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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tallyho</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-12T03:55:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hydra&amp;diff=79380</id>
		<title>v0.31 Talk:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hydra&amp;diff=79380"/>
		<updated>2010-04-03T03:11:33Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I easily killed one of these with a brand new dwarf adventurer. It was slow, and never hit me. They are tough and can take a lot of beating; I killed it by crushing its ribs into its lungs and it slowly suffocated. Took awhile, because I kept hitting the heads and necks to little effect. Any confirmation on its difficulty? [[User:Tallyho|Tallyho]] 06:11, 2 April 2010 (UTC)&lt;br /&gt;
: It ''should'' be harder, as multiple heads can attack in one turn, if you were watching One F Jef's live stream, you would have seen how much damage it can do in only one turn. --[[User:Tarran|Tarran]]&lt;br /&gt;
:: I'm hearing reports of other megabeasts like dragons also being very easy to defeat in adventurer mode. I expect there is a bug involved. -- [[User:Tallyho|Tallyho]] 03:11, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Voracious_cave_crawler&amp;diff=79332</id>
		<title>v0.31:Voracious cave crawler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Voracious_cave_crawler&amp;diff=79332"/>
		<updated>2010-04-03T01:07:35Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{CreatureInfo|name=Voracious Cave Crawler|biome=subterranean_chasm|symbol=C|color=rgb(1, 0, 0)|butcher:yes|bones=0|skulls=0}}&lt;br /&gt;
&lt;br /&gt;
A huge cave monster with hundreds of feet moving along the bottom of its long body. In place of a head, it has an enormous maw.&lt;br /&gt;
&lt;br /&gt;
Has building destroyer 2 and can kill unarmed dwarves easily. Can be taken down by a pack of novice wrestlers, though you will take casualties. Apparently can be tamed by a dungeon master.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:VORACIOUS_CAVE_CRAWLER]&lt;br /&gt;
	[ARENA_RESTRICTED]&lt;br /&gt;
	[DESCRIPTION:A huge cave monster with hundreds of feet moving along the bottom of its long body.  In place of a head, it has an enormous toothy maw.]&lt;br /&gt;
	[NAME:voracious cave crawler:voracious cave crawlers:voracious cave crawler]&lt;br /&gt;
	[CASTE_NAME:voracious cave crawler:voracious cave crawlers:voracious cave crawler]&lt;br /&gt;
	[CREATURE_TILE:'C'][COLOR:1:0:0]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:2:3]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[PREFSTRING:scary mouths]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY:BASIC_1PARTBODY:BASIC_HEAD:TAIL:HEART:GUTS:BRAIN:MOUTH:GENERIC_TEETH]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[REMOVE_MATERIAL:BONE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[REMOVE_TISSUE:BONE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20000]&lt;br /&gt;
	[BODY_SIZE:1:0:400000]&lt;br /&gt;
	[BODY_SIZE:2:0:900000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:80:95:98:100:102:105:120]&lt;br /&gt;
	[MAXAGE:20:40]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:MIDNIGHT_BLUE:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Draltha&amp;diff=78237</id>
		<title>v0.31 Talk:Draltha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Draltha&amp;diff=78237"/>
		<updated>2010-04-02T17:47:20Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: Created page with 'I noticed these being drawn to my unwalled farms. They did not do any damage to the farm, though they did eat mature tower caps. -- ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I noticed these being drawn to my unwalled farms. They did not do any damage to the farm, though they did eat mature tower caps. -- [[User:Tallyho|Tallyho]] 17:47, 2 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Draltha&amp;diff=78235</id>
		<title>v0.31:Draltha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Draltha&amp;diff=78235"/>
		<updated>2010-04-02T17:46:15Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: Created page with 'Draltha, (maroon D)  A passive grazing creature found underground. It feeds on tower caps.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Draltha, (maroon D)&lt;br /&gt;
&lt;br /&gt;
A passive grazing creature found underground. It feeds on tower caps.&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Voracious_cave_crawler&amp;diff=78233</id>
		<title>v0.31:Voracious cave crawler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Voracious_cave_crawler&amp;diff=78233"/>
		<updated>2010-04-02T17:45:23Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: Created page with 'Voracious Cave crawler (blue C)  A huge cave monster with hundreds of feet moving along the bottom of its long body. In place of a head, it has an enormous maw.  Has building des…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Voracious Cave crawler (blue C)&lt;br /&gt;
&lt;br /&gt;
A huge cave monster with hundreds of feet moving along the bottom of its long body. In place of a head, it has an enormous maw.&lt;br /&gt;
&lt;br /&gt;
Has building destroyer and can kill unarmed dwarves easily. Can be taken down by a pack of novice wrestlers, though you will take casualties.&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pond_grabber&amp;diff=77957</id>
		<title>v0.31:Pond grabber</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pond_grabber&amp;diff=77957"/>
		<updated>2010-04-02T06:13:54Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: Created page with '(Place holder)  Tentacled monster found in ponds in the underground.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Place holder)&lt;br /&gt;
&lt;br /&gt;
Tentacled monster found in ponds in the underground.&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hydra&amp;diff=77953</id>
		<title>v0.31 Talk:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hydra&amp;diff=77953"/>
		<updated>2010-04-02T06:11:54Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I easily killed one of these with a brand new dwarf adventurer. It was slow, and never hit me. They are tough and can take a lot of beating; I killed it by crushing its ribs into its lungs and it slowly suffocated. Took awhile, because I kept hitting the heads and necks to little effect. Any confirmation on its difficulty? [[User:Tallyho|Tallyho]] 06:11, 2 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hydra&amp;diff=77951</id>
		<title>v0.31 Talk:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hydra&amp;diff=77951"/>
		<updated>2010-04-02T06:11:36Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: Created page with 'I easily killed one of these with a brand new dwarf adventurer. It was slow, and never hit me. They are tough and can take a lot of beating; I killed it by crushing its ribs into…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I easily killed one of these with a brand new dwarf adventurer. It was slow, and never hit me. They are tough and can take a lot of beating; I killed it by crushing its ribs into its lungs and it slowly suffocated. Took awhile, because I kept hitting the heads and necks to little effect. Any confirmation on its difficulty?&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=64762</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=64762"/>
		<updated>2010-03-07T13:40:41Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Migration after Abandoning==&lt;br /&gt;
&lt;br /&gt;
I just ran into a group of migrants in Adventurer mode. After killing them all, I went into Legends and realized that they were all dwarves fleeing my previously abandoned fortress. Apparently about a year after abandoning, they decided to move somewhere else. Does anyone else have further info/experimentation with this? &lt;br /&gt;
&lt;br /&gt;
==Multiple civs==&lt;br /&gt;
What information do we have about the relationship between immigration rate and the number of dwarven civs? Is there info? Is there a relation? [[User:VengefulDonut|VengefulDonut]] 18:35, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Comments regarding new version==&lt;br /&gt;
Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==migration vs location on world map==&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
:::::Just to confirm, I have to confirmed marriages at my fortress (these were both from my original seven dwarves) [[User:Shabang50|Shabang50]] 06:01, 5 October 2008 (EDT)&lt;br /&gt;
::::::Uh, this has been known since, like, version 0.27.176.38a. Did you not read that comment properly, much less check the date of it? --[[User:GreyMario|GreyMaria]] 21:57, 5 October 2008 (EDT)&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==clarification on editing ini file==&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
&lt;br /&gt;
The section where it says &amp;quot;A '''migrant''' is a member of a wave of immigration.&amp;quot; is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --[[User:Tachyon|Tachyon]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it depends a bit on how multi-skilled they are: if he had been a [[woodcutter]] he would have had an axe but as he was a woodworker... well, carpenters need a workshop not an axe.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
 '''Immigrant's equipment'''&amp;lt;br /&amp;gt;A migrant may not not always come with the necessary equipment... &amp;lt;br /&amp;gt;...a Wood cutter may or may not come with a battle axe.... &amp;lt;br /&amp;gt;Rarely, ...a Carpenter may come with a battle axe. &lt;br /&gt;
I've seen a lot of migrants - I cannot remember ''any'' axes ''ever'' showing up except with axedwarves.  Ambushers do the &amp;quot;free leather armor/crossbow/bolts&amp;quot; dance, and military dwarves sometimes come armed/armored, but can anyone confirm that the above is, even rarely, a valid statement for ''any'' other equipment? The poster above (Soyweiser) posted back in '07, several versions ago.  Axes? Picks? I've never seen either. --[[User:Albedo|Albedo]] 17:27, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The equipment requirement is also filled by artifacts, I had a mood produce a sword and just got a swordsdwarf. The only weapon I have commanded to be forged was a crossbow. --[[User:Diserian|Diserian]]&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
:: Might as well add some info. While testing, I lost 4 of my initial dwarf. I digged a 3x3 up/down stair (mined some gold), build one bed, one armor rack. And that's it. Well I did kill some rhesus macaque and stole some food from a caravan. Yet 5 migrants still came anyway without a lot of wealth. --[[User:Karl|Karl]] 15:54, 28 January 2009 (EST)&lt;br /&gt;
:::A bear attacked me during the first season, killing 2 dwarves, and badly wounding my leader/carpenter.  After mining about 5 or 6 gem deposits, a hematite vein, a limonite vein, and a coal vein, my first immigrant wave came with 24 dwarves.  Now, after a moody engraver made an artifact, I've engraved pretty much every available surface, masterpieces everywhere, and I'm afraid of how many dwarves I'll have after the next wave.  The biggest problem is I don't know how many bedrooms to build ahead of time.  --[[User:Smartmo|Smartmo]] 14:56, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just got something sorta like this. I've made warhammers mostly and maybe some axes/picks. And yet, one of my immigrants that came was a marksdwarf. I didn't even have any crossbows or bolts of any kind. I think the claim that you need to have made the weapons first might be outdated. [[User:Shardok|Shardok]] 09:41, 5 November 2009 (UTC)&lt;br /&gt;
:::There are 2 types of &amp;quot;military&amp;quot; migrants - &amp;quot;weaponsdwarfs&amp;quot; (fill in the name of the weapon), and &amp;quot;wrestlers&amp;quot;.  Wrestlers come with no armor or weapons, but do have a weapons skill, and usually either shield- or armor-user (or both) as well.  (There are also &amp;quot;rangers&amp;quot; and &amp;quot;hunters&amp;quot; etc., but they're not, technically, &amp;quot;military&amp;quot;.) This happens too often to be a bug - it's just another random result.&amp;lt;br /&amp;gt;You don't ''have'' to have the weapons to get a military dwarf (with or without weapon and armor), but if you do that will tend to be the type of weapons-dwarf that arrives. Maybe crossbows/marksdwarfs are an exception - (are you sure some gobbos didn't leave one lying around?)--[[User:Albedo|Albedo]] 10:08, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
::Multiple waves of immigration isn't unusual, I often get migrants in both autumn AND spring.[[User:GarrieIrons|GarrieIrons]] 21:19, 8 August 2008 (EDT)&lt;br /&gt;
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I just had an immigrant wave arrive mid-summer in my first year. 6th Malachite, to be specific.--[[User:Mabmoro|mabmoro]] 15:07, 9 September 2008 (EDT)&lt;br /&gt;
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== Headline text ==&lt;br /&gt;
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Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
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:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
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::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
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== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
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::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
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:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
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: I seem to get this a lot - the wealth embodied by all those new clothes on the backs of the immigrants might push the fortress wealth over a level needed to trigger a strange mood, perhaps. Then it's luck of the draw whether it strikes a settled dwarf or a new immigrant. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:50, 8 October 2008 (EDT)&lt;br /&gt;
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== Lone Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The population cap is only checked to see if another migrant wave is allowed. It is entirely possible, often likely, that the actual number of migrants in the wave pushes the population over the value set. IIRC, pregnancies will also bypass the cap. The softness of this limit is a well known... feature... :) --[[User:Raumkraut|Raumkraut]] 00:13, 3 August 2008 (EDT)&lt;br /&gt;
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:However I had mine set to 50, had a wave of immigration that pushed it from &amp;lt;50 to 59, and have just gotten another load of migrants. Is there some hard coded minimum population? [[User:Dangerous Beans|Dangerous Beans]] 21:05, 6 December 2008 (EST)&lt;br /&gt;
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::It won't stop at exactly 50 -- you just stop getting immigrant waves after you exceed your cap.--[[User:Maximus|Maximus]] 22:36, 6 December 2008 (EST)&lt;br /&gt;
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I've got a cap of 0 and I still get bleeding migrant waves. I still get them with a cap of 1, too. Is there any way to turn them off? --[[User:Simmura McCrea|Simmura McCrea]] 12:46, 3 February 2009 (EST)&lt;br /&gt;
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== Migrant skills ==&lt;br /&gt;
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Does the amount of workshops you have for a skill affect how many immigrants have that skill? I've had no dyer's shop for a really long time, and I notice I have only one dyer, whereas I have plenty of dwarves with every other skill. --[[User:Tachyon|Tachyon]] 21:19, 10 August 2008 (EDT)&lt;br /&gt;
: I don't think so, because I always get hordes of dyers, cheese makers, and woodburners, even when I don't have any of the appropriate workshops. I really miss the days of getting miners, siege operators, growers, and masons.--[[User:DDouble|DDouble]] 16:59, 11 August 2008 (EDT)&lt;br /&gt;
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== &amp;quot;Your fortress attracted no migrants this season.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm playing a Haunted fortress on a volcano for the first time, and I got this message in my first summer.  It seemed odd because I almost never get migrants during the first summer, but this is the first time that fact was announced.  Is this a tweak in the new version (181.40c), which I just downloaded today, or is it because I'm in a haunted map?  I got the message again in the fall.  --[[User:Ookpik|Ookpik]] 17:05, 21 August 2008 (EDT)&lt;br /&gt;
:lots of people dying discourages immigration, as well as certain import/export/mining and immigration map factors, as far as i can tell.--[[User:Eerr|Eerr]] 21:04, 21 August 2008 (EDT)&lt;br /&gt;
:Id say its a new feature of the game, since it didn't occur before that version.--[[User:Mabmoro|mabmoro]] 15:08, 9 September 2008 (EDT)&lt;br /&gt;
::I noticed an extension of this- I got a message just now, all in red, saying &amp;quot;Migrants refused to journey to such a dangerous fortress this season.&amp;quot; Ive been raided near constantly by goblins over the last year of this game, so maybe that influences immigrants now? .--[[User:Mabmoro|mabmoro]] 13:47, 22 September 2008 (EDT)&lt;br /&gt;
:::I'd imagine it's due to the number of recent deaths, specifically. [[Immigration#How_can_I_curb_immigration.3F|That's covered in the article]]. --[[User:Janus|Janus]] 13:11, 23 September 2008 (EDT)&lt;br /&gt;
:^_^ I got a new message about immigration recently. &amp;quot;Some migrants have decided to brave this terrifying place, knowing it may be their tomb&amp;quot;. Seriously, I get very few deaths normally... this last season was bad because I've been building roads to try to entice the king, so I have more dwarves ranging far from the fortress. -[[User:Fuzzy|Fuzzy]] 22:00, 27 September 2008 (EDT)&lt;br /&gt;
::&amp;quot;No one even considered making the journey to such a cursed death-trap this season.&amp;quot; Can you tell I just breached the [[Glowing pits|Fun stuff]]? 150 Dwarfs dead in less then a season.[[User:HeWhoIsPale|HeWhoIsPale]] 09:09, 7 October 2008 (EDT)&lt;br /&gt;
:::I don't think it takes much... losses of about 4-5 dwarfs over the course of a year resulted in my getting both of the above messages about cursed death traps and probable tombs. Maybe it was the horrific way in which they happened... the Duchess's consort was ripped limb from limb right in front of the forest by an ambushing goblin party and I lost a few other people to goblin raids where they had every single body part broken and mangled before they died (sometimes a high toughness is a bad idea... as Jame said in ''Godstalk'', it's a good idea to always have the option of dying). -[[User:Fuzzy|Fuzzy]] 09:46, 7 October 2008 (EDT)&lt;br /&gt;
:: I've got many time this message : &amp;quot;Migrants were too nervous to make the journey this season.&amp;quot;. &lt;br /&gt;
I don't really know where does this come from... facts that can explain that are :&lt;br /&gt;
&lt;br /&gt;
* I've been raided many times (something like 3-4 ambushes a year, and it's my 4th year) by goblin ambushers, and have been besieged by humans. But the last ambushers hadn't killed many dwarves (1 dwarf and 2 kittens last time).&lt;br /&gt;
* I settled on cold (north) and freezing (south, my fortress being approximatively in the north) biomes. The river in the south part of the map is always frozen, and the north murky pools freezes something like 6 months a year.&lt;br /&gt;
* Merchants (human, that's what caused the siege, but also -maybe- dwarves) has been killed during ambushes. I don't remember how many, but it may have scared the mountainhomes.&lt;br /&gt;
&lt;br /&gt;
Also, immigration seems to be much slower than in my precedents forts (one wave per year or so, when it's not cancelled by the above message), and I noticed that I haven't received caravans since a year or so (maybe related with the above statement about merchants deaths). -[[User:Timst|Timst]] 12:58, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I also got the migrants where to nervous to migrant message, i dont know where it came from, before i got the migrants braved the danger message but for the past 2 years or so even with 2 sieges and numerous ambushes ive had no deaths, and im not on a dangerous biome, so the nervous migrant message most likely as nothing to do with either deaths or biomes... -sindain&lt;br /&gt;
&lt;br /&gt;
I've killed off nearly every single dwarf that's immigrated to my fortress. I've got a nasty infestation of Carp (40+, with the assorted Sturgeon, Sea Lamprey, and Longnose Gar) in my river, and I've been sending the immigrants I didn't like to their deaths to whittle away at their numbers. The only immigration messages I've gotten are &amp;quot;Some immigrants have arrived, despite the danger,&amp;quot; and &amp;quot;No immigrants have arrived this season.&amp;quot; Odd that no one seems to be concerned about the high percentage of deaths in my immigrants any more than to say, &amp;quot;Well, it seems kind of dangerous there, but let's go anyway!&amp;quot; Then they end up being ripped limb from limb by vicious schools of Carp. Why is my fortress not yet labelled a death trap? [[User:Pariah|Pariah]] 14:03, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==No immigration?==&lt;br /&gt;
I just played a game with no immigration. There were no dwarven civilizations nearby. How did that even happen? --[[User:Fringd|Fringd]] 22:10, 8 November 2008 (EST) (Moved from article page --[[User:Navian|Navian]] 08:23, 9 November 2008 (EST))&lt;br /&gt;
: You didn't start the game on an island, did you?  It's not entirely impossible to find a location where there are no other civilizations near you, but the world gen certainly does a good job at making this difficult.  Can you post an export or seed of your map? --[[User:FJH|FJH]] 17:01, 15 March 2009 (EST)&lt;br /&gt;
: You said it yourself - &amp;quot;There were no dwarven civilizations nearby&amp;quot;.  If, during world-gen, all of those get wiped out (by the various forces and fates that worldgen subjects civs to), then congrats - you're all alone.  Islands can do it too - it's hardly unheard of.  But it does deserve a comment here I suppose.  (I always check all the various info via {{key|tab}} on that site finder screen - make sure I have both trading partners and enemies. --[[User:Albedo|Albedo]] 22:46, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Immigration season ==&lt;br /&gt;
&lt;br /&gt;
For me, immigration seems to follow this trend: Randomly and completely independent of wealth, a small imigration may occur during summer/autumn/winter.  This immigration is always typically in the very small amount range (seems to be no greater than about 10).  However, during spring, immigration will ''always'' occur and be an amount dependent on wealth [[User:Greep|Greep]] 09:40, 29 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigrants braving the tomb ==&lt;br /&gt;
&lt;br /&gt;
Just got the message with 61 deaths and ~2,070,0000 created wealth.  I'm guessing wealth is based on 2,000,000 and that the message occurs whenever one gets no immigration from danger, regardless of deaths (I let my queen die, e.g. and that's probably all it took). [[User:Greep|Greep]] 01:45, 14 July 2009 (UTC)&lt;br /&gt;
: Just got this message with ''twenty-one'' deaths, plus one Countess Consort. Probably linked more to nobles than body count. Changing the main article to reflect this. --[[User:Loyal|Loyal]] 12:58, 5 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==This page contradicts itself.== &lt;br /&gt;
&lt;br /&gt;
Where it says the caravan reports your wealth, than says if you are productive immigrants may come in the first summer. Something must be wrong, if there is no caravan report than your productivity would have nothing to do with it. If on the other hand it is productivity AND the caravan reports, then the guesses on other parts of the calculations for migrant waves are probably off.--[[User:Criptfeind|Criptfeind]] 16:42, 15 July 2009 (UTC)&lt;br /&gt;
: I went ahead and reworded a bit. Probably anyone agrees that wealth is a strong factor and I also have the impression that the dwarven caravan has an influence, but indeed neither is this proven fact AFAIK, nor is it the whole story. One might argue that word of early success (and great wealth/growth generally) gets around without caravan, but the detailed report of the caravan attracts more dwarves to come, but this is simply speculation. --[[User:Koltom|Koltom]] 22:21, 15 July 2009 (UTC)&lt;br /&gt;
:: Well it really doesn't matter too much in any case.  After lots and lots of experimention and trying out builds, the amount of wealth required to get the maximum immgrants up until 50 population is incredibly low, and the first spring/summer/august immgrations will always happen randomly (after starting the first year for about 16 tests, I actually got more summer/autumn immigration with less wealth than the very high wealth trials (120k+ by first caravan), but I'm guessing it's coincidence).  Getting 20k by the first caravan and 100k by the first caravan will net the exact same immgration for a long time (~8 for non-spring, 20-30 for spring).  It's when you get incredibly low amounts, like 5k or so, by doing nothing but stat training on sand walls for two straight seasons, that you even notice a change in immigration. In that case I've gotten as little as 6 immigrants on the gauranteed new year's spring immigration, but you STILL get a random chance for summer/autumn/winter immigration.  Once you get about 50, though, wealth makes a solid difference, but I'm too lazy to run tests for 3 year old fortresses.  [[User:Greep|Greep]] 23:05, 16 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==migration and location on world map==&lt;br /&gt;
I know this is a really old discussion on the matter, and was from a different version. But to bring this topic back into context. I just started a fortress on the space right next to a dwarven mountainhome and in Summer of my first year I got 9 immigrants, then come Autumn, before my caravan left, I got another 9 dwarves coming. These were the first dwarves I had ever received before Spring of the second year of a fortress, and my wealth was under 5000 even when the first wave came, and just around 15000 when the second wave arrived. Could the close proximity to the other fortress be having an affect on my immigrant waves? [[User:Shardok|Shardok]] 11:37, 8 August 2009 (UTC)&lt;br /&gt;
:Well, I would agree, especially when you start your new fortress near your home civ. When I do so my autumn wave arrives rather fast after the carvan leaves. --[[User:Birthright|Birthright]] 12:43, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigration tied to liason, not caravan ==&lt;br /&gt;
&lt;br /&gt;
I don't think your wave of immigrants is tied to the caravan.  I believe it is tied to the liason.  In one game I traded with the caravan first and then talked to the liason.  No immigrants arrived that fall of my first year.  I reloaded, talked to the liason first, and sent him on his way as fast as I could and then traded with the caravan.  And I got 7 immigrants my first year.  My fortress wealth also was not very high at all (20k or so).  Finally, sometimes, no matter how quickly I talk to the liason, I still don't get the immigrants the first year... so my theory could be wrong.  But my experience indicates that the liason is tied to your immigrant waves.--[[User:Jpwrunyan|Jpwrunyan]] 15:18, 17 October 2009 (UTC)&lt;br /&gt;
:This is an interesting observation, and might well prove to have merit - HOWEVER... it doesn't yet.  There are a LOT of random and unknown factors in DF.  Repeat this experiment 5 times on different maps, with the same results, and it will gain more support - and surprise the hell outa me, because of the randomizers.  Immigration (like combat, king's arrival and some other events) are the type of thing that must be seen as trends, not specific instances, because of all the variables and unknowns.--[[User:Albedo|Albedo]] 18:15, 18 October 2009 (UTC)&lt;br /&gt;
::I can add weight to this theory as well.  My first year, three raccoons (apparently DIRE RACCOONS!) ambushed and killed the wagon, leaving all the items on the map and all the traders left before getting to my trade depot.  The liason made it successfully to the meeting and off the map, and my first migrant wave is currently in progress on 28th Sandstone in Autumn of year 1. To sum up -- merchants did not hit my trade depot (but did leave map, so maybe they DID report wealth somehow through the magic of...traderliness), Liason did, I have migrants. [[User:Rowenlemmings|''Rowen'']]&amp;lt;sup&amp;gt;[[User Talk:Rowenlemmings|(talk)]]&amp;lt;/sup&amp;gt; 03:43, 23 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gnome&amp;diff=42138</id>
		<title>40d:Gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gnome&amp;diff=42138"/>
		<updated>2008-06-02T04:28:23Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: New page: There are two races of gnomes in Dwarf Fortress: mountain gnomes and dark gnomes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two races of gnomes in Dwarf Fortress: [[mountain gnome]]s and [[dark gnome]]s.&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cougar&amp;diff=19302</id>
		<title>40d:Cougar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cougar&amp;diff=19302"/>
		<updated>2008-05-10T10:52:04Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cougar|symbol=C|color=rgb(255, 255, 0)|skulls=1|chunks=7|meat=7|fat=2|bones=7|skin=1|biome= * Any [[temperate]] [[forest]]&lt;br /&gt;
* Tameable&lt;br /&gt;
* Any [[tropical]] forest&lt;br /&gt;
* Temperate shrubland&lt;br /&gt;
* Tropical shrubland}}&lt;br /&gt;
A sizable carnivorous feline creature.  Found in a wide range in biomes.  No match for [[steel]] [[bolt]]s, but can take down a [[war dog]] quite easily, and can be a significant threat to unarmed [[dwarf|Dwarves]] caught outside.  Resulting [[meat]] and [[leather]] of better than average value (6☼ and 15☼ respectively).&lt;br /&gt;
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Lone cougars sometimes ambush players in random [[encounters]] in [[Adventure Mode]]. Even for inexperienced characters, these fights are extremely simple.&lt;br /&gt;
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{{Game_Data|[CREATURE:COUGAR]&lt;br /&gt;
	[NAME:cougar:cougars:cougar]&lt;br /&gt;
	[TILE:'C'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:cunning]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:cougar cub:cougar cubs]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME_ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME_SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME_SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16792</id>
		<title>40d:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=16792"/>
		<updated>2008-05-10T10:48:17Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Wolf|symbol=w|color=rgb(192, 192, 192)|bones=5|chunks=5|meat=5|fat=1|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Tundra&lt;br /&gt;
* Taiga forest&lt;br /&gt;
* Any temperate forest&lt;br /&gt;
* Temperate shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wolves''' are predators and live in many [[regions]]. They have more chance to appear in [[winter]] than in other seasons. Wolves are social [[animals]] that live in groups. One on one, an armed [[dwarf]] will likely win with minor injuries, but if a pack gangs up, the hapless dwarf is in deathly trouble. A [[hunter]] will have troubles with a pack of wolves, because (s)he can spend all his [[bolt]]s on 3 - 4 wolves and then charge butting wolves with his [[crossbow]]. A sure way to kill himself.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], wolves are common ambushers in random [[encounters]] that will occur across the world map. Even a pack of them should be easily dispatched by an inexperienced adventurer, provided he is suitably equipped.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WOLF]&lt;br /&gt;
	[NAME:wolf:wolves:wolf]&lt;br /&gt;
	[TILE:'w'][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:cunning]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:wolf pup:wolf pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME_TUNDRA]&lt;br /&gt;
	[BIOME_FOREST_TAIGA]&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME_SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:200]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Troglodyte&amp;diff=41219</id>
		<title>40d Talk:Troglodyte</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Troglodyte&amp;diff=41219"/>
		<updated>2008-05-05T13:03:42Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: New page: It seems to me that the troglodytes are programmed to attack and chase civilians, but run away from military dwarfs. Can anyone confirm? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It seems to me that the troglodytes are programmed to attack and chase civilians, but run away from military dwarfs. Can anyone confirm? [[User:Tallyho|Tallyho]] 09:03, 5 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=24827</id>
		<title>40d:Troglodyte</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=24827"/>
		<updated>2008-05-05T13:02:30Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Troglodyte|symbol=t|color=#C90|bones=6|fat=3|skin=1|skulls=1|chunks=?|meat=6|biome=* [[Chasm]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Troglodytes''' are common monsters that live in [[cave]]s in tribes of 5 to 10. Troglodytes also spawn from [[chasm]]s. Being the size of a [[Dwarf]], they are not very dangerous to miners or trained war-dwarfs, and will flee when confronted. Given the chance, however, they will threaten unarmed, unskilled dwarves, interrupting their work and chasing single dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TROGLODYTE]&lt;br /&gt;
	[NAME:troglodyte:troglodytes:troglodyte]&lt;br /&gt;
	[TILE:'t'][COLOR:6:0:0]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:100][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grunts]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[MAXAGE:45:90]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=24826</id>
		<title>40d:Troglodyte</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=24826"/>
		<updated>2008-05-05T12:29:06Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Troglodyte|symbol=t|color=#C90|bones=6|fat=3|skin=1|skulls=1|chunks=?|meat=6|biome=* [[Chasm]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Troglodytes''' are common monsters that live in [[cave]]s in tribes of 5 to 10. Being the size of a [[Dwarf]], they are not very dangerous to miners or trained war-dwarfs. Unarmed, unskilled dwarves can be threatened, though they will likely be able to escape if necessary.&lt;br /&gt;
&lt;br /&gt;
Troglodytes also spawn from [[chasm]]s, and may cause problems for surface workers such as [[fisherdwarf]]s who accidentally draw too closely.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TROGLODYTE]&lt;br /&gt;
	[NAME:troglodyte:troglodytes:troglodyte]&lt;br /&gt;
	[TILE:'t'][COLOR:6:0:0]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:100][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grunts]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[MAXAGE:45:90]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=24825</id>
		<title>40d:Troglodyte</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Troglodyte&amp;diff=24825"/>
		<updated>2008-05-05T12:26:46Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Troglodyte|symbol=t|color=#C90|bones=6|fat=3|skin=1|skulls=1|chunks=?|meat=6|biome=* [[Chasm]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Troglodytes''' are common monsters that live in [[cave]]s in tribes of 5 to 10. Being the size of a [[Dwarf]], they are not very dangerous to miners or trained war-dwarfs. Unarmed, unskilled dwarves can be threatened, though they will likely be able to escape if necessary.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TROGLODYTE]&lt;br /&gt;
	[NAME:troglodyte:troglodytes:troglodyte]&lt;br /&gt;
	[TILE:'t'][COLOR:6:0:0]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:100][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grunts]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[MAXAGE:45:90]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=13201</id>
		<title>40d Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=13201"/>
		<updated>2008-05-05T11:24:06Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I removed the &amp;quot;this is for use on the lowest level of the Chasm&amp;quot; part of the article, because it doesn't seem to be the case. You can set a dump zone over the side of a tower 20 z-levels high and still have the crap land in the chasm, and I don't see why the collapse trick wouldn't work at all levels as well. --[[User:Tallyho|Tallyho]] 07:24, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've had a chasm in a mountainous area near a volcano which was in fact cylindrical, not shaped like a river at all. It was basically a bore of empty space all the way to the bottom-most level, which consisted of the # chasm squares. In that respect, it looked much like a volcano bore but generally a bit smaller. There were variations in width on different levels of it as well. This led to open cave floor around it on some levels where troglodytes, iron men, giant cave swallows, and caveswallowmen frolicked about. --[[User:Janus|Janus]] 08:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh, how about that.  They're certainly more interesting than they used to be.--[[User:Draco18s|Draco18s]] 14:54, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Sounds like a magma vent minus the magma. I have a game going in a grassland a few region squares away from a volcano. When I first started the game, I got a message that part of the cavern had collapsed and it zoomed to the magma vent. The vent itself was as you describe--a roughly cylindrical sinkhole of varying widths that went all the way to the bottom. Only in my case, it was full of magma up to the surface, and at lower depths, fire imps, magma men and fire snakes could be seen (Apparently, magma is transparent.) Maybe the game treats magma vents as localized chasms full of magma? --[[User:RedKing|RedKing]] 16:43, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That's probably how it was formed, using the same algorithm as a magma vent, but it does appear to be intentional. Perhaps it is indeed meant to be a dead magma vent. That same map has the main volcano magma vent a short distance away. The magma vent was of course shown on the local map when choosing the map location, but the circular chasm was not.&lt;br /&gt;
::As for the collapse message when starting on a map with a magma vent, that appears to be due to a bug where a body of water is generated in the middle of it. This water instantly creates a solid block of obsidian with no support, which then collapses. Magma is semi-liquid, and fireproof monsters like those you mention will swim freely through it. --[[User:Janus|Janus]] 17:06, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually there are two variants of the chasm, a chasm vent/pit and a chasm/river star like chasm (encountered this one twice, and it really fucked up the level). Perhaps we should works this into the article. Perhaps we should ad screenshots. I sadly have no save with the star river like chasm anymore (abandoned those). --[[User:Soyweiser|Soyweiser]] 18:45, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm playing a fortress right now with the same type of &amp;quot;pit&amp;quot; chasm.  I'll see if I can get a shot of it to add to the page. --[[User:Sk128234|Sk128234]] 19:08, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Are the surface chasms visible from the map when selecting the site? It would be great to get a screenshot of that for the page to look similarly to the volcano page. --[[User:JPolito|JPolito]] 02:26, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They're not visible until you actually embark.  Same thing for kobold caves.  However, if they reach the surface at all, you can see every single tile they contain right away.--[[User:Maximus|Maximus]] 15:05, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't think that chasms are the only things that can produce 20+ cliffs. I have a fortress now that is right on the edge of a massive cliff.--[[User:Zonhin|Zonhin]] 19:39, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a pretty oddly shaped chasm, or at least i think i do.  It starts from the corner of the map in a river like shape, then it splits off into 5 smaller 'fingers.'  I've mined alot of the rock around it; it has a wide assortment of metals, gems, and stone i havent seen anywhere else on the map.--[[User:Hiho216|Hiho216]] 00:58, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apparently, you have a chasm that got the same code as a river source/delta, as that creates the same sort of 'fingers.'--[[User:Alfador|Alfador]] 11:34, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that cave spiders &amp;quot;Often cave spiders are present near chasms&amp;quot;. Shouldn't it be &amp;quot;Cave spiders spawn periodically near chasms&amp;quot;? I haven't seen chasm without those awesome little silk spawners. --[[User:Someone-else|Someone-else]] 08:09, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a pic of the end of a chasm here: http://img168.imageshack.us/img168/8286/chasmendfl7.png&lt;br /&gt;
Not sure if it's notable... [[User:QMarx|QMarx]] 23:59, 26 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=13200</id>
		<title>40d Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chasm&amp;diff=13200"/>
		<updated>2008-05-05T11:23:04Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I removed the &amp;quot;this is for use on the lowest level of the Chasm&amp;quot; part of the article, because it doesn't seem to be the case. You can set a dump zone over the side of a tower 20 z-levels high and still have the crap land in the chasm, and I don't see why the collapse trick wouldn't work at all levels as well.&lt;br /&gt;
&lt;br /&gt;
I've had a chasm in a mountainous area near a volcano which was in fact cylindrical, not shaped like a river at all. It was basically a bore of empty space all the way to the bottom-most level, which consisted of the # chasm squares. In that respect, it looked much like a volcano bore but generally a bit smaller. There were variations in width on different levels of it as well. This led to open cave floor around it on some levels where troglodytes, iron men, giant cave swallows, and caveswallowmen frolicked about. --[[User:Janus|Janus]] 08:25, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh, how about that.  They're certainly more interesting than they used to be.--[[User:Draco18s|Draco18s]] 14:54, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Sounds like a magma vent minus the magma. I have a game going in a grassland a few region squares away from a volcano. When I first started the game, I got a message that part of the cavern had collapsed and it zoomed to the magma vent. The vent itself was as you describe--a roughly cylindrical sinkhole of varying widths that went all the way to the bottom. Only in my case, it was full of magma up to the surface, and at lower depths, fire imps, magma men and fire snakes could be seen (Apparently, magma is transparent.) Maybe the game treats magma vents as localized chasms full of magma? --[[User:RedKing|RedKing]] 16:43, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That's probably how it was formed, using the same algorithm as a magma vent, but it does appear to be intentional. Perhaps it is indeed meant to be a dead magma vent. That same map has the main volcano magma vent a short distance away. The magma vent was of course shown on the local map when choosing the map location, but the circular chasm was not.&lt;br /&gt;
::As for the collapse message when starting on a map with a magma vent, that appears to be due to a bug where a body of water is generated in the middle of it. This water instantly creates a solid block of obsidian with no support, which then collapses. Magma is semi-liquid, and fireproof monsters like those you mention will swim freely through it. --[[User:Janus|Janus]] 17:06, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually there are two variants of the chasm, a chasm vent/pit and a chasm/river star like chasm (encountered this one twice, and it really fucked up the level). Perhaps we should works this into the article. Perhaps we should ad screenshots. I sadly have no save with the star river like chasm anymore (abandoned those). --[[User:Soyweiser|Soyweiser]] 18:45, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm playing a fortress right now with the same type of &amp;quot;pit&amp;quot; chasm.  I'll see if I can get a shot of it to add to the page. --[[User:Sk128234|Sk128234]] 19:08, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Are the surface chasms visible from the map when selecting the site? It would be great to get a screenshot of that for the page to look similarly to the volcano page. --[[User:JPolito|JPolito]] 02:26, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They're not visible until you actually embark.  Same thing for kobold caves.  However, if they reach the surface at all, you can see every single tile they contain right away.--[[User:Maximus|Maximus]] 15:05, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't think that chasms are the only things that can produce 20+ cliffs. I have a fortress now that is right on the edge of a massive cliff.--[[User:Zonhin|Zonhin]] 19:39, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a pretty oddly shaped chasm, or at least i think i do.  It starts from the corner of the map in a river like shape, then it splits off into 5 smaller 'fingers.'  I've mined alot of the rock around it; it has a wide assortment of metals, gems, and stone i havent seen anywhere else on the map.--[[User:Hiho216|Hiho216]] 00:58, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Apparently, you have a chasm that got the same code as a river source/delta, as that creates the same sort of 'fingers.'--[[User:Alfador|Alfador]] 11:34, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that cave spiders &amp;quot;Often cave spiders are present near chasms&amp;quot;. Shouldn't it be &amp;quot;Cave spiders spawn periodically near chasms&amp;quot;? I haven't seen chasm without those awesome little silk spawners. --[[User:Someone-else|Someone-else]] 08:09, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a pic of the end of a chasm here: http://img168.imageshack.us/img168/8286/chasmendfl7.png&lt;br /&gt;
Not sure if it's notable... [[User:QMarx|QMarx]] 23:59, 26 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=12988</id>
		<title>40d:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=12988"/>
		<updated>2008-05-05T11:21:36Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chasms''' appear similarly to [[river]]s, but are not visible on the Local/Region/World maps.  They are similar to the DFv0.23 chasms except that they are not guaranteed, seem to use the same river-generation code for the fortress map (a &amp;quot;chasm tributary&amp;quot; has been observed), and are bottomless.&lt;br /&gt;
&lt;br /&gt;
A chasm may be open to the top of the [[mountain]], or it can be hidden [[underground]] until discovered by a [[miner]].  Chasms are much more common on named mountains and [[volcano]]es, along with other special features such as [[cave river]]s.&lt;br /&gt;
&lt;br /&gt;
The presence of Extreme [[Cliff]]s (20+) on the Local Map may be, but is not necessarily, indicative of a chasm.&lt;br /&gt;
&lt;br /&gt;
Often cave spiders are present near chasms, creating spider silk webs that can be collected.&lt;br /&gt;
&lt;br /&gt;
Chasms can also appear in a rounded shape, as below:&lt;br /&gt;
&lt;br /&gt;
[[Image:chasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Platform-chasming ===&lt;br /&gt;
A technique of building a platform over the chasm, and then severing the platform from the [[wall]], can permanently dispose of garbage or excess [[stone]] set on top. The severed platform will disappear into the darkness below, and never be seen ever again.&lt;br /&gt;
&lt;br /&gt;
=== Garbage dump ===&lt;br /&gt;
It is possible to chasm [[refuse]] as it was in earlier versions. Designate a garbage dump [[activity zone]] over the chasm and adjacent walkable tile. Monsters may also spring from the chasm, and were provoked by the chasming of refuse in previous versions. It is unknown if these events still occur. Given that this technique still works, you can dump anything in your fortress by selecting {{key|k}} and marking items for {{key|d}}umping.  Also you can use [[standing orders]] to dump particular types of refuse.&lt;br /&gt;
Dwarves may cancel the dump task due to [[creatures]] in the chasm below, even if those creatures can't reach them {{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.&lt;br /&gt;
&lt;br /&gt;
The chasm is also home to many types of hostile creatures, including [[iron man|iron men]], [[troglodyte]]s, [[giant cave swallow]]s, [[antman|antmen]], [[giant cave spider]]s, [[ratman|ratmen]], [[batman|batmen]], Trolls and Gremlins&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_swallowman&amp;diff=24808</id>
		<title>40d:Cave swallowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_swallowman&amp;diff=24808"/>
		<updated>2007-11-13T12:07:54Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cave swalloman|symbol=c|color=#CCC|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?}}&lt;br /&gt;
&lt;br /&gt;
Hostile, weak creature found in caves and near chasms.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18024</id>
		<title>40d:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18024"/>
		<updated>2007-11-13T12:05:45Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kobolds are small humanoids, (slightly smaller than [[dwarves]]).  They are technologically backward and use [[copper]] weapons.&lt;br /&gt;
&lt;br /&gt;
Kobold thieves will raid you in [[fortress mode]], generally timing their attacks to coincide with the arrival of [[caravan]]s. They are able to bypass any and all [[trap]]s, and are an excellent reason to channel all traffic in an out of your fortress to a single location, which should be guarded at all times.  Once discovered and caught, a kobold can generally be killed by any armed dwarf and even most unarmed civilians.&lt;br /&gt;
&lt;br /&gt;
Kobold marksman parties may occasionally show up to ambush your dwarves outside. This is similar to an elf attack - they kobolds will hold back and kill all dwarves who venture near with their bows. This is not a siege. The kobolds will leave after some time. Because they are archers, these raiding parties can be quite dangerous to an unprepared fortress, especially one reliant on resources such as trees and surface water.&lt;br /&gt;
&lt;br /&gt;
In adventure mode Kobolds live in caves.  They will have guards, soldiers, civilians, children, and the occasional quite dangerous weaponmaster.  Kobolds are deadly with a bow but generally an easy match in melee, even for a novice adventurer.  Kobold caves are full of trinkets, and they often wear clothing, weapons, and small-sized armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kobold Caves in Dwarf Mode ==&lt;br /&gt;
&lt;br /&gt;
Occasionally, on maps that have caves present in them, you'll find a Kobold Cave. These pose a possible hazard to your dwarven settlers, as - should they discover you and become irritated at your presence - they can attack your settlement and any wandering dwarves they come across. As mentioned previously, kobolds aren't very tough, but when they gather in large numbers (with more than a few armed kobold guards and other nasty variations of the common kobold thrown in) they can pose a significant threat to your young, underprepared fortress. On the up-side, in the vicinity of the kobold cave and inside the cave itself, you'll find all kinds of random trinkets and other items, with the possibility of valuable goodies being tossed in. If you manage to clear the kobold cave on your map, any potentially valuable crap that they've accumulated is yours for the taking.&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12764</id>
		<title>40d:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wall&amp;diff=12764"/>
		<updated>2007-11-06T02:02:26Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''wall''' is a [[construction]] that blocks access to creatures. Its appearence is similar to that of a [[smooth]]ed wall but it works the same as any filled tile, composed of mountain rock, clay or soil. Walls can be used to create your own [[building]]s or [[tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls must be built up tile by tile. There is no way to build more than one at a time. In vertical construction, walls can be built on hewn floor, other constructed wall below them, or doors below them. They cannot be built on top of constructed floors.&lt;br /&gt;
&lt;br /&gt;
{{Furniture}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1664</id>
		<title>40d:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1664"/>
		<updated>2007-11-06T01:57:27Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Doors''' are [[furniture]] which can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), or [[metal]] (at a [[metalsmith's forge]]).  You can also make [[glass]] doors (called '''portals''') at a [[glass furnace]].  The symbol for a door is that of a solid tile, the color of its material, with a cross (or ellipse for portals) of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}, {{Raw Tile|O|#0f0|#080}}). Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|═|#ccc|#880}}?&lt;br /&gt;
&lt;br /&gt;
Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the &amp;quot;value&amp;quot; of a [[room]] it is used in.  High-[[quality]] doors give a happy [[thought]] to any dwarf seeing them, especially when a door is part of a room that the dwarf personally owns.  Items made of a material a dwarf has a [[preference]] for will give an even happier thought.&lt;br /&gt;
&lt;br /&gt;
Doors, when closed, will prevent the passage of [[fluid]] (water and magma).  However, if a dwarf opens the door, the fluid will come spilling through.&lt;br /&gt;
&lt;br /&gt;
== Door settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A door set to Forbidden is impassable to any dwarves in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lock-pick and bypass a Forbidden door.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A door set to external functions as a wall when defining boundaries of a room such as a [[bedroom]]. A door set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Building&amp;quot; doors ==&lt;br /&gt;
&lt;br /&gt;
After constructing a door at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture. Doors can now be placed on any open square adjacent to a wall.  Locked doors and statues do not count as walls for door-building purposes anymore.  For the same result of the statue-door-move statue trick in previous versions to build an infinite line of doors, instead use a constructed wall segment.  Doors will not &amp;quot;fall down&amp;quot; when the constructed wall is removed.&lt;br /&gt;
&lt;br /&gt;
== Doors and Construction ==&lt;br /&gt;
&lt;br /&gt;
A door built will not create a floor above it the way a wall will. If construction is to be done above a door, walls, fortifications and floors can be built on top of doors. However, doors cannot be built on top of other doors. Stairs and ramps, of course, cannot be built on top of doors either.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&amp;diff=21190</id>
		<title>40d:Mountain gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&amp;diff=21190"/>
		<updated>2007-11-06T00:51:22Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mountain gnomes (g) are weak humanoid [[creatures]] that appear on mountainous maps. If you leave food out in the open, they will steal it, but otherwise they are harmless, will flee from your dwarves if confronted (to the point of being pushed off a cliff if necessary), and are easily killed. They can be killed by even unarmed, untrained dwarves, and a drafted woodsman will make short work of even a pack of them.&lt;br /&gt;
&lt;br /&gt;
Mountain gnomes do not generally carry equipment. They cannot be butchered, and drop three [[bones]] and a [[skull]] when killed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&amp;diff=21189</id>
		<title>40d:Mountain gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&amp;diff=21189"/>
		<updated>2007-11-05T22:53:19Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mountain gnomes (g) are weak humanoids that appear on mountainous maps. If you leave food out in the open, they will steal it, but otherwise they are harmless, will flee from your dwarves if confronted (to the point of being pushed off a cliff if necessary), and are easily killed. They can be killed by even unarmed, untrained dwarves, and a drafted woodsmen will make short work of even a pack of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mountain gnomes do not generally carry equipment. They cannot be butchered, and drop three bones and a skull when killed.&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&amp;diff=21188</id>
		<title>40d:Mountain gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mountain_gnome&amp;diff=21188"/>
		<updated>2007-11-05T22:52:46Z</updated>

		<summary type="html">&lt;p&gt;Tallyho: New page: Mountain gnomes (g) are weak humanoids that appear on mountainous maps. If you leave food out in the open, they will steal it, but otherwise they are harmless, will flee from your dwarves ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mountain gnomes (g) are weak humanoids that appear on mountainous maps. If you leave food out in the open, they will steal it, but otherwise they are harmless, will flee from your dwarves if confronted (to the point of being pushed off a cliff if necessary), and are easily killed. They can be killed by even unarmed, untrained dwarves, and a drafted woodsmen will make short work of even a pack of them.&lt;br /&gt;
&lt;br /&gt;
Mountain gnomes do not generally carry equipment. They cannot be butchered, and drop three bones and a skull when killed.&lt;br /&gt;
&lt;br /&gt;
Mountain gnomes are hardly more than a nuisance - move your food stocks inside as soon as possible, and they likely won't bother you.&lt;/div&gt;</summary>
		<author><name>Tallyho</name></author>
	</entry>
</feed>