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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ungulateman</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-02T05:49:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hammerer&amp;diff=127746</id>
		<title>v0.31 Talk:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hammerer&amp;diff=127746"/>
		<updated>2010-09-17T20:50:57Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Created page with 'Thanks for adding that, Quietust. ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for adding that, Quietust. [PREFSTRING: haunting moos] 20:50, 17 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hammerer&amp;diff=127723</id>
		<title>v0.31:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hammerer&amp;diff=127723"/>
		<updated>2010-09-17T12:45:10Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Hurr durr links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| quarters=Modest Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with Baron{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* {{L|Justice}}&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Hammerer is a noble which arrives with the {{L|Baron}}. If your {{L|sheriff}} is busy, your {{L|jail}} is full, or a particularly heinous crime is comitted, the hammerer will deliver a series of hammerstrikes, most likely leading to death or serious injury for the criminal (most often a random metalsmith who couldn't satisfy a noble's {{L|mandate}} for {{L|slade}} earrings).&lt;br /&gt;
&lt;br /&gt;
It is recommended that you either injure your Hammerer to the point where he can't dispense his vigilante brand of Dwarven Justice, replace his hammer with a almost-harmless {{L|adamantine}} one, or trap him in a room and dump food down a hole for him to eat. Killing your Hammerer outright will lead to another one arriving later{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
Notes in the dwarf entity {{RAWs}} suggest that ToadyOne plans on making the Hammerer's choice of {{weapon}} modifiable in the future.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Entourage}}&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hammerer&amp;diff=127722</id>
		<title>v0.31:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hammerer&amp;diff=127722"/>
		<updated>2010-09-17T12:43:35Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Wee random edit. Feel free to add/subtract/multiply to this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Hammerer&lt;br /&gt;
| quarters=Modest Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with Baron{{Verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* {{L|Justice}}&lt;br /&gt;
* Executioner&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Hammerer is a noble which arrives with the {{Baron}}. If your {{sheriff}} is busy, your {{jail}} is full, or a particularly heinous crime is comitted, the hammerer will deliver a series of hammerstrikes, most likely leading to death or serious injury for the criminal (most often a random metalsmith which couldn't satisfy a noble's {{mandate}} for {{slade}} earrings).&lt;br /&gt;
&lt;br /&gt;
It is recommended that you either injure your Hammerer to the point where he can't dispense his vigilante brand of Dwarven Justice, replace his hammer with a almost-harmless {{adamantine}} one, or trap him in a room and dump food down a hole for him to eat. Killing your Hammerer outright will lead to another one arriving later{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
Notes in the dwarf entity {{RAWs}} suggest that ToadyOne plans on making the Hammerer's choice of {{weapon}} modifiable in the future.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Entourage}}&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soil&amp;diff=127174</id>
		<title>v0.31 Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soil&amp;diff=127174"/>
		<updated>2010-09-06T11:59:52Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was under the impression that it was NOT a bug that you couldn't plant on dry underground soil.&lt;br /&gt;
:ARGH&lt;br /&gt;
&lt;br /&gt;
It's a bug, but Toady would rather focus on more important things than it. It may now be a feature, considering that it's been 11 updates and he hasn't touched it. [PREFSTRING: haunting moos] 11:59, 6 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements&amp;diff=126665</id>
		<title>v0.31:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:System_requirements&amp;diff=126665"/>
		<updated>2010-08-31T12:04:29Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Yeah, I'm missing some information. Feel free to get rid of it if it's not up to scratch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|08:51, 1 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
''If you're looking for information on improving the performance of Dwarf Fortress on your computer, see {{L|Maximizing framerate|Maximizing Framerate}}.''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== OS ==&lt;br /&gt;
&lt;br /&gt;
Requires &lt;br /&gt;
&lt;br /&gt;
* '''Windows''' NT 4.0, Windows 98, or newer &lt;br /&gt;
* '''Linux''' using Wine, native Linux version,&lt;br /&gt;
* '''Mac'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''The [[40d:System requirements|40d article]] has detailed info on Non-Windows OS' that is probably mostly still valid.''&lt;br /&gt;
&lt;br /&gt;
== RAM ==&lt;br /&gt;
&lt;br /&gt;
DF is not particularly RAM-hungry. With 512MB you may be a bit on the short side, but 1 GB is absolutely sufficient. World Generation can eat up far more than that, but Generation will only be slower if not more RAM is available. Otherwise the influence of RAM on game speed is limited, as DF is not loading and offloading big chunks of data much.&lt;br /&gt;
&lt;br /&gt;
There are no detailed requirements per se.  However, because simply saying the more RAM you have and the faster your CPU is the better is not all that helpful, here are some stats that users have experienced while playing this game on a variety of different environments.  (Please note that ‘fast game-play’ and ‘slow game-play’ are subjective terms and not intended to relay anything specific or exact.  What may be fast to one person might be slow to another). It's also essential that you mention the state of your fortress - how many dwarves there are, animals, terrain, speedups, and so forth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Experiential reports ==&lt;br /&gt;
=== Report format ===&lt;br /&gt;
Please read [[DF2010:System_requirements/Report_Template | the report template]] page before contributing any reports&lt;br /&gt;
&lt;br /&gt;
=== Reports ===&lt;br /&gt;
Configuration type: AMD based, full desktop PC&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.08 - graphics&lt;br /&gt;
:World size: Medium region (default, nonmodified)&lt;br /&gt;
:Embark size: 5x5&lt;br /&gt;
:Age of fort: 6 years&lt;br /&gt;
:Number of dwarves: 140&lt;br /&gt;
:Average fps: 6-14&lt;br /&gt;
:Default/nondefault raws: nondefault, dwarven speed modified, some smelting recipes modified.&lt;br /&gt;
:Tileset in use: Phoebus prebuilt version&lt;br /&gt;
:Amount of stone dug: 8693 at the moment of measure&lt;br /&gt;
:Amount of water and state: A brook, dammed and diverted into big cisterns for trap use, mostly static and pressurised.&lt;br /&gt;
:Approximate amount of z-levels: Beyond 200 below the ground level, around 5 upwards from ground.&lt;br /&gt;
:RAM usage of game: Around 1.25 GB when playing&lt;br /&gt;
:Draw mode in init.txt: VBO&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: AMD 7750x2 BE @ 2.7GHz&lt;br /&gt;
:MBO: Gigabyte GA-MA78G-DS3h&lt;br /&gt;
:RAM: 4GB DDR2 800&lt;br /&gt;
:GPU: XFX GTX260&lt;br /&gt;
:OS: Windows 7 x64 Ultimate&lt;br /&gt;
&lt;br /&gt;
;Game info&lt;br /&gt;
:Game version: 31.12&lt;br /&gt;
:World size: Smaller Region&lt;br /&gt;
:Embark size: 4x4&lt;br /&gt;
:Number of dwarves: 7&lt;br /&gt;
:Average fps: 90-100&lt;br /&gt;
:Default/nondefault raws: Giant Eagles can be everywhere. No aquifers, and one cavern layer.&lt;br /&gt;
:Tileset in use: Ironhand.&lt;br /&gt;
:Amount of stone dug: ~150&lt;br /&gt;
:Amount of water and state: A dozen murky pools.&lt;br /&gt;
:Approximate amount of z-levels: 40-50.&lt;br /&gt;
:RAM usage of game: Unknown.&lt;br /&gt;
:Draw mode in init.txt: 2D.&lt;br /&gt;
&lt;br /&gt;
;PC info&lt;br /&gt;
:CPU: 1.6 GHz Intel Centrino.&lt;br /&gt;
:MBO: Unknown.&lt;br /&gt;
:RAM: 512 MB.&lt;br /&gt;
:GPU: Unknown.&lt;br /&gt;
:OS: Microsoft XP.&lt;br /&gt;
&lt;br /&gt;
=== Archived reports ===&lt;br /&gt;
Older, incomplete, reports can be found [[DF2010:System_requirements/Archived_reports | here]].&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jail&amp;diff=126664</id>
		<title>v0.31 Talk:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jail&amp;diff=126664"/>
		<updated>2010-08-31T11:58:00Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Spam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No talk about chains? ==&lt;br /&gt;
&lt;br /&gt;
I know ropes are part of restraints, but chains are too. I don't see them inside it all. Oh and nice work. Looks better than my version. --[[User:Hugna|Hugna]] 19:51, 28 May 2010 (UTC)&lt;br /&gt;
:&amp;quot;The best choice of restraint is therefore a good strong metal chain.&amp;quot; They're there. :P --[[User:DeMatt|DeMatt]] 19:55, 28 May 2010 (UTC)&lt;br /&gt;
::I realized the second i looked below cages. Another stupid action by me i guess. Sorry. --[[User:Hugna|Hugna]] 19:56, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Chains versus Ropes==&lt;br /&gt;
:&amp;quot;Ropes, being made of plant fiber and therefore weaker than metal chains, can sometimes be broken by strong dwarves, thus letting them escape and wreak more havoc.&amp;quot;&lt;br /&gt;
Has this '''ever''' been true? The only events I've seen were tantruming prisoners '''destroying''' their restraints, but that's just because the restraint was a building, so a chain wouldn't be any stronger than a rope (and not even the metal would matter - tin, steel, and adamantine would be equally vulnerable). --[[User:Quietust|Quietust]] 20:53, 28 May 2010 (UTC)&lt;br /&gt;
::I've only has one dwarf tantrum while chained to a copper chain, and he never broke it, however, i cannot verify the rope part myself. Assuming, it is possible to wear out a rope much much faster than a chain, so if this was realistic, i'd assume a rope would break on the 4th or 5th guy chained to it. So it may need verification. Most of everyone says it can break on the forums, so me and Matt went by that. --[[User:Hugna|Hugna]] 21:42, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Prisoners dying of dehydration? ==&lt;br /&gt;
In my current fort I've had at least two prisoner dwarfs die of thirst, and not for lack of liquids. I've got a couple wells, plentiful buckets, and a booze stockpile in the jail cell.&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ice_wolf&amp;diff=126559</id>
		<title>v0.31:Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ice_wolf&amp;diff=126559"/>
		<updated>2010-08-29T16:41:33Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:29, 7 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Ice wolf&lt;br /&gt;
|symbol=w|color=7:0:1&lt;br /&gt;
|align=evil&lt;br /&gt;
|biome=&lt;br /&gt;
* {{l|Glacier}}s&lt;br /&gt;
* {{l|Tundra}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|valm=2&lt;br /&gt;
|bones=11&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=13&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A fierce creature from the evil snowy wilds.  It has white fur and a piercing howl.''&lt;br /&gt;
&lt;br /&gt;
Similar to {{l|wolf|wolves}}, found only in cold and evil biomes. The only difference is their skin, hair and eye color, as well as being more resistant to cold temperatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Aquifer&amp;diff=126493</id>
		<title>v0.31 Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Aquifer&amp;diff=126493"/>
		<updated>2010-08-28T21:36:50Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Comments ==&lt;br /&gt;
Just used cave-in method to pierce a single deep aquifer. I assume that constructed layers still don't work, but haven't tested them (otherwise I would have specifically mentioned not to try using constructed walls.)&lt;br /&gt;
&lt;br /&gt;
A weird glitch: the fallen rock morphs to the rock type of the layer it lands to.&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. --[[User:Tarran|Tarran]] 01:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Of the methods on the old page: looks like the speed and pump methods are still possible, though I was not able to pull them off. I was getting path finding issues where a dwarf thought it was stuck even though there was a clear path, and so was more fun than necessary.&lt;br /&gt;
--[[User:Droid|Droid]] 04:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modding Method ==&lt;br /&gt;
&lt;br /&gt;
I just tried the modding method in 31.04, and it was completely screwed up at several stages.  World Gen worked fine.  On the region map though, itreplaced all sedimentary layers in the region map w/ just plain &amp;quot;Rock&amp;quot;, showed cluster and vein (Native Platinum, Native Gold, Cassiterite, etc) in the region map.  On the prepare screen, all of my dwarves turned into cave crocodiles, although setting skills and buying items still worked fine.  Finally, on the local map, my dwarves were in fact cave crocodiles, there didn't seem to be any vegetation, and visible rocks on the ground cycle through all material types rapidly, giving them a flashing rainbow appearance.  &lt;br /&gt;
&lt;br /&gt;
Can someone else give this a try?&lt;br /&gt;
&lt;br /&gt;
:That would be because you have duplicates. Check your RAWs. --[[Special:Contributions/97.103.188.15|97.103.188.15]] 01:21, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just tried it in 31.10 myself.  Genned a new world, and there was no indication of aquifers anywhere, nor any warnings.  However, when I got there and started digging out my fortress, I hit one anyway a few z-levels in.  Naturally, I'm a bit confused. [[Special:Contributions/70.173.99.39|70.173.99.39]] 04:02, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Heh. I had a similar problem when I simply removed the first [ on [AQUIFER]. The improper tag [SOIL_SAND]AQUIFER] causes the stone bug, at any rate.&lt;br /&gt;
&lt;br /&gt;
== Draining Method ==&lt;br /&gt;
&lt;br /&gt;
I just embarked on a site where a surface river drops several z-levels into a canyon, ending up one z-level below an aquifer level. I decided to try punching through the aquifer by draining a large area into the lake and walling off a stairwell in the drained area. Unfortunately, due to the new channelling designation, I now have six soggy dwarf corpses in the canyon, and a melancholy dwarf trading baleful glares with a couple local harpies. The miners basically just dig a down ramp and then jump down into the flow, they seem to even do this if you play with their digging sides so that they have no reason to path through the channelled square.&lt;br /&gt;
&lt;br /&gt;
I might have had more success if I had dug out a larger area unconnected to the river at first, and then breached the canyon wall with a single dwarven sacrifice, but it really seems as though there's no safe way to alter flows with the new channelling system.&lt;br /&gt;
&lt;br /&gt;
Apologies in advance if I didn't set up this talk discussion edit correctly, I don't really understand witiquette.&lt;br /&gt;
--[[User:Njero|Njero]] 05:58, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I recently had a similar problem with the freezing method in which I used channel (I should try again with the up/down stairs recommended and see if that changes anything). Basically, the dwarves channeled out a square and then walked into it before it filled and froze. I rather rapidly ended up with seven Dwarf Popsicles. [[Special:Contributions/98.151.26.202|98.151.26.202]] 09:45, 30 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cave-in method needs tutorial ==&lt;br /&gt;
&lt;br /&gt;
I tried penetrating an aquifier layer using the cave-in method and wound up with a room of 7/7 water filled with chunks of stone. Flow of water into the aquifier layer did not stop, and I was unable to penetrate it. Could someone please through together a diagram showing how to use the cave-in method? The wiki article is not very specific.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:15, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cave in method may be broken in the new version of DF because of the ramps. Can anyone confirm? I've tried repeatedly, but cannot get the 3x3 square necessary to burrow deeper. --[[User:ReducedToRubble|ReducedToRubble]] 18:00, May 1st 2010&lt;br /&gt;
:The cave in method still works, as ramps are now ignored for holding up a surface so long as the ramp '''starts''' on the floor below (to cave in floor -2 dig a channel.  If a ramp is left that stats on floor -3, the cave in will still occur.) [[User:Kenji 03|Kenji 03]] 11:50, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pump method ==&lt;br /&gt;
&lt;br /&gt;
I added a section for the method where you just pump the water back into the aquifer and smooth the edges.  I'm surprised it wasn't there already since its the only way that works everywhere.  May need formating/work/links/etc.  &lt;br /&gt;
-- [o_O]WTFace (from the forums)&lt;br /&gt;
&lt;br /&gt;
== Sombody should make a youtube video how to get trough a aqualayer &amp;gt;.&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Iv tried pumps sucking up but the water seem to come back faster than i can drain it especialy if i make a larger channel size &amp;gt;.&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Martial_trance&amp;diff=126492</id>
		<title>v0.31:Martial trance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Martial_trance&amp;diff=126492"/>
		<updated>2010-08-28T21:05:41Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|16:45, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Champions.png|150px|thumb|right| The aftermath of a dwarf in martial trance. ]]&lt;br /&gt;
{{expand Topic}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A {{l|creature}} enters '''martial trance''' when it is fighting multiple enemies at once. The trance offers a boost to the creature's abilities - a creature in a martial trance has a significantly increased chance of blocking or parrying an attack, and is more likely to hit their opponent.&lt;br /&gt;
&lt;br /&gt;
{{l|Dwarves}} are the only creatures which enter martial trances without {{l|modding}}. The RAW tag which determines this also causes {{l|strange moods}}.&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Martial_trance&amp;diff=126491</id>
		<title>v0.31:Martial trance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Martial_trance&amp;diff=126491"/>
		<updated>2010-08-28T21:04:43Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Fleshing out a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|16:45, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Champions.png|150px|thumb|right| The aftermath of a dwarf in martial trance. ]]&lt;br /&gt;
{{expand Topic}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A {{l|creature}} enters '''martial trance''' when it is fighting multiple enemies at once. The trance offers a boost to the creature's abilities - a creature in a martial trance has a significantly increased chance of blocking or parrying an attack, and is more likely to hit their opponent.&lt;br /&gt;
&lt;br /&gt;
{{l}Dwarves}} are the only creatures which enter martial trances without {{l|modding}}. The RAW tag which determines this also causes {{l|strange moods}}.&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Crossbow&amp;diff=126490</id>
		<title>v0.31:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Crossbow&amp;diff=126490"/>
		<updated>2010-08-28T21:00:44Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Stuff about crossbows in melee.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|05:15, 12 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Crossbows''' can be made from {{l|wood}}, {{l|bone}} or {{l|metal}}. Wooden and bone crossbows are made at a {{l|bowyer's workshop}} using the {{l|crossbow-making}} skill; metal crossbows are made at a {{l|metalsmith's forge}} using the {{l|weaponsmithing}} skill.&lt;br /&gt;
&lt;br /&gt;
In melee combat, crossbows use the {{l|Hammer}} skill. {{l|Cross-training}} your marksdwarves so that they can hold their own in a melee is advisable.&lt;br /&gt;
&lt;br /&gt;
{{l|ambusher|Hunters}} do use them and they can be assigned to your {{l|military}}. {{l|Ammunition}} for crossbows are {{l|bolts}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All fixed in v0.31.10:&lt;br /&gt;
There are reports that {{l|soldier}}s using crossbows is {{l|known bugs and issues|buggy}} currently, including problems with {{l|equipment|equipping}} bolts, practicing at {{l|archery target}}s and going into melee instead of shooting in {{l|Fun#Ambush|actual battle}}.  A workaround to getting them to practice can be found [http://www.bay12forums.com/smf/index.php?topic=57660.msg1266683#msg1266683  here].&lt;br /&gt;
&lt;br /&gt;
There are also various {{l|known bugs and issues|reports}} about problems with {{l|hunting}}, but a hunter will generally use a crossbow and  bolts and actually shoot at game.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Tokens&amp;diff=69632</id>
		<title>Category talk:Tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Tokens&amp;diff=69632"/>
		<updated>2010-03-09T03:59:44Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Replying to a tutorial request or something. I fixed your syntax as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What is a Token?''==&lt;br /&gt;
For a modding tutorial, perhaps someone could explain what a 'Token' is and how to use it? Pweeeeze?&lt;br /&gt;
[[User:AngleWyrm|My five-point rating system: Yay, Kay, Meh, Erm, Gleh]] 03:20, 9 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A token is anything in one of the RAW files with brackets around it, like [MEGABEAST] or [AQUIFER], for example. Different objects have different tokens (only creatures use [SIZE:x] tokens, for example) and changing tokens allows you to change behaviour, appearance, location and a lot more of various objects.&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=64291</id>
		<title>40d Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=64291"/>
		<updated>2010-03-02T05:57:53Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Second Ages and how you can make them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Autumn to Spring? ==&lt;br /&gt;
&lt;br /&gt;
My Current game seems to skip right from Autumn to Spring, and Winter never comes. I noticed because I've been camped in a temperate zone, waiting for an Aquifer layer to freeze so I can tunnel through it, erecting walls along the way. I have indeed messed with some of the raw files from time to time, though many creature ones, mostly, such as modding stats or making entirely new creatures. What could have caused this? [[User:Jwguy|Jwguy]] 00:37, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Very strange, I think that's hardcoded. Maybe you set dwarves not to be active in the winter? No idea if that would do it or not.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
''Calendar'' isn't even a term used in DF; what makes you think it should be highlighted in '''bold''' and be the redirect for '''season'''? I'm being picky, but why would anyone -search- for calendar? I'd argue this is a meta information page (guide?) that which doesn't deserve a direct search term. (In opposition to Season being Redirected here). Thoughts? --[[User:Markavian|Markavian]] 14:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Not to rain molten death on your rant, but my game actually says: &amp;quot;Autumn has arrived on the calender.&amp;quot; as the season changes. So it is used in the game. But this only happens when your region also has dry and wet seasons. Not all have these, so some use the old system of reporting the seasons. This is a bit unclear, and I only figured it out after someone discussed this, and then it happend to me. So what terminoligy the game uses depends on your [edit]strike this: 'version'[/edit] type of map, such as desert or ice. --[[User:Soyweiser|Soyweiser]] 15:01, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Depend of the version? I'm not sure I really understand what that mean, but if it's not in use in the new version then it should not be done here. There is an archived wiki for the older version... --[[User:Eagle of Fire|Eagle of Fire]] 16:24, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I meant the version of the map you are playing on. Of course I'm talking about the newest version of the game. Sorry for the confusion. But I meant the type of the map you are playing on instaid of version.  --[[User:Soyweiser|Soyweiser]] 17:18, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;...has arrived on the calender&amp;quot; is used to differentiate calendar seasons from local seasonal patterns (i.e. &amp;quot;summer&amp;quot; and &amp;quot;winter&amp;quot; don't mean much in a desert, &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; season mean everything). It is used in the current version, and I think anyone wishing to know about the dates and months would search for &amp;quot;calendar&amp;quot;. That's what I searched for. The word &amp;quot;season&amp;quot; doesn't cover things like names of the months and length of the year. [[Season]] could have it's own article or not, but calander should stay, IMO. --[[User:Turgid Bolk|Turgid Bolk]] 16:35, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: ''Yay for molten death, and healthy discussion.'' I like the coloured table of seasons, the content of the article is good. I did not know about the &amp;quot;Autumn has arrived on the calender&amp;quot; type messages, that should definitely be added if its a fact. I suppose the question is; how would separate Calendar and Season pages differ? If they don't differ enough, then they should stay merged. I think 'farming' is the more useful topic for seasons, I would like to see a short definition of 'A season' and 'Farming seasons' on a season page, with a healthy pointer to this Calendar page for more information about the dwarven year. At least there would be a definition for 'Season' which I feel is missing from the Calendar page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== How Long is a Year? ==&lt;br /&gt;
&lt;br /&gt;
Time seems to pass more slowly in the new version, even with the same frame rate, so the number of frames/ticks per day must have increased.  Has anyone yet bothered to measure the duration of a day?  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:41, 13 November 2007 (EST)&lt;br /&gt;
:My own personnal guess would be to blame the greatly increased pathing calculation that the game need to do now that we can span the game over several levels. Not only does the game have to make calculation for your dwarves, but if there is some kind of chasm (I have one in my current fortress) it also need to calculate their pathing and AI behavior too. Not to talk about wilderness animals. Add to that weather (which can also have to be calculated on a nonfixed area, which mean it can be greater than the last version), water flow calculation (very well made but ought to take a little weight on the CPU), etc... --[[User:Eagle of Fire|Eagle of Fire]] 23:16, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The number 100,800 is used all over the place in the game code, in various time-related uses.  I ''think'' it's the length of a month in game ticks.  Unfortunately for this idea, the number 12*100,800 does not occur at all in the game code.  It's possible, then, that 100,800 is the number of, call them tocks, that are in a game year, with an unknown ratio between ticks and tocks.  So that's not much help.  Anyway, it is suggestive that 100800 is divisible by (12*28).  Is it really possible that there are only 300 ticks in a day?  I don't think so.  More info as I discover it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 19 November 2007 (EST)&lt;br /&gt;
::I had read on the forums that one day is 1200 ticks.  100800/1200 = 84 which is how many days there are in a season.  So 100800 would be the number of ticks(frames) in a season --[[User:Karlito|Karlito]] 01:07, 3 December 2007 (EST)&lt;br /&gt;
:::This would make more sense to me.  I just tested out whether or not it was 300 (didn't have the patients for 1200) in version 40d.  I started with a paused game fairly shortly after the day went from the 20th to the 21st (though not exactly).  I then stepped 100 times checking the date as I went. After 300+ steps (300 + the amount by which I overshot the start of the day) the day was still the 21st.  After 600+ steps the day was still the 21st and I lost interest in testing something that wasn't going to be exact.  Shortly after un-pausing, however, the day turned over to the 22nd, making 1200 steps per day a reasonable assumption. --[[User:Frewfrux|Frewfrux]] 14:00, 1 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Current version changes ==&lt;br /&gt;
&lt;br /&gt;
39a and beyond has brought about quite a few changes. We should try to compile a list and update the page. Here's some off the top of my head.&lt;br /&gt;
&lt;br /&gt;
-Time seems to be flowing even slower now.&lt;br /&gt;
-The world doesn't stop at a fixed value anymore.&lt;br /&gt;
-Ages also are not fixed, and depend on the status of the world.&lt;br /&gt;
(Post by SirPenguin)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Seasons&amp;quot; Redirect ==&lt;br /&gt;
&lt;br /&gt;
Season redirects here, but if you make it plural it doesn't redirect at all, maybe someone should fix that.  That may just be the way things are done, and if that's the case feel free to ignore this, but it took me a minute to find this page the first time, because when searching &amp;quot;seasons&amp;quot; to find the names of the seasons it didn't come up with anything relevant.  [EDIT]: Forgot to sign, sorry... --[[User:Timmeh|Timmeh]] 02:42, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I added the &amp;quot;seasons&amp;quot; redirect.  If anyone feels this shouldn't have been done, feel free to delete it. --[[User:Timmeh|Timmeh]] 15:05, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is fine, but we need more information about each season and what happens during it to be here. --[[User:Khimaera UK|JK]] 12:00, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
i think the ages section should get a more detailed section about known sections.&lt;br /&gt;
like age of emtiness, age of demons, age of hydras, age of myth, age of legends, age of heros, age of fairy tales and so on with a little description what in worldgen should happen to get this age name. --[[User:Rhenaya|Rhenaya]] 10:45, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasonal Events ==&lt;br /&gt;
&lt;br /&gt;
It might be worth noting on the calendar page that the four seasons each have their own special days.  Spring has either the Elven Caravan or the Elvish Army arriving; Summer has humans; Autumn has dwarves and a goblin ambush; and winter is often a great time to do yard-work because there are rarely any armies out and about. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jurph|Jurph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I added a trading section with the above in mind. I don't know enough about seasonal warmongering to comment at this stage.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 05:11, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update of 'Ages' section ==&lt;br /&gt;
&lt;br /&gt;
I allowed myself to compile a list of possible Ages in world generation, with explanation and possible triggers. Information taken from forum thread. Feel free to expand, change formatting (bold font seems a bit fuzzy, hmm), or even reverse the change if you're feeling too. --[[User:Haspen|Haspen]] 12:35, 8 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Second Ages ==&lt;br /&gt;
&lt;br /&gt;
With some effort, it's possible to trigger ages to reoccur, and they even have appropriate titles. Killing off some town leaders in adventure mode meant that shortly afterward, a Second Age of Myth occurred. I suspect that Age of Heroes is also linked to the amount of living civ leaders as well as megabeasts / semimegabeasts.&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=63316</id>
		<title>40d:Starting build design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=63316"/>
		<updated>2010-02-21T00:24:44Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: I'm being sarcastic, this stuff is totally horrible.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please.&lt;br /&gt;
&lt;br /&gt;
See [[starting builds]] for a general discussion of this topic.&lt;br /&gt;
&lt;br /&gt;
==A basic build ==&lt;br /&gt;
&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* 2 miner/X (digging stone can be slow - this gets you into the ground asap)&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either an herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such&lt;br /&gt;
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].&lt;br /&gt;
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.&lt;br /&gt;
* (optional) other kinds of [[seed]]s and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) [[leather]] to make [[quiver]]s and [[bag]]s and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].&lt;br /&gt;
&lt;br /&gt;
== Metalbashing/Glassworking ==&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal but large coal seams or a forest will also suffice.  A site with sedimentary and flux should mean nearly unlimited steel.  Any site with [[sand]] (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* A Carpenter/Woodcutter/Leader:  A bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal [[personality]].&lt;br /&gt;
* A Mason/Mechanic/Building designer:  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster [[trap]]-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist:  This dwarf will gather the plant material you need to brew drinks.   Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/(Cook):  This dwarf is responsible for keeping your community fed and liquored up - the cook is optional.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal [[goblet]]s, stone [[mug]]s, handwear, footwear, [[mechanism]]s, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
'''Core Items''' (all starts)&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s. 11 give 2 barrels.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, [[sweet pod]] seeds, pig tail seeds, and [[cave wheat]] seeds will diversify your meals and drinks and let you set up for [[cloth]]es-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (fast start)&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (slow start)&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which can take 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* with the points you save by not bringing an anvil, ores or bars of metals, and (if needed) coal (for fuel and coke) and/or  flux.&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  Note that you could get a free barrel (normal cost 10/) for every 5 units of alcohol (cost 2/) or 10 food (or part thereof), but the barrels are not empty until that alcohol or food is consumed. &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;moderate start&amp;quot; would split the differences.&lt;br /&gt;
&lt;br /&gt;
== Everyone Mines ==&lt;br /&gt;
One build that is actually very easy to use is to take no mining skills and 7 (or more) copper picks.  Then, choose a site with a type of [[soil]], which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!&lt;br /&gt;
&lt;br /&gt;
==Do it yourself ==&lt;br /&gt;
This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later.  Read the [[Make your own weapons]] article for more info and possible variations.&lt;br /&gt;
&lt;br /&gt;
The skill mix leans toward military and metal bashing, but has room for something else.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* Ambush 1, Axedwarf 1, Appraise 1, Judge of Intent 1, Building designer 1, &amp;amp; 5 more points in any military skills - your Leader, Outdoors, Security&lt;br /&gt;
* Miner 5/Siege Engineer 5&lt;br /&gt;
* Mason 5/Stone Crafter 5 &lt;br /&gt;
* Armorsmith 5/Cook 5 &lt;br /&gt;
* Mechanic 5/Brewer 5&lt;br /&gt;
* Weaponsmith 5/Leather worker 4/Armor User 1 (Leather stays smaller than weaponsmith for moods)&lt;br /&gt;
* Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Carpenter, Clothier, you name it.  Part-time is better paired w/ Grower.)&lt;br /&gt;
&lt;br /&gt;
This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time.&lt;br /&gt;
&lt;br /&gt;
The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other dwarfs take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained Wood Cutting and Plant Gathering, and all Animal Training so the 4 wardogs stay with him until assigned or restrained.  Someone covers Carpenter and untrained, and several part-time Wood Burners, Furnace Operators and Butchers/Tanners cover those areas for the first year until immigrants arrive to specialize the support workforce. &lt;br /&gt;
&lt;br /&gt;
''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30 steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] [[biome]], for instance), the 300 additional points for an axe will not allow this item mix as presented below.)''&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
&lt;br /&gt;
* Tools: &lt;br /&gt;
:* Anvil&lt;br /&gt;
:*  1 copper pick (to get digging with no delay)&lt;br /&gt;
* Alcohol:&lt;br /&gt;
:*16 alcohol A (4 barrels) &lt;br /&gt;
:* 16 alcohol B (4 barrels) &lt;br /&gt;
:* 11 alcohol C (3 barrels) &lt;br /&gt;
:*  6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below)&lt;br /&gt;
* Seeds: &lt;br /&gt;
:*  3 Plump Helmet seeds (solid starting crop; you'll have more seeds after brewing the PH's below)&lt;br /&gt;
:*  6 Quarry bush seeds (the best food producer)&lt;br /&gt;
:*  3 x 3 crop seeds for the rest (enough to get started, they'll multiply after season one)&lt;br /&gt;
:*  2 Dimple cup seeds (not a food crop, just enough to get started)&lt;br /&gt;
* Food:&lt;br /&gt;
:* 11 Plump helmets (2 barrels)&lt;br /&gt;
:* 11 Turtle (2 barrels)&lt;br /&gt;
:*  2 Cave lobster (for rare shells)&lt;br /&gt;
:*  1 ''each'' fish or meat that costs less than 8 pts (availability will vary depending on civilization)&lt;br /&gt;
* Raw Materials:&lt;br /&gt;
:*  4 wood (plus 3 from wagon, enough to get started)&lt;br /&gt;
:*  4 [[bauxite]] stone&lt;br /&gt;
:*  8 [[bituminous coal]]&lt;br /&gt;
:*  1 [[copper]] ore (copper nuggets or malachite)&lt;br /&gt;
:*  6 [[tetrahedrite]] ore (for [[silver]] potential)&lt;br /&gt;
:*  3 [[cassiterite]] (tin) ore (for [[bronze]])&lt;br /&gt;
:*  2 [[bismuthinite]] ore (to make [[bismuth bronze]])&lt;br /&gt;
:*  3 [[galena]] ore (for silver potential)&lt;br /&gt;
:*  2 [[sphalerite]] ore (for zinc, to make brass)&lt;br /&gt;
* Misc:&lt;br /&gt;
:*  3 cheap leather (to be made into bags)&lt;br /&gt;
:*  1 cheap leather bag (for immediate use)&lt;br /&gt;
* Animals:&lt;br /&gt;
:*  4 dogs (outdoor dwarf will train)&lt;br /&gt;
:*  2 cats (for breeding, to produce leather, bones, meat)&lt;br /&gt;
&lt;br /&gt;
The 3 alcohols (A, B and C) are non-wine ''(you'll brew more of that yourself, as your 11 Plump Helmets will make 55 wine)'', the final mix based on any dwarves' [[preference]]s for alcohol.  If you wish to change the mix, that's fine - 49 total, 13 barrels (including wine), in lots of 1, 6, 11, 16, or 21 each.&lt;br /&gt;
&lt;br /&gt;
It's possible that &amp;quot;too many&amp;quot; cheap food/fish may be available and you will not be able to afford them all - you're looking for ''at least'' 30 food, 35-40 is better, and any more are for the cheap barrels.&lt;br /&gt;
&lt;br /&gt;
On a low-wood map, a few more wood and less ore.  If one or more ores are unavailable, buy more food, wood or other ores.  &lt;br /&gt;
&lt;br /&gt;
When you embark, first make 2-3 charcoal, smelt the copper ore and one cassiterite together to make 2 bronze bars (1st charcoal) - use one bar for an axe (2nd charcoal), the other for a second axe or pick if desired (3rd charcoal, optional).  (Forbid the tetrahedrite - smelting it into bronze will lose any chance for the silver, and that's why you pay more for it!)&lt;br /&gt;
&lt;br /&gt;
Later, smelt the tetrahedrite and galena into bars - odds are very good that you'll get at least two bars of silver for [[Weapon#Material_damage_modifiers|lowest-damage]] practice weapons, plus the copper (for quick chains) &amp;amp; lead (for grates).  The silver weapons will be made by '''non'''-weaponsmiths for lowest quality - you don't want high quality, that's dangerous!  Forbid or stash the unusual ores (and shells) for later moods &amp;amp; mandates.&lt;br /&gt;
&lt;br /&gt;
Build a kennel and have the outdoors dwarf do the training for wardogs asap, or as need/opportunity arises.&lt;br /&gt;
&lt;br /&gt;
With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture.  The rest of the skills are easily tweaked to suit.&lt;br /&gt;
&lt;br /&gt;
==Chopping wood is dangerous!==&lt;br /&gt;
This can be adapted to most any other build.  Buy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress.  100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes.&lt;br /&gt;
&lt;br /&gt;
==(War)dogs as (early) military==&lt;br /&gt;
Rather than worry about risking your dwarfs, take 2 dozen or more dogs or wardogs - or a mix.  While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarfs do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic.  Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarfs do the training, obviously, or any who have a [[preference]] for dogs &amp;quot;for their loyalty&amp;quot;, to give them an additional happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==A Generalist Build==&lt;br /&gt;
This build sacrifices an anvil for highly skilled dwarves and plenty of other equipment.  With 4 free &amp;quot;slots&amp;quot; to buy to max proficiency, this can form the backbone of a build for nearly any playing style.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each dwarf receives 5 points to each of their 2 primary skills, except for the Broker.&lt;br /&gt;
*Dwarf 1 - Miner/Stone Crafter&lt;br /&gt;
:This guy will be your mining foreman while establishing a fortress, and will reach legendary soon enough to not waste too much ore, gems, etc.  5 points into Stone Crafter may seem like a waste given how common the material is, but a Proficient Stone Crafter will create items over 3 times as valuable, on average, as a no-skill one.  On more difficult maps, tripling the stuff you get from the first caravan may be the difference between starvation and glory.  If you're trying to get a metal industry up fast, quality crafts will make trading for an anvil much easier.&lt;br /&gt;
*Dwarf 2 - Carpenter/Mechanic&lt;br /&gt;
:Beds, beds, beds!  A skilled carpenter will make higher quality beds faster than a no-skill one.  Decent quality beds can go a long way towards keeping your starting 7 and early immigrants from tantruming.  Once the fortress is established, he will also make quality mechanisms for traps and constructions.  Carpentry and Mechanics are both relatively low priority jobs most of the time, so this dwarf should also often be available for hauling and odd jobs.&lt;br /&gt;
*Dwarves 3 and 4 - Mason/Other&lt;br /&gt;
:Rock furniture is quite important in most forts, and once again, high quality means happy dwarves.  Possible pairings for these two are:&lt;br /&gt;
:*Siege Engineer - If you'll be using siege engines at all, starting with the skill is much less painful than training it up from scratch.&lt;br /&gt;
:*Bowyer - Wood and bone crossbows tend to be very useful in the early game, whether for traps or for arming marksdwarves.  There's absolutely no benefit to using metal crossbows over bone or wood ones in weapon traps, so high quality bone/wood bows can easily be a staple for traps, through the entire game.&lt;br /&gt;
:*Weaponsmith - Weapons are (obviously) important for defense, whether they're placed in traps, or in the hands of military dwarves.  They're also half-decent trade items.&lt;br /&gt;
:*Armorsmith - If you'll be relying on a military at all, metal armor is a must.  Otherwise, not necessary.&lt;br /&gt;
:*Crafting skills - These dwarves could also turn out large quantities of valuable trade goods.  Metalsmithing, Metal Crafting, and Gem Cutting are difficult and expensive to train up.  Leatherworker and Clothier use common and cheap materials, and can produce decent value goods.&lt;br /&gt;
:*Cooking or Brewing - Easy to train, but high quality comestibles help keep your dwarves happy.&lt;br /&gt;
*Dwarves 5 and 6 - Grower/Other&lt;br /&gt;
:Farming is the lifeblood of most fortresses, and two skilled farmers are be a good idea if your dwarves like to eat and drink.  It may be easy to train Growing, but starting with the skill means larger stacks and less clutter starting out--potentially very important when you've got rocks all over the place.  Good choices for secondary skills include any of the ones listed above for the Masons.&lt;br /&gt;
*Dwarf 7 - Broker&lt;br /&gt;
:This guy will be your trader and most likely Expedition Leader.  It's not really necessary to buy any managerial skills (Organizer or Record Keeper) as those are very easy to train.  A good mix would be [[Intimidator]] 5, Appraiser 2, Judge of Intent 1, and 2 points to other social skills, such as Negotiator and Persuader.  It may also be helpful to activate his Wood Cutter labor, as that will cause him to carry a battleaxe everywhere, including to the trade depot.  Proficient Intimidation combined with a large, shiny axe ''may'' help convince penny-pinching merchants to give him better deals.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*7 copper picks&lt;br /&gt;
:A pick for everyone can make early excavations much faster, with your Proficient Miner leading the way.&lt;br /&gt;
*0 to 2 steel battleaxes&lt;br /&gt;
:Depending on how much early wood cutting you plan on doing.  If there are no trees, the points can probably be better spent elsewhere (such as on more wood).&lt;br /&gt;
*Wood&lt;br /&gt;
:Even if you'll be on a heavily forested map, starting with wood will save time, as unskilled wood cutting is rather slow, and skipping early cutting allows all 7 dwarves to dig.  At only 3 units per log, why not put your leftover points here?  If your embark site has no trees, buy as much wood as you can afford.&lt;br /&gt;
*1-2 cages&lt;br /&gt;
:You cannot cage animals too early, if you don't want to be up to your ears in puppies and kittens.&lt;br /&gt;
*1-2 ropes&lt;br /&gt;
:For tying guard animals near your fortress entrance.  Kobold thieves can begin showing up quite early.&lt;br /&gt;
*2 or more dogs and/or war dogs&lt;br /&gt;
:Man's best friend, and dwarves' too.  Protection, companionship, meat, bones, hides; there is almost nothing your dwarves lack which dogs cannot provide.&lt;br /&gt;
*1-2 cats&lt;br /&gt;
:Be very careful if you embark with 2 cats!  If you do, you may want to construct a cage and cage one of the cats ''immediately'', to avoid a [[catsplosion]].  That way, if the other cat meets with misfortune, you still have a spare.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
==Yet another basic build==&lt;br /&gt;
Because everybody else on the internet is wrong, you know.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: Competent Miner / Gem Cutter / Glassmaker (if sand) / Stone Crafter (if not)&lt;br /&gt;
Since mining is not a full time job, allowing one of your miners to either make glass, stone crafts or cut gems is a good way to stop them from slacking off.&lt;br /&gt;
&lt;br /&gt;
Dwarf 2: Competent Miner / Furnace Operator / Novice Building Designer / Metal Crafter / Metalsmithing&lt;br /&gt;
Again, your miner isn't always busy, so let them handle the furnace and make some nice metal stuff.&lt;br /&gt;
&lt;br /&gt;
Dwarf 3: Competent Wood Cutter / Herbalist / Competent Axedwarf / (Ambusher / Thresher / Cook)&lt;br /&gt;
Your woodcutter should collect outside plants, to allow saplings to grow. Axedwarf means thieves and wild animals can be dealt with. Ambusher is useful for supplying you with meat and leather, while Thresher and Cook allow for a variety of crops to be used.&lt;br /&gt;
&lt;br /&gt;
Dwarf 4: Skilled Grower / Skilled Brewer / (Thresher / Cook)&lt;br /&gt;
Growing and brewing are both part-time jobs, so combine them. Depending on what you gave your woodcutter, give the farmer the other option between threshing and cooking.&lt;br /&gt;
&lt;br /&gt;
Dwarf 5: Competent Mason / Mechanic / (Stone Crafter / Gem Cutter)&lt;br /&gt;
A mason should be busy making furniture, but mechanisms are always important, especially before you have a military. Stone Crafter or Gem Cutter are filler, but don't use them if you have them on a miner. &lt;br /&gt;
&lt;br /&gt;
Dwarf 6: Competent Carpenter / Wood Crafter / (Competent Bowyer / Proficent Siege Engineer)&lt;br /&gt;
Carpenting, wood crafting and either crossbow-making or siege engineering go hand in hand. Make sure your dwarf has good siege engineering, quality is important and wood is limited.&lt;br /&gt;
&lt;br /&gt;
Dwarf 7: Skilled Weaponsmith / Skilled Armorsmith / (Appraiser / Bookkeeper)&lt;br /&gt;
High-quality weapons and armor are always a boon to a fortress, but hard to train efficiently. If you aren't going to be forging for a while, make him your broker or bookkeeper.&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
1 Anvil&lt;br /&gt;
1 Steel battle axe&lt;br /&gt;
2 Copper picks&lt;br /&gt;
21 of each alcohol except dwarven wine&lt;br /&gt;
11 Plump helmets&lt;br /&gt;
10 Plump hemet spawn&lt;br /&gt;
10 Sweet pod seeds / Rock nuts / Pig tail seeds (depending on preference)&lt;br /&gt;
1 unit of every 2* meat/fish&lt;br /&gt;
1 cat&lt;br /&gt;
2 dogs&lt;br /&gt;
The rest of your points can be spent at your discretion, although I recommend taking wood, ore, pretty coloured stone, more alcohol/food or metal bars.&lt;br /&gt;
&lt;br /&gt;
==A Military Build==&lt;br /&gt;
Embarking on a dangerous area and anticipate needing a military presence from the get-go?  This build condenses critical skills as much as possible, leaving 3 dwarves free to fight full-time.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Dwarves receive 5 points to each of their skills, unless otherwise noted.&lt;br /&gt;
*Dwarf 1 - Miner/Mason&lt;br /&gt;
:This guy digs holes, makes rocks, and turns the rocks into useful things.  Very dwarfy.&lt;br /&gt;
*Dwarf 2 - Carpenter/Grower&lt;br /&gt;
:When he's not making beds for the barracks, he's tilling the fields.&lt;br /&gt;
*Dwarf 3 - Broker/Leatherworker&lt;br /&gt;
:Leatherworker is vital in the early game, as your dwarves will be dependent on leather armor for quite awhile.  Later on, he can make and sell leather crafts.  For broker skills, 1 point into Judge of Intent and 2 each to Appraisal and Intimidator should be fine.&lt;br /&gt;
*Dwarf 4 - Weaponsmith/Armorsmith&lt;br /&gt;
:Early on, put him to work as a wood cutter, miner, or hauler.  He'll be worth his weight in adamantine once you acquire an anvil and metal.  You could also use him as an unskilled mechanic initially, to help reinforce your fort's defenses.&lt;br /&gt;
*Dwarves 5, 6, and 7 - Soldiers.&lt;br /&gt;
:Other than weapon skills, Shield User and Armor User are very important, and relatively slow to train.  Wrestler can be trained fairly easily by sparring, but is very important in combat.  One Weapon skill should be maxed, with the rest of the points going into a mixture of Shield User, Armor User, and Wrestler, depending on your priorities.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*1 to 4 copper picks&lt;br /&gt;
*3 steel weapons, depending on your soldiers' weapon skills&lt;br /&gt;
:This should usually include at least one axe, so that you can chop wood.&lt;br /&gt;
*Wood&lt;br /&gt;
:Logs are cheap, and buying some wood at the start means your steel battleaxe can stay in the hands of a soldier, rather than a civilian Wood Cutter.  If you're embarking on a map with no trees, you don't really have a choice.&lt;br /&gt;
*2 Ropes (optional)&lt;br /&gt;
:Guard animals may or may not be needed, when you start with military dwarves.&lt;br /&gt;
*As many dogs and war dogs as you can afford&lt;br /&gt;
:All dogs, trained or not, will lay down their lives to protect their dwarven friends, without hesitation.  War dogs can inflict some very respectable damage, to boot.  With only 3 soldiers, you'll likely be relying on dogs to do much of your early fighting.&lt;br /&gt;
*0 to 1 cat&lt;br /&gt;
:You'll need to decide whether [[vermin]] or [[miasma]] will be a bigger problem, and choose cat or no cat accordingly.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
==Cheap meats to start with==&lt;br /&gt;
&lt;br /&gt;
To have a saved profile always start with 1 of every available meat which costs 2 bucks each to take advantage of the free barrels, edit the following into the profile in .\data\init\embark_profiles.txt&lt;br /&gt;
&lt;br /&gt;
[ITEM:1:FISH:NONE:TURTLE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:CAT:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:DOG:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:DONKEY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:HORSE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MULE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:BONOBO:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:CHIMPANZEE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:DEER:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:FOX:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GAZELLE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BILOU:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BLACK_CRESTED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BLACK_HANDED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_GRAY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_PILEATED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_SIAMANG:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_SILVERY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_WHITE_BROWED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_WHITE_HANDED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GOAT_MOUNTAIN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GORILLA:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GROUNDHOG:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MACAQUE_RHESUS:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MANDRILL:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MARMOT_HOARY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:ORANGUTAN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:RACCOON:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_ANCHOVY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BLACK:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BROWN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_YELLOW:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_CHAR:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_CLOWNFISH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_FLOUNDER:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_GLASSEYE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_GUPPY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HAGFISH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HAKE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HERRING:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_KNIFEFISH_BANDED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LAMPREY_BROOK:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LOACH_CLOWN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LUNGFISH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_MACKEREL:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_MOLLY_SAILFIN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_PERCH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_PUFFER_WHITE_SPOTTED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RATFISH_SPOTTED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RAY_BAT:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RAY THORNBACK:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SALMON:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SEAHORSE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SHAD:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SOLE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_TROUT_RAINBOW:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_TROUT_STEELHEAD:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Challenge Builds==&lt;br /&gt;
If you want a challenge try some [[Challenges]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ungulateman&amp;diff=62528</id>
		<title>User:Ungulateman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ungulateman&amp;diff=62528"/>
		<updated>2010-02-05T23:38:06Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: Created page with '==Intro==  Yeah, hi, I'm another new user in the flotsam of the interwebs. I altered this page mainly so I could not have a redlink staring at me from the top of the page.  ==Wha…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intro==&lt;br /&gt;
&lt;br /&gt;
Yeah, hi, I'm another new user in the flotsam of the interwebs. I altered this page mainly so I could not have a redlink staring at me from the top of the page.&lt;br /&gt;
&lt;br /&gt;
==What am I doing?==&lt;br /&gt;
&lt;br /&gt;
Trying to improve the wiki. Expect a lot of D for Dwarf sections added to pages for humour value, as well as some stuff with the new release soon.&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Key_bindings&amp;diff=62485</id>
		<title>40d Talk:Key bindings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Key_bindings&amp;diff=62485"/>
		<updated>2010-02-05T13:14:25Z</updated>

		<summary type="html">&lt;p&gt;Ungulateman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mac key bindings ==&lt;br /&gt;
&lt;br /&gt;
Current Mac versions (27c and 28b) seem to ship with the 'exit' key already set to F8, so I've removed the section. &amp;amp;mdash;[[User:Emnar|Emnar]] 22:02, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Key bind names? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to change key bind names? &amp;quot;Key DB Key DDMinus=&amp;quot; for &amp;quot;[]-+&amp;quot; looks ugly and occasionally overruns its allotted space. --[[User:MarauderIIC|MarauderIIC]] 14:56, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Additional Up/Down Z-Level Keys==&lt;br /&gt;
Are these settings the suggested new keybindings, or just repeating what is already in the interface.txt file?&lt;br /&gt;
Using the settings below on a laptop, it seems that my PgUp and PgDn keys now move my look command diagonally northwest and southwest, just like 9 and 3 do. Or is this double-binding 9 and 3 to both upright/downright as well as upZ and downZ?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[STANDARDSCROLL_PAGEUP:9]&lt;br /&gt;
[STANDARDSCROLL_PAGEDOWN:3]&lt;br /&gt;
[CURSOR_UPRIGHT:]&lt;br /&gt;
[CURSOR_DOWNRIGHT:]&lt;br /&gt;
[CURSOR_UP_Z_AUX:9]&lt;br /&gt;
[CURSOR_DOWN_Z_AUX:3]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I haven't played since before z-axis, so I'm pretty clueless with regards to which keys I can safely bind and which make more sense on a laptop.&lt;br /&gt;
Thanks muchly!&lt;br /&gt;
--[[User:Qwip|Qwip]] 09:45, 10 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==d17==&lt;br /&gt;
&lt;br /&gt;
d17 changes the way Key Bindings are entered entirely, and I have no clue at all what to do. This section may need revision. [PREFSTRING: haunting moos] 13:14, 5 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ungulateman</name></author>
	</entry>
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