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	<updated>2026-04-10T10:58:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave&amp;diff=27641</id>
		<title>40d Talk:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave&amp;diff=27641"/>
		<updated>2009-03-30T18:14:37Z</updated>

		<summary type="html">&lt;p&gt;Teta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;thousands of years ago&amp;quot; in other words, August 2006-October 2007?  :-) --[[User:DDouble|DDouble]] 14:05, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Circular Cave ==&lt;br /&gt;
&lt;br /&gt;
Is not that the so called underground pool? Blue ~ in embark with features visible enabled. [[User:Teta|Teta]] 18:14, 30 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Teta</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave&amp;diff=27640</id>
		<title>40d Talk:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave&amp;diff=27640"/>
		<updated>2009-03-30T18:14:20Z</updated>

		<summary type="html">&lt;p&gt;Teta: /* Circular Cave */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;thousands of years ago&amp;quot; in other words, August 2006-October 2007?  :-) --[[User:DDouble|DDouble]] 14:05, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Circular Cave ==&lt;br /&gt;
&lt;br /&gt;
Is not that the so called underground pool? Blue ~ in embark with features visible enabled.&lt;/div&gt;</summary>
		<author><name>Teta</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Warthog&amp;diff=45034</id>
		<title>40d:Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Warthog&amp;diff=45034"/>
		<updated>2008-10-14T15:46:15Z</updated>

		<summary type="html">&lt;p&gt;Teta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Warthog|symbol=w|color={{COLOR:6:0:0}}|bones=5|chunks=5|meat=5|fat=4|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Tropical Savana&lt;br /&gt;
* Tropical Grassland&lt;br /&gt;
* Tropical Shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Warthogs''' are glorified pigs preferring hot biomes and are neither remarkable or interesting in any particular way. Dwarfs will interrupt work to run from them if they spot one.  Warthogs will also tend to run from dwarfs so chaos tends to ensue if one or more somehow find their way inside a fortress.  One on one, they are generally no match for a dabbling wrestler.  They usually live in small herds of 3 to 7, though a [[hunter]] will have no trouble with a heard, armed or otherwise.&lt;br /&gt;
&lt;br /&gt;
They can be trained and used as pets or as a food and leather source.  Warthogs meat, bones, and leather have a [[value]] of 10☼, slightly more valuable than say [[dogs]], [[mountain goat]], or [[donkey]] value of 5☼, but produce significantly less than other more common [[creatures]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other animals, such as [[elephants]] which you often find along with warthogs, are a better investment for the time and effort.  Effectively, relegating warthogs to that of a nuisance because of their habit of interrupting work. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
[CREATURE:WARTHOG]&lt;br /&gt;
	[NAME:warthog:warthogs:warthog]&lt;br /&gt;
	[TILE:'w'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:short tempers]&lt;br /&gt;
	[IVORY]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:warthog piglet:warthog piglets]&lt;br /&gt;
	[FAT:4]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Teta</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary&amp;diff=19533</id>
		<title>40d:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary&amp;diff=19533"/>
		<updated>2008-09-18T23:44:00Z</updated>

		<summary type="html">&lt;p&gt;Teta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dwarves]] which repeatedly perform a specialized task will quickly gain [[skill]] levels, and within a year or two of constant labor, greatly depending on the skill, can attain '''Legendary''' ability. Tasks which do not involve time-consuming gathering of materials, especially [[mining]], [[engraving]] and [[Record keeper|record keeping]], are easy to develop quite rapidly. If you have Proficient miners dig constantly through [[stone]], they can reach Legendary skill before your first [[winter]]. Digging through dirt is far faster.&lt;br /&gt;
&lt;br /&gt;
Dwarves which attain Legendary skill at any task will [[status icons|blink]] on the game screen and have a blinking name on the Unit screen.&lt;br /&gt;
&lt;br /&gt;
Legendary is not the highest skill level a [[dwarf]] can attain. There are five invisible skill levels above it, all called &amp;quot;Legendary,&amp;quot; but providing increasing skill. We've named them Legendary+1...Legendary+5. At Legendary+5, a dwarf will always produce at least [[quality|exceptional]] goods, whereas at Legendary through Legendary+4 superior quality is possible.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Legendary status ==&lt;br /&gt;
&lt;br /&gt;
=== Attribute increases ===&lt;br /&gt;
&lt;br /&gt;
With skill increases also come [[attributes|attribute]] increases. Legendary dwarves are typically Strong, Agile, and/or Tough &amp;amp;ndash; sometimes superdwarvenly so.&lt;br /&gt;
&lt;br /&gt;
The specific benefits of each attribute are:&lt;br /&gt;
&lt;br /&gt;
*'''Agility:''' Agile dwarves perform all tasks faster. Perfectly Agile dwarves work at nearly twice the rate as non-agile dwarves, not counting skill differences.&lt;br /&gt;
*'''Strength:''' High strength will increase damage done in battle{{verify}}. It will also reduce or eliminate the [[encumbrance]] penalty on a dwarf's [[speed]]. However, since it takes a lot of weight to encumber, high strength will rarely be useful for that purpose.&lt;br /&gt;
*'''Toughness:''' Tough dwarves are more durable in combat and heal much faster.&lt;br /&gt;
&lt;br /&gt;
=== Increased productivity ===&lt;br /&gt;
&lt;br /&gt;
Dwarves with Legendary skill work at a, well, legendary rate. A legendary [[miner]] will mine roughly 14-15 squares to a no-label miner's one, for instance, and a legendary engraver can smooth 25 squares in the time it takes a no-label engraver to do one. The real-time rate is dependent on CPU speed: a Perfectly Agile legendary miner can mine about FPS&amp;amp;times;2 squares per minute, or FPS&amp;amp;times;4 [[ore]] squares. This is through normal stone &amp;amp;ndash; dirt, and possibly other substances, are much easier to mine through.&lt;br /&gt;
&lt;br /&gt;
=== Free rent ===&lt;br /&gt;
&lt;br /&gt;
Like [[nobles]], Legendary dwarves are exempt from the [[dwarven economy]]: they can take any object as a personal possession without paying for it, and claim any bedroom as their own without paying rent. This helps to keep them [[thought|happy]], although some Legendary dwarves may acquire an annoying number of objects.&lt;br /&gt;
&lt;br /&gt;
== Speeding skill attainment ==&lt;br /&gt;
&lt;br /&gt;
If you provide item-producing dwarves ([[Mason]]s, [[Carpenter]]s, [[craftsdwarf|Craftsdwarves]], [[Brewer]]s, etc.) with a constant supply of nearby goods, they can quickly increase their skill levels as well. However, such dwarves can quickly produce mountains of goods, so you must allocate huge [[stockpiles]] and many dedicated haulers in order to keep their [[workshop]]s from becoming severely [[clutter]]ed. [[Farmer]]s with a nearby [[seed]] [[barrel]] and [[food]] stockpile can also gain skill quite rapidly.&lt;br /&gt;
&lt;br /&gt;
== Strange moods ==&lt;br /&gt;
&lt;br /&gt;
Dwarves which enter a [[strange mood]] and successfully construct an [[artifact]] object will usually gain one Legendary skill, with commensurate attribute increases. The single exception is a &amp;quot;possessed&amp;quot; mood, which will result in the creation of an artifact, but no skill increase. The skill a dwarf gains from a strange mood will be that dwarf's highest &amp;quot;trade&amp;quot; skill (generally, any skill which involves the production of finished goods, plus Mining, Engraving, and Furnace Operation). If you have your peasants train to &amp;quot;dabbling&amp;quot; in desired skills (such as Armorsmith), you will greatly increase your chance of gaining dwarves with those skills at Legendary level.&lt;br /&gt;
&lt;br /&gt;
== Cross-training Legendary dwarves ==&lt;br /&gt;
&lt;br /&gt;
Because their attributes are so high, Legendary dwarves can quickly develop other skills to high levels as well. This is most useful when you have many redundant Legendary dwarves in certain professions but lack them elsewhere.&lt;br /&gt;
&lt;br /&gt;
It may also be useful to deliberately train dwarves in a quick skill to get them to Legendary status, then switch them to other jobs. If you wish to do this, set the dwarf as your [[Bookkeeper]] and set the options to the highest level of precision. Provided with an office and with their other jobs turned off, the dwarf will train their record keeper skill to legendary in the space of about a seasons, leading to legendary status extremely quickly.&lt;br /&gt;
&lt;br /&gt;
Especially having your dedicated hauler peasants cross-trained is a good idea, because they usually are completely skill free, or with initial immigrant skill levels, what also means they have very bad attributes. With more strength they can haul heavy items or bins full of those faster, and with more agility they are generally faster, simply resulting in more hauling.&lt;br /&gt;
&lt;br /&gt;
The [[Siege_operator|Siege Operator]] skill is also of use for training dwarves. Siege operation does not train very quickly, since it takes a few years to gain Legendary skill. On the plus side, it requires little supervision: Build a [[catapult]] and set it to fire at will. Siege operation is not considered a &amp;quot;trade&amp;quot; skill, so it will not interfere with gaining useful skills through strange moods, and having a catapult operate continuously is a good way to clear an area of loose [[stone]]. Furthermore, siege engines are of little use in combat without skilled operators. Dabbling operators take minutes to load a single [[bolt]] or stone, whereas skilled operators can load and fire several times a minute.&lt;br /&gt;
&lt;br /&gt;
Another prominent skill for cross-training is the [[Pump_operator|Pump Operator]]. Simply building some [[Screw_pump|Screw Pumps]], not necessarily near water, switching them to manual pumping and assigning the skill to the dwarves to be trained results in pumping hot air for the benefit of better attributes. Operating pumps also produces no strange moods and needs little supervision. The skill gained itself is rather useless, because of the possibility of [[Water_wheel|Perpetual Motion]] within dwarf fortress. So nobody would really want to dedicate a couple of dwarves for this job.&lt;br /&gt;
&lt;br /&gt;
Another set of skills for training are the [[Skill|Social Skills]] like Comedian, Consoler, Conversationalist, Flatterer, Intimidator, Judge of intent, Liar, Negotiator, Pacifier and Persuader. They are gained for tasks like trading, but also for simple chatting among the dwarves. This happens occasionally, uncontrolled, and at [[Party|parties]]. A way to force this chatter is designating only a single 1x1 meeting area [[Zone]]. All idling/breaking dwarves will flock to this area (resulting in a 3x3 dwarf pile), and a storm of communication ensues. So giving your dwarves more spare time will increase their training. Because they train not only one, but several skill (there are 10), reaching legendary status in all of them usually means that their [[Attributes|dwarf attributes]] will be maxed. Oddly enough, some dwarves seem to ignore/do not use one or two of the social skills, e.g. some honest dwarf may never use the liar skill. But that has no real effect one the training. Gaining strength and toughness through talking is a little unusual, so it has already been suggested to remove attribute gain from improving this skills. But on the other hand, chatting among dwarves may also contain some brawling. Another fact is that it seems to have an effect how many dwarves are chatting simultaneously, the more the merrier, meaning faster skill gain. So seeing 70 idlers may be a good thing for once. Again, no strange moods in this skills, and little supervision, but almost an exploit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Teta</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12437</id>
		<title>40d:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12437"/>
		<updated>2008-07-27T22:06:54Z</updated>

		<summary type="html">&lt;p&gt;Teta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any object that is normally fashioned out of a naturally-occurring (&amp;quot;rough-hewn&amp;quot;) wall can also be built on a completely empty tile as a '''construction'''.  This includes [[stair]]s, [[ramp]]s, [[fortification]]s, and even new [[wall]]s and [[floor]]s.  &lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;built&amp;quot;, constructions are not the same as [[building]]s (such as [[workshop]]s or [[furniture]]), instead functioning as inert terrain objects.  Once built, you cannot interact with constructions via the {{k|q}} or {{k|t}} menus (although you can suspend or cancel their construction via these keys).&lt;br /&gt;
&lt;br /&gt;
To build a construction, type {{k|b}}-{{k|C}}.  A construction can be built out of any type of [[stone]], [[block]]s, [[bar]]s, or [[wood]], and requires a [[mason]] if made out of stone; a [[carpenter]] if made out of wood; or any kind of [[metalsmith]] if made out of [[metal]]. &lt;br /&gt;
&lt;br /&gt;
Constructions behave the same as objects fashioned out of natural rock, although the manner in which they are removed is different.  Stairs and ramps made from natural rock are removed via &amp;quot;Remove Up Stairs/Ramps&amp;quot; ({{k|d}}-{{k|z}}); non-constructed walls and fortifications must be [[mining|mined]] out ({{k|d}}-{{k|d}}); and natural floors are removed by digging a [[channel]] ({{k|d}}-{{k|h}}).  However, all ''constructed'' objects of any type are removed via &amp;quot;Remove Construction&amp;quot; ({{k|d}}-{{k|n}}).&lt;br /&gt;
&lt;br /&gt;
Building a construction on a smoothed or additionally engraved floor will remove the smoothing, see removal behavior, and also the engraving. This will give the engraver the usual unhappy thought from art defacement in the case of a masterful engraving.&lt;br /&gt;
&lt;br /&gt;
== Strange removal behavior ==&lt;br /&gt;
&lt;br /&gt;
Once a constructed wall or floor is built, then removed, the remaining floor changes to reflect the base rock of the tile, rather than any stone, ore or [[gem]] vein. For instance, if you were to build a wall on a square of a mined-out [[hematite]] seam within a [[basalt]] rock layer, then remove the wall construction, the floor underneath would become basalt, rather than the original hematite.&lt;br /&gt;
More to it, if the floor was smoothed, it will become rough again, and engravings will not return.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Teta</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12436</id>
		<title>40d:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12436"/>
		<updated>2008-07-27T21:56:49Z</updated>

		<summary type="html">&lt;p&gt;Teta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any object that is normally fashioned out of a naturally-occurring (&amp;quot;rough-hewn&amp;quot;) wall can also be built on a completely empty tile as a '''construction'''.  This includes [[stair]]s, [[ramp]]s, [[fortification]]s, and even new [[wall]]s and [[floor]]s.  &lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;built&amp;quot;, constructions are not the same as [[building]]s (such as [[workshop]]s or [[furniture]]), instead functioning as inert terrain objects.  Once built, you cannot interact with constructions via the {{k|q}} or {{k|t}} menus (although you can suspend or cancel their construction via these keys).&lt;br /&gt;
&lt;br /&gt;
To build a construction, type {{k|b}}-{{k|C}}.  A construction can be built out of any type of [[stone]], [[block]]s, [[bar]]s, or [[wood]], and requires a [[mason]] if made out of stone; a [[carpenter]] if made out of wood; or any kind of [[metalsmith]] if made out of [[metal]]. &lt;br /&gt;
&lt;br /&gt;
Constructions behave the same as objects fashioned out of natural rock, although the manner in which they are removed is different.  Stairs and ramps made from natural rock are removed via &amp;quot;Remove Up Stairs/Ramps&amp;quot; ({{k|d}}-{{k|z}}); non-constructed walls and fortifications must be [[mining|mined]] out ({{k|d}}-{{k|d}}); and natural floors are removed by digging a [[channel]] ({{k|d}}-{{k|h}}).  However, all ''constructed'' objects of any type are removed via &amp;quot;Remove Construction&amp;quot; ({{k|d}}-{{k|n}}).  &lt;br /&gt;
&lt;br /&gt;
== Strange removal behavior ==&lt;br /&gt;
&lt;br /&gt;
Once a constructed wall or floor is built, then removed, the remaining floor changes to reflect the base rock of the tile, rather than any stone, ore or [[gem]] vein. For instance, if you were to build a wall on a square of a mined-out [[hematite]] seam within a [[basalt]] rock layer, then remove the wall construction, the floor underneath would become basalt, rather than the original hematite.&lt;br /&gt;
More to it, if the floor was smoothed, it will become rough again. If it was additionally engraved, the engraving will be destroyed, which gives the creator the usual unhappy thought, in case of a masterwork. {{version|0.28.181.39e}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Teta</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39391</id>
		<title>40d Talk:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39391"/>
		<updated>2008-07-18T09:53:49Z</updated>

		<summary type="html">&lt;p&gt;Teta: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added record keeping to the skills that it's easy to become legendary in since it's even quicker than mining and engraving when set to 100% accuracy [[User:Moonman|Moonman]] 15:04, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It could also be added that [[screw pump|screw pump gyms]] are a nice way to the respective skill, as mentioned in the article. I think its even faster than the siege skill.&lt;br /&gt;
&lt;br /&gt;
Should we mention that legendary dwarves don't pay money once the economy sets in?&amp;lt;br&amp;gt;&lt;br /&gt;
Might be important.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 12:21, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Aye. --[[User:Savok|Savok]] 16:34, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blinking ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important this is, but I'll talk about it anyways. I set up a game with [[User:Rinn/AdjustProfile|Adjust Profile]] so that all of my starting Dwarves were legendary. So la-de-da-da, they all blink 'in tune' at the start. After some time, they some of them started to blink out of tune with one another. So does this mean that the blinking subroutine is independently timed on each dwarf?  Is there significant lag if one has a legendary dwarf vs a non-legendary? Or 5? Or 50? --[[User:Chrispy|Chrispy]] 08:21, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Has anyone ever suggested removing the blinking? The blinking gets a bit harsh on the eyes, especially when you have tons of legendary dwarves. I'd just prefer a [L] tag somewhere in the person's name/skill list. --[[User:AlexFili|AlexFili]] 04:50, 4 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Teta</name></author>
	</entry>
</feed>