire man|fire men]] from getting your dwarves.&lt;br /&gt;
&lt;br /&gt;
When a fire imp corpse is butchered, clouds of &amp;quot;boiling fire imp fat&amp;quot; will briefly bubble out from the [[Butcher's shop]], though this doesn't appear to have any harmful effects on nearby dwarves.  Additionally, [[crafts]] made from their [[bone]]s are quite valuable.&lt;br /&gt;
&lt;br /&gt;
==Catching Imps==&lt;br /&gt;
&lt;br /&gt;
Imps can be easily caught by building a channel or wall around the magma with only one little opening then placing cage traps in that one entrance; many traps in a row are recommended. The imps will run out of the magma with the intent of killing your dwarfs, only to get caught by your traps. This is a good semi-safe way to control the fire imps in your area. Just make sure you dwarfs are not going in areas that you have boxed off, or there will be nothing to stop them from killing your dwarfs.&lt;br /&gt;
&lt;br /&gt;
== Interesting Note  ==&lt;br /&gt;
When Fire Imps are injured, they bleed Goo.&lt;br /&gt;
[[Image:Pool of Goo.png|thumb|A Pool of Goo from an injured Fire Imp]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:IMP_FIRE]&lt;br /&gt;
	[NAME:fire imp:fire imps:fire imp]&lt;br /&gt;
	[TILE:'i'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:20]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:5]&lt;br /&gt;
	[BIOME_SUBTERRANEAN_LAVA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10095]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HEATDAM_POINT:13000]&lt;br /&gt;
	[IGNITE_POINT:13500]&lt;br /&gt;
	[LEATHER_HEATDAM_POINT:13000]&lt;br /&gt;
	[LEATHER_IGNITE_POINT:13500]&lt;br /&gt;
	[BONE_HEATDAM_POINT:14000]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=9947</id>
		<title>40d:Table</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Table&amp;diff=9947"/>
		<updated>2008-08-11T00:25:30Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Added the buildings template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''table''' is a piece of [[furniture]] necessary for [[dwarf|dwarves]] to eat [[food]] in comfort. They can be made from a wide variety of materials, including [[wood]], [[stone]], [[metal]], and [[glass]]. Tables can be used to define a [[dining room]]. Dwarves dislike eating at a table without a [[chair]] and also prefer not to share a table with others.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon_rack&amp;diff=18649</id>
		<title>40d:Weapon rack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon_rack&amp;diff=18649"/>
		<updated>2008-08-11T00:25:15Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: Added the buildings template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''weapon rack''' is a device which is used to hold [[weapons]]. Dwarves will store weapons that they have acquired on weapon racks inside their rooms but will not use them. It can be made of [[stone]], [[glass]], [[wood]] or [[metal]].&lt;br /&gt;
&lt;br /&gt;
As with the [[armor stand]], it may be used to lay down an official [[barracks]]. It is used to decorate and keep the [[noble]]s happy.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Spoggerific&amp;diff=43938</id>
		<title>User:Spoggerific</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Spoggerific&amp;diff=43938"/>
		<updated>2008-08-02T00:57:01Z</updated>

		<summary type="html">&lt;p&gt;Spoggerific: New page: Placeholder until I think of something to add here. AIM is at MajorasMask618 if you need to contact me; I never check my email.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder until I think of something to add here. AIM is at MajorasMask618 if you need to contact me; I never check my email.&lt;/div&gt;</summary>
		<author><name>Spoggerific</name></author>
	</entry>
</feed>