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	<updated>2026-06-07T16:56:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ghost&amp;diff=194384</id>
		<title>v0.34 Talk:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ghost&amp;diff=194384"/>
		<updated>2013-11-24T02:20:49Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: comment on ghost types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ghosts continue working ==&lt;br /&gt;
I had a legendary cook, who basically spent all his life masterfully cooking 24/7. He was killed by a berserking dwarf when my fortres was going down in a tantrum spiral, and when he came back as a ghost, he went to the kitchen and continued to Prepare Easy Meal that was set on repeat until I abandoned my fort. Don't know if that's a bug though, but the food was good. -[[User:Koter|Koter]] 25 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've never seen that, but it's probably not intended. :) --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 16:55, 25 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== they open doors. ==&lt;br /&gt;
&lt;br /&gt;
apparently ghosts open doors and hatches.  Should the article say something about this? -[[User:Zazq|Zazq]] 07:09, 3 March 2012 (UTC)&lt;br /&gt;
:Are you certain that they open hatches?  I've only seen them open doors, and that's by being in the same place as the door-- there's no need for them to displace a hatch open a way they do doors. -[[User:Vasiln|Vasiln]] 19:14, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The ghostly peasant has come ==&lt;br /&gt;
Just had this message appear in the same manner as a megabeast or werecreature appearing at my fort.&lt;br /&gt;
:The ghostly peasant Kadol Itebushil has come!  A short, sturdy creature fond of drink and industry&lt;br /&gt;
He doesn't have the description of an angry ghost, and he doesn't appear to be doing anything worse than the other ghosts I have in my fort. -- [[User:Qazmlpok|Qazmlpok]] 12:34, 16 March 2012 (UTC)&lt;br /&gt;
:Worst. Migration wave. Ever. :P [[Special:Contributions/74.102.139.234|74.102.139.234]] 14:10, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghostly dwarves aren't the same thing as ghost dwarves? ==&lt;br /&gt;
Made an edit to reflect some funny business i noticed while perusing Legends mode. I have a ghostly historical figure on record who immigrated to my fortress, had kids, killed a bunch of goblins, went crazy, died and came back a ghost (somehow). I've never seen the &amp;quot;ghostly&amp;quot; tag anywhere when inspecting a dwarf in-game, though. Since then I have noticed these &amp;quot;Ghostly&amp;quot; dwarves popping up in the records every few immigration waves - they seem more common than vampires, although small sample size etc. They may or may not also be more likely than usual (or even guaranteed?) to turn into &amp;quot;real&amp;quot; ghosts when they die - not really sure how to test that, other than by careful reading of numerous legends of different forts. Not sure if it's a bug, but it's certainly awesome. --[[Special:Contributions/101.98.178.11|101.98.178.11]] 11:31, 28 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Causes of ghost types ==&lt;br /&gt;
I checked the history and the &amp;quot;Causes&amp;quot; of various ghosts in the table was added by a random IP address (not a signed-in user) and has never been verified/questioned. Has any science/disassembly diving been done on this topic? --[[User:UristDaVinci|UristDaVinci]] 01:13, 28 September 2012 (UTC)&lt;br /&gt;
:Did disassembly diving and updated causes. Having 100 in a trait leads to always a certain kind of ghost (traits are checked in a certain order!). Having 91-99 in a trait leads to a 50% chance of that ghost type. Having 76-90 in a trait leads to a 20% chance of that ghost type. Most ghosts will end up as forlorn or restless haunts by default. --[[User:UristDaVinci|UristDaVinci]] ([[User talk:UristDaVinci|talk]]) 02:20, 24 November 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ghosts can be pushed by floods? ==&lt;br /&gt;
&lt;br /&gt;
so I had my dwarves dig a large tunnel to carry water from a brook to my aquifier, and one of the ghosts haunting my fortress (he's fairly benign, so I decided to keep him) was lounging about in the tunnel when I opened the floodgate. he subsequently got carried along with the flood for a good 100 tiles before escaping through the walls.&lt;br /&gt;
not that hard to verify, just get a ghost to lounge in a tunnel you then flood. I did have a several z-level drop from the brook to the tunnel, so there was a good deal of pressure. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Carch|Carch]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Most ghosts leave doors open, while a courteous few leave wounds closed==&lt;br /&gt;
I had a Strange Mood Mason go insane today while only a few tiles away from the gems he needed to complete his masterpiece. He bravely died killing a cat and a dog. He rose up a little later and took the lower left leg of one of my legendary miners. And that was all that he took. No blood, no mess, no infection. The diagnostician showed up and passed him a set of crutches and a clean bill of health. Do we have a good idea of the type of wounds Violent and Angry ghosts cause? If they're always clean wounds, well, just imagine the possibilities. Vampire torsos. [[User:Drobe|Drobe]] ([[User talk:Drobe|talk]]) 04:52, 16 June 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ghost&amp;diff=194383</id>
		<title>v0.34:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ghost&amp;diff=194383"/>
		<updated>2013-11-24T02:13:24Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Paranormal Activity */ Added Ghost causes from disassembly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent creature or a dwarf (''zing!''), its soul may occasionally come back as a '''ghost''' {{Tile|Ñ|7:1}}.  In a Dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls and cannot be harmed by [[Dwarven Atom Smasher|atom-smashing]]. They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by building engraving rock [[slab|slabs]] in memory of the deceased.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death. The following table summarizes the different types of ghosts. If you &amp;quot;slab&amp;quot; a ghost and then re-arise it by deconstructing the slab, it may change type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Had a fell mood, had low ALTRUISM, or slab/grave was deconstructed&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Had a macabre mood&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Was berserk, or had high ANGER&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Had a possessed mood&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|Was melancholy, or had high DEPRESSION&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|Was stark raving mad, or had high VULNERABILITY&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|Had a secretive mood, or had high SELF_CONSCIOUSNESS&lt;br /&gt;
|''Misplaces'' Items.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|Had a fey mood, or had high ACTIVITY_LEVEL&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|Had high IMMODERATION&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Had more GREGARIOUSNESS than DUTIFULNESS&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|Had less GREGARIOUSNESS than DUTIFULNESS&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
&lt;br /&gt;
If you revisit your fortress during adventure mode, the ghosts found previously will still remain. Although, take care! The ghosts may attempt to 'scare you to death' almost instantly.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ghostly&amp;quot; Dwarves==&lt;br /&gt;
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a &amp;quot;ghostly&amp;quot; dwarf. All actions taken by the dwarf during both life and death will then be attributed the the ghostly dwarf. This will generate messages like &amp;quot;the ghostly dwarf Urist McHauntypants arrived in Cagesyrups&amp;quot; even when the dwarf was obviously not a ghost yet when it immigrated.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
Cave-ins do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
&lt;br /&gt;
Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
&lt;br /&gt;
Ghosts will also be put to rest if they are properly [[memorial|memorialized]], which is usually preferable if the dwarf is not easily accessible.&lt;br /&gt;
&lt;br /&gt;
Ghosts can open doors, even forbidden ones (leaving them unlocked).&lt;br /&gt;
&lt;br /&gt;
Ghosts can be frozen in water.&lt;br /&gt;
&lt;br /&gt;
It is possible for a ghost to become the outpost liaison of a civilization.&lt;br /&gt;
&lt;br /&gt;
Ghost can and will grow up and die of old age.&lt;br /&gt;
&lt;br /&gt;
Ghostly fisherdwarves will keep fishing in the afterlife, and ghostly animal trainers [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some ghost names can't be engraved on slabs, and some slabs can be engraved for nameless creatures. {{bug|3708}}&lt;br /&gt;
&lt;br /&gt;
Caravan guards can't be memorialized. {{bug|5755}}  &lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Armor_token&amp;diff=190844</id>
		<title>v0.34:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Armor_token&amp;diff=190844"/>
		<updated>2013-07-28T19:21:39Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Tokens */ Testing and some code research identified the effects of the STRUCTURAL_ELASTICITY_* tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:43, 9 June 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The tokens for all types of [[armor]] on all slots, including [[shield]]s. Usage column gives information on what types of '''armor''' the token might be restricted to.&lt;br /&gt;
&lt;br /&gt;
These tokens can only be placed within an ITEM_ARMOR, ITEM_GLOVES, ITEM_SHOES, ITEM_SHIELD, ITEM_HELM, or ITEM_PANTS object definition, most do not function in weapon objects.&lt;br /&gt;
&lt;br /&gt;
==Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Usage&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| All&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREPLURAL&lt;br /&gt;
| &amp;lt;phrase&amp;gt; of&lt;br /&gt;
| ITEM_ARMOR&amp;lt;br /&amp;gt;ITEM_PANTS&lt;br /&gt;
| Changes the plural form of this item to &amp;quot;&amp;lt;phrase of&amp;gt; item&amp;quot;. Primarily pertains to the stock screens. Example, &amp;quot;suits of&amp;quot; platemail, &amp;quot;pairs of&amp;quot; trousers, etc. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_PLACEHOLDER&lt;br /&gt;
| adjective&lt;br /&gt;
| ITEM_ARMOR&amp;lt;br /&amp;gt;ITEM_PANTS&lt;br /&gt;
| If the item has no material associated with it (e.g. stockpile menus and trade negotiations), this will be displayed in its place. Used for leather armor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| num&lt;br /&gt;
| ITEM_ARMOR&amp;lt;br /&amp;gt;ITEM_GLOVES&amp;lt;br /&amp;gt;ITEM_SHOES&amp;lt;br /&amp;gt;ITEM_SHIELD&amp;lt;br /&amp;gt;ITEM_HELM&lt;br /&gt;
| Unused. Defaults to -1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMORLEVEL&lt;br /&gt;
|&lt;br /&gt;
0 - clothing&amp;lt;br&amp;gt;&lt;br /&gt;
1 - leather&amp;lt;br&amp;gt;&lt;br /&gt;
2 - chain&amp;lt;br&amp;gt;&lt;br /&gt;
3 - plate&lt;br /&gt;
| All&lt;br /&gt;
| What category this item falls under. Defaults to 1 for shields, 0 for everything else. Clothing-category armor is subject to [[wear]] as well as being used as every-day clothing by dwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPSTEP&lt;br /&gt;
| value, MAX&lt;br /&gt;
| ITEM_GLOVES&amp;lt;br /&amp;gt;ITEM_SHOES&amp;lt;br /&amp;gt;ITEM_SHIELD&lt;br /&gt;
| This token functions exactly like LBSTEP but in reverse.  How many steps up this item protects.  'Up'is defined as &amp;quot;Connected through a series of one or more body parts with the [LIMB] token to an UPPERBODY part.  Gloves and shoes can not protect upper or lower bodies.  Example, chausses with an upstep of MAX, protect the the foot and the entire leg, but not the lower body. The same effect could be achieved (on a humanoid) with UPSTEP&amp;gt;=2.  Since toes and fingers lack the [LIMB] token, gloves and boots do not protect them. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBSTEP&lt;br /&gt;
| value, MAX&lt;br /&gt;
| ITEM_ARMOR&lt;br /&gt;
| How many steps away from upper body the armor protects. Only present on torso armor. When counting steps, ignore any steps through upper or lower body parts(UBSTEP:0 items protect the upper and lower bodies as a result of this).  Currently bugged{{bug|1821}}, high values of UBSTEP will result in the item protecting facial features, fingers, and toes, while leaving those parts that it can not protect unprotected (but still counting them as steps).  Torso armor can not protect hands, feet, or heads (parts with [GRASP],[STANCE], or [HEAD] tokens respectively) regardless of the UBSTEP value.  UBSTEP can also not protect parts that can be protected by LBSTEP.  Example, torso armor with [UBSTEP:1] will protect upper arms, wings, non-[STANCE] tails, the torso, and lower body.  However, a torso armor with [UBSTEP:4] or higher will also cover lower arms, fingers, facial features, and toes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LBSTEP&lt;br /&gt;
| value or MAX&lt;br /&gt;
| ITEM_ARMOR&amp;lt;br /&amp;gt;ITEM_PANTS&lt;br /&gt;
| How many steps down the armor protects. 'Down' is defined as &amp;quot;Connected through a series of one or more body parts with the [LIMB] token to a body part with the [STANCE] token.  [LBSTEP] can not protect feet (parts with the [STANCE] token).  When counting steps, ignore any steps through upper or lower body parts.  Example, torso armor with a LBSTEP:1 will protect both the lower body and the upper legs in addition to the torso(the lower body step is not counted).  Leg armor with LBSTEP:MAX will protect the lower body, the entire legs, but not the feet or toes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_ARMOR_LEVELS&lt;br /&gt;
| &lt;br /&gt;
| ITEM_ARMOR&amp;lt;br /&amp;gt;ITEM_GLOVES&amp;lt;br /&amp;gt;ITEM_SHOES&amp;lt;br /&amp;gt;ITEM_HELM&amp;lt;br /&amp;gt;ITEM_PANTS&lt;br /&gt;
| Metal versions of this item count as one ARMORLEVEL higher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOCKCHANCE&lt;br /&gt;
| value&lt;br /&gt;
| ITEM_SHIELD&lt;br /&gt;
| Affects the block chance of the shield. Defaults to 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_SIZE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOFT&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent. Further uses of this tag are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARD&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Allows armor to be made of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BARRED&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SCALED&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Can be crafted from shell. Randomly generated equipped armor will never be made of shell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHAPED&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Only one shaped piece of clothing can be worn on a single body slot at a time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAIN_METAL_TEXT&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Metal versions of this item will have &amp;quot;chain&amp;quot; added between the material and item name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_ELASTICITY_WOVEN_THREAD&lt;br /&gt;
|&lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Behaves almost the same as STRUCTURAL_ELASTICITY_CHAIN_ALL, but only when the object is made from woven thread. Also, the SHEAR_YIELD of the armor is capped at 20000 and the SHEAR_FRACTURE is capped at 30000. This causes the armor to be significantly weaker against edged (cutting/slashing/piercing) damage, even if the thread material is normally very strong.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_ELASTICITY_CHAIN_METAL&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Behaves the same as STRUCTURAL_ELASTICITY_CHAIN_ALL, but only when the object is made of metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_ELASTICITY_CHAIN_ALL&lt;br /&gt;
| &lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Sets the *_STRAIN_AT_YIELD properties of the armor's material to a minimum of 50000, if not already higher. This causes the armor to flex like skin and pass blunt damage to the layers below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_SIZE&lt;br /&gt;
| value&lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| What the size of this item in question is, when it is put on. Also affects armor weight. See [[Armor]] for more on item sizes and layering. Defaults to 10. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_PERMIT&lt;br /&gt;
| value&lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See [[Armor]] for more on item sizes and layering. Defaults to 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER&lt;br /&gt;
| UNDER, OVER, ARMOR, COVER&lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| How this item is layered. The [LAYER_PERMIT:#] of a [LAYER:ARMOR] item overrides the [LAYER_PERMIT:#] of other items on the same ITEM_&amp;lt;name1&amp;gt;, unless it is a [LAYER:COVER] items. Defaults to UNDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COVERAGE&lt;br /&gt;
| % value&lt;br /&gt;
| All but ITEM_SHIELD&lt;br /&gt;
| Coverage determines how often attacks and contaminants get through clothes.  Armor with a 5% coverage value, for example, will be near useless because 95% of attacks will bypass it completely.  Temperature effects are also influenced by coverage. Defaults to 100.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork_Talk:Main_Page&amp;diff=184398</id>
		<title>Masterwork Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork_Talk:Main_Page&amp;diff=184398"/>
		<updated>2013-04-19T04:40:30Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Pretentious */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:19, 14 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
Should articles in this namespace be rated? I don't see any reason not to (except that the overall percentages might not be accurate), but it looks like the [[:Category:Masterwork:Tattered Quality Articles|categories]] were [http://dwarffortresswiki.org/index.php?title=Special%3ALog&amp;amp;type=&amp;amp;user=&amp;amp;page=Category%3AMasterwork%3ATattered_Quality_Articles&amp;amp;year=&amp;amp;month=-1 deleted]. Thoughts? --{{User:Lethosor/sig}} 20:59, 18 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pretentious ==&lt;br /&gt;
&lt;br /&gt;
Since when did the &amp;quot;masterwork&amp;quot; mod become important important enough to deserve incorporation into the wiki? Does this mean that we can other mods' content to the wiki? There is a risk that &amp;quot;vanilla&amp;quot; articles will become contaminated with MW links, in the sense that a noob user could go to a MW page without knowing that it was an unofficial mod. --[[User:UristDaVinci|UristDaVinci]] ([[User talk:UristDaVinci|talk]]) 04:40, 19 April 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Personality_facet&amp;diff=179428</id>
		<title>v0.34 Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Personality_facet&amp;diff=179428"/>
		<updated>2012-12-15T03:59:03Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suspect that the &amp;quot;modesty&amp;quot; personality trait affects the thoughts dwarves get from lack of clothing in the most recent versions.  I've got 2 dwarves in my fort who are/were flashing &amp;quot;unhappy&amp;quot;.  Both of these dwarves had the &amp;quot;no shoes recently&amp;quot; thought, and both also had the &amp;quot;finds immodesty distateful&amp;quot; trait.  Presumably other dwarves were also missing shoes (I've got &amp;gt; 180 dwarves), but only these two were unhappy enough to flash the orange bang.  Needs more science. --[[User:Greycat|Greycat]] 20:21, 8 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that the &amp;quot;imagination&amp;quot; trait results in more vivid descriptions of decorations such as statues and engravings, however I haven't tested this in any kind of organized way; just noticed far fewer engravings of 'a dwarf' when I make those with higher tokens stone detailers, and instead see historical events and scenes. That may simply be coincidence, however. -- Anonymous 05:46, 3 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, I'm pretty sure it means higher rate of masterwork item creation. On my most recent embark, my now-Great carpenter already has a disproportional number of masterworks to his name. I think it's related, but I am using a lot of wood, so take it with a grain of salt.--[[Special:Contributions/141.219.230.93|141.219.230.93]] 20:35, 8 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Artistic trait is related to the strength of the thought associated with admiring an object. A dwarf with a low artistic trait, like my current duke, will be &amp;quot;sleeping in a good bedroom/dining in a good dining room&amp;quot; or &amp;quot;admiring fine furniture/traps&amp;quot; even though the pieces/room he's interacting with are worth tens of thousands of dwarfbucks.&lt;br /&gt;
:I don't see this pattern in my fort of 107 dwarves. Much more evidence would be required to prove a personality trait claim.--[[User:UristDaVinci|UristDaVinci]] 03:59, 15 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trait bins as found examining 16000 dwarves&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What is the purpose of this section? It appears to be notes on a private study, and seems it would be rather illegible to the casual DFwiki reader. Heck, I like to think of myself as more than casual, and I really have no idea what is going on there.&lt;br /&gt;
&lt;br /&gt;
It needs to be updated with an introduction explaining the significance of the work being presented, or it should be moved here to the discussion page until it is ready for proper, complete presentation on the live page. --[[User:777|777]] 17:09, 21 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that it's referring to normal models. I really can't understand what it's saying, so it's a bit more difficult to figure out than it should be. [[User:Putnam3145|Putnam]] 20:14, 28 October 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Demon&amp;diff=179341</id>
		<title>v0.34 Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Demon&amp;diff=179341"/>
		<updated>2012-12-11T02:19:46Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Not immune to traps? */ signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Misleading Information ==&lt;br /&gt;
The article mentions Zombie demons. Demons cannot be reanimated. Unless someone can provide proof to the contrary, I think it should be removed. --[[User:HugoLuman|HugoLuman]] 04:58, 25 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not immune to traps? ==&lt;br /&gt;
&lt;br /&gt;
In The succession game Deathgate they use traps against the demons and they manage to actually gib one of them. Is it a mod?&lt;br /&gt;
:Either they hacked the demon raws in world.sav, it wasn't actually a trap (e.g. upright weapons), or it was simply embellishment in the narrative. A link to the post in question would be useful. --[[User:Quietust|Quietust]] 13:45, 10 December 2012 (UTC)&lt;br /&gt;
::It was repeating spikes (upright weapon) http://www.bay12forums.com/smf/index.php?topic=84451.0 --[[User:UristDaVinci|UristDaVinci]] 02:19, 11 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Demon&amp;diff=179340</id>
		<title>v0.34 Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Demon&amp;diff=179340"/>
		<updated>2012-12-11T02:19:22Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Not immune to traps? */  repeating spikes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Misleading Information ==&lt;br /&gt;
The article mentions Zombie demons. Demons cannot be reanimated. Unless someone can provide proof to the contrary, I think it should be removed. --[[User:HugoLuman|HugoLuman]] 04:58, 25 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not immune to traps? ==&lt;br /&gt;
&lt;br /&gt;
In The succession game Deathgate they use traps against the demons and they manage to actually gib one of them. Is it a mod?&lt;br /&gt;
:Either they hacked the demon raws in world.sav, it wasn't actually a trap (e.g. upright weapons), or it was simply embellishment in the narrative. A link to the post in question would be useful. --[[User:Quietust|Quietust]] 13:45, 10 December 2012 (UTC)&lt;br /&gt;
::It was repeating spikes (upright weapon) http://www.bay12forums.com/smf/index.php?topic=84451.0&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Material_science&amp;diff=179129</id>
		<title>v0.34 Talk:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Material_science&amp;diff=179129"/>
		<updated>2012-12-03T05:32:18Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Updated page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't understand what the first paragraph in the &amp;quot;Effects on Combat&amp;quot; section mean, so I am leaving them alone for now.  If no one else can make sense of them they should probably be removed.  I am starting to add the results of our ballistics testing to the combat section. --[[User:Pirate Bob|Pirate Bob]] 22:19, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
It would be very nice to add Urist's flowchart to the &amp;quot;Interactions between projectiles and armor&amp;quot; section.  It might also be nice if the flowchart could somehow be highlighted to emphasize which sections of the text correspond to which parts of the flowchart, but I don't know if this is feasible.  --[[User:Pirate Bob|Pirate Bob]] 22:49, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
The ratio involved in &amp;quot;The projectile absorbs the force of the collision&amp;quot; seems kind of odd.  We should investigate if there are actually more parameters determining this at some point.--[[User:Pirate Bob|Pirate Bob]] 23:11, 29 November 2012 (UTC)&lt;br /&gt;
:Sorry about that, the fraction 800/157 is equal to 40000/7850. It is this way because a size 100 ammo will deflect off iron armor if the ammo has an IMPACT_YIELD less than 40000. We did investigate the other parameters and they don't apply to that equation. --[[User:UristDaVinci|UristDaVinci]] 06:11, 2 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps we should put links to Toady One posts on the forums in a section on this page, as &amp;quot;Word of Toady&amp;quot; on how the system works. --[[User:UristDaVinci|UristDaVinci]] 06:11, 2 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Updated page ==&lt;br /&gt;
&lt;br /&gt;
Good work updating the page, but I'm a little confused by &amp;quot;As explained below, wood bolts are capable of fracturing through the strongest metal armor, and would fracture copper or steel armor were it not for the higher densities of those metals.&amp;quot; [[User:Emufarmers|Emufarmers]] 10:24, 2 December 2012 (UTC)&lt;br /&gt;
:Look at the flowchart. If copper, steel, bronze, or iron were not so dense (or wood so fragile), wood bolts would be able to fracture a hole in the armor and deal damage. Adamantine is stronger than steel, but provides less protection against wood bolts only because of the low density of adamantine. Can you think of a better way to explain that? --[[User:UristDaVinci|UristDaVinci]] 20:45, 2 December 2012 (UTC)&lt;br /&gt;
::I was just looking at the numbers, and it appears according to our formula that adamantine actually should be able to deflect most wood (density 600) with 34.11 parameter values.  Adamantine should provide protection against bolts up to momentum ~110, and a density 600 bolt (mass 0.090 kg) will travel at SHOOT_MAXVEL=1000, and have momentum 90, and should be deflected.  I used pine (density 510) in my original tests where I found only 58% deflection of wood bolts off adamantine armor, so I have no idea what's going on there.  I guess I'll have to check deflection of wood off adamantine again...--[[User:Pirate Bob|Pirate Bob]] 22:05, 2 December 2012 (UTC)&lt;br /&gt;
::Update - I confirmed that addy can block tower cap bolts &amp;gt;90% of the time.  I suspect what was going on before when I found 56% deflection is I was using normal dwarves, and the probability of armor penetration goes up dramatically if the dwarf is passed out (which happens rapidly due to hits to unarmored areas causing chips).  Anyway, the correct thing to say is that adamantine barely stop wood bolts under ideal conditions, and no other armors would stop them using the &amp;quot;armor absorbs the collosion&amp;quot; mechanism.--[[User:Pirate Bob|Pirate Bob]] 22:05, 2 December 2012 (UTC)&lt;br /&gt;
:::There are a variety of [[Wood]] densities, and I think I was testing with a denser wood, like mangrove. --[[User:UristDaVinci|UristDaVinci]] 05:32, 3 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ghost&amp;diff=179090</id>
		<title>v0.34:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ghost&amp;diff=179090"/>
		<updated>2012-12-02T20:58:20Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Removed unverified assertions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buggy}}&lt;br /&gt;
{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent creature or a dwarf, its soul may occasionally come back as a '''ghost'''.  In a Dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls and cannot be harmed by [[Dwarven Atom Smasher|atom-smashing]]. They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by building engraving rock [[slab|slabs]] in memory of the deceased.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death. The following table summarizes the different types of ghosts. If you &amp;quot;slab&amp;quot; a ghost and then re-arise it by deconstructing the slab, it may change type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|?&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|?&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|?&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|?&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|?&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|?&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|?&lt;br /&gt;
|''Misplaces'' Items.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|?&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|?&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|?&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|?&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
&lt;br /&gt;
If you revisit your fortress during adventure mode, the ghosts found previously will still remain. Although, take care! The ghosts may attempt to 'scare you to death' almost instantly.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
Cave-ins do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
&lt;br /&gt;
Ghosts are put to rest when any part of their body is put in a burial receptacle. For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
&lt;br /&gt;
Ghosts will also be put to rest if they are properly [[memorial|memorialized]], which is usually preferable if the dwarf is not easily accessible.&lt;br /&gt;
&lt;br /&gt;
Ghosts can open doors, even forbidden ones (leaving them unlocked).&lt;br /&gt;
&lt;br /&gt;
It is possible for a ghost to become the outpost liaison of a civilization.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some ghost names can't be engraved on slabs, and some slabs can be engraved for nameless creatures. {{bug|3708}}&lt;br /&gt;
&lt;br /&gt;
Caravan guards can't be memorialized. {{bug|5755}}  &lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Material_science&amp;diff=179089</id>
		<title>v0.34 Talk:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Material_science&amp;diff=179089"/>
		<updated>2012-12-02T20:45:03Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Updated page */ reply to question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't understand what the first paragraph in the &amp;quot;Effects on Combat&amp;quot; section mean, so I am leaving them alone for now.  If no one else can make sense of them they should probably be removed.  I am starting to add the results of our ballistics testing to the combat section. --[[User:Pirate Bob|Pirate Bob]] 22:19, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
It would be very nice to add Urist's flowchart to the &amp;quot;Interactions between projectiles and armor&amp;quot; section.  It might also be nice if the flowchart could somehow be highlighted to emphasize which sections of the text correspond to which parts of the flowchart, but I don't know if this is feasible.  --[[User:Pirate Bob|Pirate Bob]] 22:49, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
The ratio involved in &amp;quot;The projectile absorbs the force of the collision&amp;quot; seems kind of odd.  We should investigate if there are actually more parameters determining this at some point.--[[User:Pirate Bob|Pirate Bob]] 23:11, 29 November 2012 (UTC)&lt;br /&gt;
:Sorry about that, the fraction 800/157 is equal to 40000/7850. It is this way because a size 100 ammo will deflect off iron armor if the ammo has an IMPACT_YIELD less than 40000. We did investigate the other parameters and they don't apply to that equation. --[[User:UristDaVinci|UristDaVinci]] 06:11, 2 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps we should put links to Toady One posts on the forums in a section on this page, as &amp;quot;Word of Toady&amp;quot; on how the system works. --[[User:UristDaVinci|UristDaVinci]] 06:11, 2 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Updated page ==&lt;br /&gt;
&lt;br /&gt;
Good work updating the page, but I'm a little confused by &amp;quot;As explained below, wood bolts are capable of fracturing through the strongest metal armor, and would fracture copper or steel armor were it not for the higher densities of those metals.&amp;quot; [[User:Emufarmers|Emufarmers]] 10:24, 2 December 2012 (UTC)&lt;br /&gt;
:Look at the flowchart. If copper, steel, bronze, or iron were not so dense (or wood so fragile), wood bolts would be able to fracture a hole in the armor and deal damage. Adamantine is stronger than steel, but provides less protection against wood bolts only because of the low density of adamantine. Can you think of a better way to explain that? --[[User:UristDaVinci|UristDaVinci]] 20:45, 2 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=179082</id>
		<title>v0.34:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=179082"/>
		<updated>2012-12-02T06:28:27Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Interactions Between Projectiles and Armor */ move flowchart up page a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:27, 11 May 2012 (UTC)}}{{av}}  &lt;br /&gt;
[[Material|Materials]] have a number of properties representing real world variables that describe how they respond to inputs.  In particular, the game now has a number of variables that describe what happens to a material when it's put under stress.&lt;br /&gt;
&lt;br /&gt;
==What is stress?==&lt;br /&gt;
In the real world, an object is stressed when a force is applied to the object.  Depending on the nature of the force applied, this stress can take a number of forms, and the object can respond differently based on its material and how that material handles different stresses.&lt;br /&gt;
&lt;br /&gt;
In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.&lt;br /&gt;
&lt;br /&gt;
==When does Dwarf Fortress make stress calculations?==&lt;br /&gt;
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.&lt;br /&gt;
&lt;br /&gt;
==There's a lot of stress-related properties, what do they mean?==&lt;br /&gt;
The first thing you'll notice is that the second word in each stress variable is one of Yield, Fracture, or strain at yield.  These are mechanical performance terms.  &lt;br /&gt;
&lt;br /&gt;
The first set of words are things like Impact, Bending, and so forth.  These describe modes of applying force.&lt;br /&gt;
&lt;br /&gt;
The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties). The game doesn't use all of these properties yet, and may not be applying them according to real world physics.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Performance Properties===&lt;br /&gt;
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation to plastic deformation.  (That is, if you cease stressing the object, does it revert to its original shape or not).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).&lt;br /&gt;
&lt;br /&gt;
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.&lt;br /&gt;
&lt;br /&gt;
Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress.&lt;br /&gt;
&lt;br /&gt;
Note: Strain at yield is the inverse of the Elastic Modulus.  Thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.  &lt;br /&gt;
&lt;br /&gt;
===Modes of Applying Force===&lt;br /&gt;
Impact: Force applied by a sudden strike, like a hammer.&lt;br /&gt;
&lt;br /&gt;
Compressive: Force applied by exerting pressure on an object, like trying to squish something between your hands.&lt;br /&gt;
&lt;br /&gt;
Tensile: Force applied by pulling on something, like suspending one object via another.  (e.g., if you suspend an [[elf]] from a metal pole, you are applying a tensile force to the pole).&lt;br /&gt;
&lt;br /&gt;
Torsion: Force applied by twisting something.  Note that you're twisting some portion of the object relative to itself to cause a torsion stress to be applied to it.  (Consider trying to twist a metal rod by grasping at either end and attempting to wring it - yes, you'd have to apply a lot of force to succeed).&lt;br /&gt;
&lt;br /&gt;
Shear: Force applied by pushing part of the material so it tries to slide relative to another part of it.  Ie, pushing at the top of an object when the bottom part is fixed to the ground is going to primarily apply a shear stress to it (the top part will try to move in the direction you push, and the lower part will resist this shear stress).&lt;br /&gt;
&lt;br /&gt;
Bending: Force applied by bending a material.&lt;br /&gt;
&lt;br /&gt;
==Effects on Combat==&lt;br /&gt;
The Dwarf Fortress combat system does not use all material properties at present (0.34.11). Weapon and armor damage/wear/decay is not tracked. &lt;br /&gt;
&lt;br /&gt;
The mechanics governing how material properties impact the protection armor provides against projectiles have been [http://www.bay12forums.com/smf/index.php?topic=116151.0 studied reasonably carefully], and are described below.  Armor protection from melee weapons has not been studied in detail, although it likely shares many similarities with ranged weapons.  '''''Note: all of the below is based on recent (0.34.11) experiments, and many results may be approximate or incomplete.'''''&lt;br /&gt;
&lt;br /&gt;
===Projectile Properties===&lt;br /&gt;
The main factor determining if a projectile penetrates armor is its momentum.  Material properties of the bolt/arrow (except for IMPACT_YIELD, which will be described below), as well as bolt quality and marksdwarf/archer skills do not appear to matter (the skill of the marksdwarf determines if the bolt misses, hits, is dodged, or is blocked with a shield).  Dwarven weapons launch projectiles with roughly constant momentum.  However rounding of projectile masses can result in some very strange behavior.  The complete calculation used to determine projectile momentum is as follows:&lt;br /&gt;
*Find the mass of your projectile.  Mass=SOLID_DENSITY*SIZE/1,000,000.&lt;br /&gt;
*Floor that number to an integer.&lt;br /&gt;
*Divide the SHOOT_FORCE of the weapon by the integer, and round the result to the nearest integer.&lt;br /&gt;
*Cap the results by the SHOOT_MAXVEL for the weapon.&lt;br /&gt;
*Multiply the velocity by the ''unrounded'' mass of the projectile to get the momentum.&lt;br /&gt;
For DF34.11 values, iron, bronze, copper, silver, and steel bolts/arrows all have mass between 1 and 2, which will be floored to 1, meaning that they will have velocity equal to SHOOT_FORCE (so long as it is less than or equal to SHOOT_MAXVEL).  Wood, adamantine, and bone bolts/arrows, as well as all blowdarts, have mass less than 1, and will have velocity which is always equal to SHOOT_MAXVEL and does not depend on SHOOT_FORCE.&lt;br /&gt;
&lt;br /&gt;
===Interactions Between Projectiles and Armor===&lt;br /&gt;
[[File:projectile.png|200px|thumb|right|A simplified flowchart showing how material properties are used as a projectile contacts armor.]]&lt;br /&gt;
When a projectile strikes armor, there are several possible outcomes:&lt;br /&gt;
*Conversion of edged damage to blunt damage (chain mail does this).&lt;br /&gt;
*The projectile absorbs the force of the collision, and is deflected.&lt;br /&gt;
*The armor absorbs all or part of the force of the blow.&lt;br /&gt;
*The armor is fractured and does nothing to stop the projectile.&lt;br /&gt;
For armor to be at all effective at stopping projectiles, the armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material.  Otherwise, the projectile just cuts through the armor like it isn’t there.  Additionally, the IMPACT_FRACTURE of the armor must be large relative to the projectile momentum, or the armor fractures and the projectile passes through without slowing down significantly (this happens for metal bolts against any plate armor in 0.34.11). &lt;br /&gt;
&lt;br /&gt;
====Conversion of Edged Damage to Blunt Damage====&lt;br /&gt;
If the momentum of the projectile is not too high, then chain armor can convert the edged damage normally caused by projectiles to blunt damage, resulting in chips, fractures, jams and bruises, but no tears or cuts.  Plate armor does not appear to provide this type of protection under any conditions tested so far.  It is not yet known how the momentum needed for edged damage to penetrate chain armor is calculated, but for the cases examined the momentum needed is many times larger than those observed for in-game projectiles.  &lt;br /&gt;
&lt;br /&gt;
====The Projectile Absorbs the Force of the Collision====&lt;br /&gt;
If the projectile does not cut right through the armor (armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material), then it must push in a chunk of the armor.  If the armor is not strong enough to resist being pushed in (armor resisting the blow is covered in the next section), then the force to push in the armor is proportional to the mass of the chunk of armor.  If the projectile material is not strong enough to exert this force, then it is deformed and deflects.  The following algorithm determines if this type of deflection occurs:&lt;br /&gt;
*Calculate the volume of armor moved by the projectile.  Multiply armor LAYER_SIZE by projectile CONTACT_AREA, and then round down to the nearest 100.  If the result is less than 100, then instead round up to 100.&lt;br /&gt;
*Mass=armor SOLID_DENSITY times the volume from the last step&lt;br /&gt;
*If the IMPACT_YIELD of the projectile is less than mass*(800/157)/PROJECTILE_SIZE, then the projectile deforms and is reported as “deflected”. &lt;br /&gt;
In-game, this type of deflection is observed for wood bolts impacting metal armor, and explains why adamantine is observed to be the worst armor for deflecting wood bolts, as it has the lowest density. As explained below, wood bolts are capable of fracturing through the strongest metal armor, and would fracture copper or steel armor were it not for the higher densities of those metals. &lt;br /&gt;
&lt;br /&gt;
====The Armor Absorbs the Force of the Collision====&lt;br /&gt;
&lt;br /&gt;
This form of deflection depends only on the momentum, but not the material, of the projectile.  The armor will provide 50% protection from projectiles if&lt;br /&gt;
:momentum = (IF-IY/2)*round100(C*S)/(2400000-AU*10000-Q*30000)&lt;br /&gt;
where IF=IMPACT_FRACTURE and IY=IMPACT_YIELD of the armor material, C is CONTACT_AREA of the projectile (although it is the smaller of the projectile's contact area and the body part struck's contact area), and S=LAYER_SIZE of the armor item(s) covering the body part struck, AU is the target's armor user skill (0=none, 16=legendary) and Q is the armor quality (0=none, 5=masterwork).  The function round100(x) is equal to 100 if x is less than 100, and 100*floor(x/100) otherwise (rounded down to the nearest 100).  It unclear if or how the thicknesses of multiple armor layers covering one body part stack.  This formula is approximate, and the exact values of the coefficients in the denominator may not be accurate.  The amount of protection provided drops sigmoidally from 100% to zero over a fairly narrow range.&lt;br /&gt;
&lt;br /&gt;
The manner in which armor offers protection is different depending on whether the bolt momentum is greater than 50000/IMPACT_STRAIN_AT_YIELD.  If momentum is less than this threshold, then armor can completely deflect projectiles, while if it is larger, armor can significantly slow projectiles so that they cause only bruises (not tears, chips, fractures, or jams).   &lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=179081</id>
		<title>v0.34:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=179081"/>
		<updated>2012-12-02T06:27:47Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Interactions Between Projectiles and Armor */ adding flowchart image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:27, 11 May 2012 (UTC)}}{{av}}  &lt;br /&gt;
[[Material|Materials]] have a number of properties representing real world variables that describe how they respond to inputs.  In particular, the game now has a number of variables that describe what happens to a material when it's put under stress.&lt;br /&gt;
&lt;br /&gt;
==What is stress?==&lt;br /&gt;
In the real world, an object is stressed when a force is applied to the object.  Depending on the nature of the force applied, this stress can take a number of forms, and the object can respond differently based on its material and how that material handles different stresses.&lt;br /&gt;
&lt;br /&gt;
In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.&lt;br /&gt;
&lt;br /&gt;
==When does Dwarf Fortress make stress calculations?==&lt;br /&gt;
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.&lt;br /&gt;
&lt;br /&gt;
==There's a lot of stress-related properties, what do they mean?==&lt;br /&gt;
The first thing you'll notice is that the second word in each stress variable is one of Yield, Fracture, or strain at yield.  These are mechanical performance terms.  &lt;br /&gt;
&lt;br /&gt;
The first set of words are things like Impact, Bending, and so forth.  These describe modes of applying force.&lt;br /&gt;
&lt;br /&gt;
The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties). The game doesn't use all of these properties yet, and may not be applying them according to real world physics.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Performance Properties===&lt;br /&gt;
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation to plastic deformation.  (That is, if you cease stressing the object, does it revert to its original shape or not).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).&lt;br /&gt;
&lt;br /&gt;
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.&lt;br /&gt;
&lt;br /&gt;
Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress.&lt;br /&gt;
&lt;br /&gt;
Note: Strain at yield is the inverse of the Elastic Modulus.  Thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.  &lt;br /&gt;
&lt;br /&gt;
===Modes of Applying Force===&lt;br /&gt;
Impact: Force applied by a sudden strike, like a hammer.&lt;br /&gt;
&lt;br /&gt;
Compressive: Force applied by exerting pressure on an object, like trying to squish something between your hands.&lt;br /&gt;
&lt;br /&gt;
Tensile: Force applied by pulling on something, like suspending one object via another.  (e.g., if you suspend an [[elf]] from a metal pole, you are applying a tensile force to the pole).&lt;br /&gt;
&lt;br /&gt;
Torsion: Force applied by twisting something.  Note that you're twisting some portion of the object relative to itself to cause a torsion stress to be applied to it.  (Consider trying to twist a metal rod by grasping at either end and attempting to wring it - yes, you'd have to apply a lot of force to succeed).&lt;br /&gt;
&lt;br /&gt;
Shear: Force applied by pushing part of the material so it tries to slide relative to another part of it.  Ie, pushing at the top of an object when the bottom part is fixed to the ground is going to primarily apply a shear stress to it (the top part will try to move in the direction you push, and the lower part will resist this shear stress).&lt;br /&gt;
&lt;br /&gt;
Bending: Force applied by bending a material.&lt;br /&gt;
&lt;br /&gt;
==Effects on Combat==&lt;br /&gt;
The Dwarf Fortress combat system does not use all material properties at present (0.34.11). Weapon and armor damage/wear/decay is not tracked. &lt;br /&gt;
&lt;br /&gt;
The mechanics governing how material properties impact the protection armor provides against projectiles have been [http://www.bay12forums.com/smf/index.php?topic=116151.0 studied reasonably carefully], and are described below.  Armor protection from melee weapons has not been studied in detail, although it likely shares many similarities with ranged weapons.  '''''Note: all of the below is based on recent (0.34.11) experiments, and many results may be approximate or incomplete.'''''&lt;br /&gt;
&lt;br /&gt;
===Projectile Properties===&lt;br /&gt;
The main factor determining if a projectile penetrates armor is its momentum.  Material properties of the bolt/arrow (except for IMPACT_YIELD, which will be described below), as well as bolt quality and marksdwarf/archer skills do not appear to matter (the skill of the marksdwarf determines if the bolt misses, hits, is dodged, or is blocked with a shield).  Dwarven weapons launch projectiles with roughly constant momentum.  However rounding of projectile masses can result in some very strange behavior.  The complete calculation used to determine projectile momentum is as follows:&lt;br /&gt;
*Find the mass of your projectile.  Mass=SOLID_DENSITY*SIZE/1,000,000.&lt;br /&gt;
*Floor that number to an integer.&lt;br /&gt;
*Divide the SHOOT_FORCE of the weapon by the integer, and round the result to the nearest integer.&lt;br /&gt;
*Cap the results by the SHOOT_MAXVEL for the weapon.&lt;br /&gt;
*Multiply the velocity by the ''unrounded'' mass of the projectile to get the momentum.&lt;br /&gt;
For DF34.11 values, iron, bronze, copper, silver, and steel bolts/arrows all have mass between 1 and 2, which will be floored to 1, meaning that they will have velocity equal to SHOOT_FORCE (so long as it is less than or equal to SHOOT_MAXVEL).  Wood, adamantine, and bone bolts/arrows, as well as all blowdarts, have mass less than 1, and will have velocity which is always equal to SHOOT_MAXVEL and does not depend on SHOOT_FORCE.&lt;br /&gt;
&lt;br /&gt;
===Interactions Between Projectiles and Armor===&lt;br /&gt;
When a projectile strikes armor, there are several possible outcomes:&lt;br /&gt;
*Conversion of edged damage to blunt damage (chain mail does this).&lt;br /&gt;
*The projectile absorbs the force of the collision, and is deflected.&lt;br /&gt;
*The armor absorbs all or part of the force of the blow.&lt;br /&gt;
*The armor is fractured and does nothing to stop the projectile.&lt;br /&gt;
For armor to be at all effective at stopping projectiles, the armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material.  Otherwise, the projectile just cuts through the armor like it isn’t there.  Additionally, the IMPACT_FRACTURE of the armor must be large relative to the projectile momentum, or the armor fractures and the projectile passes through without slowing down significantly (this happens for metal bolts against any plate armor in 0.34.11). &lt;br /&gt;
[[File:projectile.png|200px|thumb|right|A simplified flowchart showing how material properties are used as a projectile contacts armor.]]&lt;br /&gt;
&lt;br /&gt;
====Conversion of Edged Damage to Blunt Damage====&lt;br /&gt;
If the momentum of the projectile is not too high, then chain armor can convert the edged damage normally caused by projectiles to blunt damage, resulting in chips, fractures, jams and bruises, but no tears or cuts.  Plate armor does not appear to provide this type of protection under any conditions tested so far.  It is not yet known how the momentum needed for edged damage to penetrate chain armor is calculated, but for the cases examined the momentum needed is many times larger than those observed for in-game projectiles.  &lt;br /&gt;
&lt;br /&gt;
====The Projectile Absorbs the Force of the Collision====&lt;br /&gt;
If the projectile does not cut right through the armor (armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material), then it must push in a chunk of the armor.  If the armor is not strong enough to resist being pushed in (armor resisting the blow is covered in the next section), then the force to push in the armor is proportional to the mass of the chunk of armor.  If the projectile material is not strong enough to exert this force, then it is deformed and deflects.  The following algorithm determines if this type of deflection occurs:&lt;br /&gt;
*Calculate the volume of armor moved by the projectile.  Multiply armor LAYER_SIZE by projectile CONTACT_AREA, and then round down to the nearest 100.  If the result is less than 100, then instead round up to 100.&lt;br /&gt;
*Mass=armor SOLID_DENSITY times the volume from the last step&lt;br /&gt;
*If the IMPACT_YIELD of the projectile is less than mass*(800/157)/PROJECTILE_SIZE, then the projectile deforms and is reported as “deflected”. &lt;br /&gt;
In-game, this type of deflection is observed for wood bolts impacting metal armor, and explains why adamantine is observed to be the worst armor for deflecting wood bolts, as it has the lowest density. As explained below, wood bolts are capable of fracturing through the strongest metal armor, and would fracture copper or steel armor were it not for the higher densities of those metals. &lt;br /&gt;
&lt;br /&gt;
====The Armor Absorbs the Force of the Collision====&lt;br /&gt;
&lt;br /&gt;
This form of deflection depends only on the momentum, but not the material, of the projectile.  The armor will provide 50% protection from projectiles if&lt;br /&gt;
:momentum = (IF-IY/2)*round100(C*S)/(2400000-AU*10000-Q*30000)&lt;br /&gt;
where IF=IMPACT_FRACTURE and IY=IMPACT_YIELD of the armor material, C is CONTACT_AREA of the projectile (although it is the smaller of the projectile's contact area and the body part struck's contact area), and S=LAYER_SIZE of the armor item(s) covering the body part struck, AU is the target's armor user skill (0=none, 16=legendary) and Q is the armor quality (0=none, 5=masterwork).  The function round100(x) is equal to 100 if x is less than 100, and 100*floor(x/100) otherwise (rounded down to the nearest 100).  It unclear if or how the thicknesses of multiple armor layers covering one body part stack.  This formula is approximate, and the exact values of the coefficients in the denominator may not be accurate.  The amount of protection provided drops sigmoidally from 100% to zero over a fairly narrow range.&lt;br /&gt;
&lt;br /&gt;
The manner in which armor offers protection is different depending on whether the bolt momentum is greater than 50000/IMPACT_STRAIN_AT_YIELD.  If momentum is less than this threshold, then armor can completely deflect projectiles, while if it is larger, armor can significantly slow projectiles so that they cause only bruises (not tears, chips, fractures, or jams).   &lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Combat&amp;diff=179080</id>
		<title>v0.34:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Combat&amp;diff=179080"/>
		<updated>2012-12-02T06:24:13Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: This page needs some work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:16, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
(This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] or [[Weapon]]s). The effects of many [[Material]] properties on combat are somewhat understood (see the [[Material]] page).&lt;br /&gt;
&lt;br /&gt;
Combat in Dwarf Fortress is unlike that in most strategy and role playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains; and torsos have internal organs. Damage to these parts and sub parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.&lt;br /&gt;
&lt;br /&gt;
Although creatures and players may direct and focus their attacks, combat is random in nature.  A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss.  Weapons cause damage specific to their class, be they axes or swords or backpacks. You will often see creatures attacked with impaling weapons such as spears or crossbow bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. &lt;br /&gt;
&lt;br /&gt;
Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that while most natural creatures have the same sorts of vulnerabilities due to their similar collection of body parts, procedurally generated creatures such as Titans, Megabeasts and Demons may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable.  When all else fails, a cave-in means certain death for anything caught underneath.&lt;br /&gt;
&lt;br /&gt;
As in real life, combat in Dwarf Fortress is chaotic, deadly, and gruesome.  Numbers seem to matter, as defending against multiple opponents can be difficult even for a decent fighter.  Your warriors will not suffer loss of generic hit points, and can not simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.&lt;br /&gt;
&lt;br /&gt;
==General Observations==&lt;br /&gt;
* Blunt weapons use &amp;quot;contact area&amp;quot; and weapon mass to scale damage&lt;br /&gt;
* Edge weapons seem to use the progression Silver-&amp;gt;Copper-&amp;gt;Iron-&amp;gt;Bronze-&amp;gt;Steel-&amp;gt;Adamantine for material strength&lt;br /&gt;
* Edge weapons use &amp;quot;contact area&amp;quot; and &amp;quot;penetration size&amp;quot; to determine if an attack is slashing or stabbing in nature&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
:Based on information in the RAWs and in-game, Toady seems to use real-world material properties and almost-real physics for in-game behaviour.  Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.&lt;br /&gt;
&lt;br /&gt;
==General Terms==&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
&lt;br /&gt;
==Armor Properties==&lt;br /&gt;
&lt;br /&gt;
*Material Properties&lt;br /&gt;
:* Blunt Protection&lt;br /&gt;
::*'''Impact yield'''&lt;br /&gt;
::*'''Impact fracture'''&lt;br /&gt;
::*'''Impact strain at yield'''&lt;br /&gt;
&lt;br /&gt;
:* Edge Protection&lt;br /&gt;
::*'''Shear yield'''&lt;br /&gt;
::*'''Shear fracture'''&lt;br /&gt;
::*'''Shear strain at yield'''&lt;br /&gt;
&lt;br /&gt;
*Item Properties&lt;br /&gt;
:*'''Armor Level''': Layer number in which armor is worn.  Lower numbers will be equipped first, and later numbers equipped if space is available.&lt;br /&gt;
:*'''Coverage'': Some armor covers more of the body than others.&lt;br /&gt;
&lt;br /&gt;
==Weapon Properties==&lt;br /&gt;
&lt;br /&gt;
*Material Properties&lt;br /&gt;
:*Common&lt;br /&gt;
::*'''Contact Area''': Determines the surface area hit by the weapon.  Likely in mm&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.&lt;br /&gt;
&lt;br /&gt;
:*Blunt Weapons&lt;br /&gt;
::*Blunt weapons are all about weapon mass, contact area, and velocity.  Apply a large force to a small area for bone crushing goodness.&lt;br /&gt;
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''&lt;br /&gt;
::*'''Momentum''' is '''Mass''' times '''Velocity'''&lt;br /&gt;
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon&lt;br /&gt;
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target&lt;br /&gt;
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''&lt;br /&gt;
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)&lt;br /&gt;
&lt;br /&gt;
:*Edged Weapons&lt;br /&gt;
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity&lt;br /&gt;
&lt;br /&gt;
==Arena Test Results==&lt;br /&gt;
&lt;br /&gt;
* See [[Material]]&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Material_science&amp;diff=179079</id>
		<title>v0.34 Talk:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Material_science&amp;diff=179079"/>
		<updated>2012-12-02T06:11:38Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't understand what the first paragraph in the &amp;quot;Effects on Combat&amp;quot; section mean, so I am leaving them alone for now.  If no one else can make sense of them they should probably be removed.  I am starting to add the results of our ballistics testing to the combat section. --[[User:Pirate Bob|Pirate Bob]] 22:19, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
It would be very nice to add Urist's flowchart to the &amp;quot;Interactions between projectiles and armor&amp;quot; section.  It might also be nice if the flowchart could somehow be highlighted to emphasize which sections of the text correspond to which parts of the flowchart, but I don't know if this is feasible.  --[[User:Pirate Bob|Pirate Bob]] 22:49, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
The ratio involved in &amp;quot;The projectile absorbs the force of the collision&amp;quot; seems kind of odd.  We should investigate if there are actually more parameters determining this at some point.--[[User:Pirate Bob|Pirate Bob]] 23:11, 29 November 2012 (UTC)&lt;br /&gt;
:Sorry about that, the fraction 800/157 is equal to 40000/7850. It is this way because a size 100 ammo will deflect off iron armor if the ammo has an IMPACT_YIELD less than 40000. We did investigate the other parameters and they don't apply to that equation. --[[User:UristDaVinci|UristDaVinci]] 06:11, 2 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Perhaps we should put links to Toady One posts on the forums in a section on this page, as &amp;quot;Word of Toady&amp;quot; on how the system works. --[[User:UristDaVinci|UristDaVinci]] 06:11, 2 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=179078</id>
		<title>v0.34:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=179078"/>
		<updated>2012-12-02T06:02:31Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Effects on Combat */  good work!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:27, 11 May 2012 (UTC)}}{{av}}  &lt;br /&gt;
[[Material|Materials]] have a number of properties representing real world variables that describe how they respond to inputs.  In particular, the game now has a number of variables that describe what happens to a material when it's put under stress.&lt;br /&gt;
&lt;br /&gt;
==What is stress?==&lt;br /&gt;
In the real world, an object is stressed when a force is applied to the object.  Depending on the nature of the force applied, this stress can take a number of forms, and the object can respond differently based on its material and how that material handles different stresses.&lt;br /&gt;
&lt;br /&gt;
In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.&lt;br /&gt;
&lt;br /&gt;
==When does Dwarf Fortress make stress calculations?==&lt;br /&gt;
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.&lt;br /&gt;
&lt;br /&gt;
==There's a lot of stress-related properties, what do they mean?==&lt;br /&gt;
The first thing you'll notice is that the second word in each stress variable is one of Yield, Fracture, or strain at yield.  These are mechanical performance terms.  &lt;br /&gt;
&lt;br /&gt;
The first set of words are things like Impact, Bending, and so forth.  These describe modes of applying force.&lt;br /&gt;
&lt;br /&gt;
The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties). The game doesn't use all of these properties yet, and may not be applying them according to real world physics.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Performance Properties===&lt;br /&gt;
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation to plastic deformation.  (That is, if you cease stressing the object, does it revert to its original shape or not).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).&lt;br /&gt;
&lt;br /&gt;
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.&lt;br /&gt;
&lt;br /&gt;
Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress.&lt;br /&gt;
&lt;br /&gt;
Note: Strain at yield is the inverse of the Elastic Modulus.  Thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.  &lt;br /&gt;
&lt;br /&gt;
===Modes of Applying Force===&lt;br /&gt;
Impact: Force applied by a sudden strike, like a hammer.&lt;br /&gt;
&lt;br /&gt;
Compressive: Force applied by exerting pressure on an object, like trying to squish something between your hands.&lt;br /&gt;
&lt;br /&gt;
Tensile: Force applied by pulling on something, like suspending one object via another.  (e.g., if you suspend an [[elf]] from a metal pole, you are applying a tensile force to the pole).&lt;br /&gt;
&lt;br /&gt;
Torsion: Force applied by twisting something.  Note that you're twisting some portion of the object relative to itself to cause a torsion stress to be applied to it.  (Consider trying to twist a metal rod by grasping at either end and attempting to wring it - yes, you'd have to apply a lot of force to succeed).&lt;br /&gt;
&lt;br /&gt;
Shear: Force applied by pushing part of the material so it tries to slide relative to another part of it.  Ie, pushing at the top of an object when the bottom part is fixed to the ground is going to primarily apply a shear stress to it (the top part will try to move in the direction you push, and the lower part will resist this shear stress).&lt;br /&gt;
&lt;br /&gt;
Bending: Force applied by bending a material.&lt;br /&gt;
&lt;br /&gt;
==Effects on Combat==&lt;br /&gt;
The Dwarf Fortress combat system does not use all material properties at present (0.34.11). Weapon and armor damage/wear/decay is not tracked. &lt;br /&gt;
&lt;br /&gt;
The mechanics governing how material properties impact the protection armor provides against projectiles have been [http://www.bay12forums.com/smf/index.php?topic=116151.0 studied reasonably carefully], and are described below.  Armor protection from melee weapons has not been studied in detail, although it likely shares many similarities with ranged weapons.  '''''Note: all of the below is based on recent (0.34.11) experiments, and many results may be approximate or incomplete.'''''&lt;br /&gt;
&lt;br /&gt;
===Projectile Properties===&lt;br /&gt;
The main factor determining if a projectile penetrates armor is its momentum.  Material properties of the bolt/arrow (except for IMPACT_YIELD, which will be described below), as well as bolt quality and marksdwarf/archer skills do not appear to matter (the skill of the marksdwarf determines if the bolt misses, hits, is dodged, or is blocked with a shield).  Dwarven weapons launch projectiles with roughly constant momentum.  However rounding of projectile masses can result in some very strange behavior.  The complete calculation used to determine projectile momentum is as follows:&lt;br /&gt;
*Find the mass of your projectile.  Mass=SOLID_DENSITY*SIZE/1,000,000.&lt;br /&gt;
*Floor that number to an integer.&lt;br /&gt;
*Divide the SHOOT_FORCE of the weapon by the integer, and round the result to the nearest integer.&lt;br /&gt;
*Cap the results by the SHOOT_MAXVEL for the weapon.&lt;br /&gt;
*Multiply the velocity by the ''unrounded'' mass of the projectile to get the momentum.&lt;br /&gt;
For DF34.11 values, iron, bronze, copper, silver, and steel bolts/arrows all have mass between 1 and 2, which will be floored to 1, meaning that they will have velocity equal to SHOOT_FORCE (so long as it is less than or equal to SHOOT_MAXVEL).  Wood, adamantine, and bone bolts/arrows, as well as all blowdarts, have mass less than 1, and will have velocity which is always equal to SHOOT_MAXVEL and does not depend on SHOOT_FORCE.&lt;br /&gt;
&lt;br /&gt;
===Interactions Between Projectiles and Armor===&lt;br /&gt;
When a projectile strikes armor, there are several possible outcomes:&lt;br /&gt;
*Conversion of edged damage to blunt damage (chain mail does this).&lt;br /&gt;
*The projectile absorbs the force of the collision, and is deflected.&lt;br /&gt;
*The armor absorbs all or part of the force of the blow.&lt;br /&gt;
*The armor is fractured and does nothing to stop the projectile.&lt;br /&gt;
For armor to be at all effective at stopping projectiles, the armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material.  Otherwise, the projectile just cuts through the armor like it isn’t there.  Additionally, the IMPACT_FRACTURE of the armor must be large relative to the projectile momentum, or the armor fractures and the projectile passes through without slowing down significantly (this happens for metal bolts against any plate armor in 0.34.11). &lt;br /&gt;
&lt;br /&gt;
[[Media:projectile.png]]&lt;br /&gt;
&lt;br /&gt;
====Conversion of Edged Damage to Blunt Damage====&lt;br /&gt;
If the momentum of the projectile is not too high, then chain armor can convert the edged damage normally caused by projectiles to blunt damage, resulting in chips, fractures, jams and bruises, but no tears or cuts.  Plate armor does not appear to provide this type of protection under any conditions tested so far.  It is not yet known how the momentum needed for edged damage to penetrate chain armor is calculated, but for the cases examined the momentum needed is many times larger than those observed for in-game projectiles.  &lt;br /&gt;
&lt;br /&gt;
====The Projectile Absorbs the Force of the Collision====&lt;br /&gt;
If the projectile does not cut right through the armor (armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material), then it must push in a chunk of the armor.  If the armor is not strong enough to resist being pushed in (armor resisting the blow is covered in the next section), then the force to push in the armor is proportional to the mass of the chunk of armor.  If the projectile material is not strong enough to exert this force, then it is deformed and deflects.  The following algorithm determines if this type of deflection occurs:&lt;br /&gt;
*Calculate the volume of armor moved by the projectile.  Multiply armor LAYER_SIZE by projectile CONTACT_AREA, and then round down to the nearest 100.  If the result is less than 100, then instead round up to 100.&lt;br /&gt;
*Mass=armor SOLID_DENSITY times the volume from the last step&lt;br /&gt;
*If the IMPACT_YIELD of the projectile is less than mass*(800/157)/PROJECTILE_SIZE, then the projectile deforms and is reported as “deflected”. &lt;br /&gt;
In-game, this type of deflection is observed for wood bolts impacting metal armor, and explains why adamantine is observed to be the worst armor for deflecting wood bolts, as it has the lowest density. As explained below, wood bolts are capable of fracturing through the strongest metal armor, and would fracture copper or steel armor were it not for the higher densities of those metals. &lt;br /&gt;
&lt;br /&gt;
====The Armor Absorbs the Force of the Collision====&lt;br /&gt;
&lt;br /&gt;
This form of deflection depends only on the momentum, but not the material, of the projectile.  The armor will provide 50% protection from projectiles if&lt;br /&gt;
:momentum = (IF-IY/2)*round100(C*S)/(2400000-AU*10000-Q*30000)&lt;br /&gt;
where IF=IMPACT_FRACTURE and IY=IMPACT_YIELD of the armor material, C is CONTACT_AREA of the projectile (although it is the smaller of the projectile's contact area and the body part struck's contact area), and S=LAYER_SIZE of the armor item(s) covering the body part struck, AU is the target's armor user skill (0=none, 16=legendary) and Q is the armor quality (0=none, 5=masterwork).  The function round100(x) is equal to 100 if x is less than 100, and 100*floor(x/100) otherwise (rounded down to the nearest 100).  It unclear if or how the thicknesses of multiple armor layers covering one body part stack.  This formula is approximate, and the exact values of the coefficients in the denominator may not be accurate.  The amount of protection provided drops sigmoidally from 100% to zero over a fairly narrow range.&lt;br /&gt;
&lt;br /&gt;
The manner in which armor offers protection is different depending on whether the bolt momentum is greater than 50000/IMPACT_STRAIN_AT_YIELD.  If momentum is less than this threshold, then armor can completely deflect projectiles, while if it is larger, armor can significantly slow projectiles so that they cause only bruises (not tears, chips, fractures, or jams).   &lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=179077</id>
		<title>v0.34:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Material_science&amp;diff=179077"/>
		<updated>2012-12-02T05:40:12Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* There's a lot of stress-related properties, what do they mean? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:27, 11 May 2012 (UTC)}}{{av}}  &lt;br /&gt;
[[Material|Materials]] have a number of properties representing real world variables that describe how they respond to inputs.  In particular, the game now has a number of variables that describe what happens to a material when it's put under stress.&lt;br /&gt;
&lt;br /&gt;
==What is stress?==&lt;br /&gt;
In the real world, an object is stressed when a force is applied to the object.  Depending on the nature of the force applied, this stress can take a number of forms, and the object can respond differently based on its material and how that material handles different stresses.&lt;br /&gt;
&lt;br /&gt;
In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.&lt;br /&gt;
&lt;br /&gt;
==When does Dwarf Fortress make stress calculations?==&lt;br /&gt;
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.&lt;br /&gt;
&lt;br /&gt;
==There's a lot of stress-related properties, what do they mean?==&lt;br /&gt;
The first thing you'll notice is that the second word in each stress variable is one of Yield, Fracture, or strain at yield.  These are mechanical performance terms.  &lt;br /&gt;
&lt;br /&gt;
The first set of words are things like Impact, Bending, and so forth.  These describe modes of applying force.&lt;br /&gt;
&lt;br /&gt;
The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties). The game doesn't use all of these properties yet, and may not be applying them according to real world physics.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Performance Properties===&lt;br /&gt;
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation to plastic deformation.  (That is, if you cease stressing the object, does it revert to its original shape or not).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).&lt;br /&gt;
&lt;br /&gt;
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.&lt;br /&gt;
&lt;br /&gt;
Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress.&lt;br /&gt;
&lt;br /&gt;
Note: Strain at yield is the inverse of the Elastic Modulus.  Thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.  &lt;br /&gt;
&lt;br /&gt;
===Modes of Applying Force===&lt;br /&gt;
Impact: Force applied by a sudden strike, like a hammer.&lt;br /&gt;
&lt;br /&gt;
Compressive: Force applied by exerting pressure on an object, like trying to squish something between your hands.&lt;br /&gt;
&lt;br /&gt;
Tensile: Force applied by pulling on something, like suspending one object via another.  (e.g., if you suspend an [[elf]] from a metal pole, you are applying a tensile force to the pole).&lt;br /&gt;
&lt;br /&gt;
Torsion: Force applied by twisting something.  Note that you're twisting some portion of the object relative to itself to cause a torsion stress to be applied to it.  (Consider trying to twist a metal rod by grasping at either end and attempting to wring it - yes, you'd have to apply a lot of force to succeed).&lt;br /&gt;
&lt;br /&gt;
Shear: Force applied by pushing part of the material so it tries to slide relative to another part of it.  Ie, pushing at the top of an object when the bottom part is fixed to the ground is going to primarily apply a shear stress to it (the top part will try to move in the direction you push, and the lower part will resist this shear stress).&lt;br /&gt;
&lt;br /&gt;
Bending: Force applied by bending a material.&lt;br /&gt;
&lt;br /&gt;
==Effects on Combat==&lt;br /&gt;
Dwarf Fortress only features a limited combat system. Item decay does not seem to be simulated properly at all, so the hypotheses are largely incorrect.&lt;br /&gt;
&lt;br /&gt;
The mechanics governing how material properties impact the protection armor provides against projectiles have been [http://www.bay12forums.com/smf/index.php?topic=116151.0 studied reasonably carefully], and are described below.  Armor protection from melee weapons has not been studied in detail, although it likely shares many similarities with ranged weapons.  '''''Note: all of the below is based on recent experiments, and many results may be approximate or incomplete.'''''&lt;br /&gt;
&lt;br /&gt;
===Projectile Properties===&lt;br /&gt;
The main factor determining if a projectile penetrates armor is its momentum.  Material properties of the bolt/arrow (except for IMPACT_YIELD, which will be described below), as well as bolt quality and marksdwarf/archer skills do not appear to matter.  Dwarven weapons launch projectiles with roughly constant momentum.  However rounding of projectile masses can result in some very strange behavior.  The complete calculation used to determine projectile momentum is as follows:&lt;br /&gt;
*Find the mass of your projectile.  Mass=SOLID_DENSITY*SIZE/1,000,000.&lt;br /&gt;
*Floor that number to an integer.&lt;br /&gt;
*Divide the SHOOT_FORCE of the weapon by the integer, and round the result to the nearest integer.&lt;br /&gt;
*Cap the results by the SHOOT_MAXVEL for the weapon.&lt;br /&gt;
*Multiply the velocity by the ''unrounded'' mass of the projectile to get the momentum.&lt;br /&gt;
For DF34.11 values, iron, bronze, copper, silver, and steel bolts/arrows all have mass between 1 and 2, which will be floored to 1, meaning that they will have velocity equal to SHOOT_FORCE (so long as it is less than or equal to SHOOT_MAXVEL).  Wood, adamantine, and bone bolts/arrows, as well as all blowdarts, have mass less than 1, and will have velocity which is always equal to SHOOT_MAXVEL and does not depend on SHOOT_FORCE.&lt;br /&gt;
&lt;br /&gt;
===Interactions Between Projectiles and Armor===&lt;br /&gt;
When a projectile strikes armor, there are several possible outcomes:&lt;br /&gt;
*Conversion of edged damage to blunt damage (chain mail does this).&lt;br /&gt;
*The projectile absorbs the force of the collision, and is deflected.&lt;br /&gt;
*The armor absorbs all or part of the force of the blow.&lt;br /&gt;
*The armor is fractured and does nothing to stop the projectile.&lt;br /&gt;
For armor to be at all effective at stopping projectiles, the armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material.  Otherwise, the projectile just cuts through the armor like it isn’t there.  Additionally, the IMPACT_FRACTURE of the armor must be large relative to the projectile momentum, or the armor fractures and the projectile passes through without slowing down significantly (this happens for metal bolts against any plate armor in the current version). [Insert Urist's flowchart here]&lt;br /&gt;
&lt;br /&gt;
====Conversion of Edged Damage to Blunt Damage====&lt;br /&gt;
If the momentum of the projectile is not too high, then chain armor can convert the edged damage normally caused by projectiles to blunt damage, resulting in chips, fractures, jams and bruises, but no tears or cuts.  Plate armor does not appear to provide this type of protection under any conditions tested so far.  It is not yet known how the momentum needed for edged damage to penetrate chain armor is calculated, but for the cases examined the momentum needed is many times larger than those observed for in-game projectiles.  [Insert plot here]&lt;br /&gt;
&lt;br /&gt;
====The Projectile Absorbs the Force of the Collision====&lt;br /&gt;
If the projectile does not cut right through the armor (armor material must have SHEAR_YIELD and/or SHEAR_FRACTURE greater than or equal to the projectile material), then it must push in a chunk of the armor.  If the armor is not strong enough to resist being pushed in (armor resisting the blow is covered in the next section), then the force to push in the armor is proportional to the mass of the chunk of armor.  If the projectile material is not strong enough to exert this force, then it is deformed and deflects.  The following algorithm determines if this type of deflection occurs:&lt;br /&gt;
*Calculate the volume of armor moved by the projectile.  Multiply armor LAYER_SIZE by projectile CONTACT_AREA, and then round down to the nearest 100.  If the result is less than 100, then instead round up to 100.&lt;br /&gt;
*Mass=armor SOLID_DENSITY times the volume from the last step&lt;br /&gt;
*If the IMPACT_YIELD of the projectile is less than mass*(800/157)/PROJECTILE_SIZE, then the projectile deforms and is reported as “deflected”. &lt;br /&gt;
In-game, this type of deflection is observed for wood bolts impacting metal armor, and explains why adamantine is observed to be the worst armor for deflecting wood bolts, as it has the lowest density. &lt;br /&gt;
&lt;br /&gt;
====The Armor Absorbs the Force of the Collision====&lt;br /&gt;
&lt;br /&gt;
This form of deflection depends only on the momentum, but not the material, of the projectile.  The armor will provide 50% protection from projectiles if&lt;br /&gt;
:momentum = (IF-IY/2)*round100(C*S)/(2400000-AU*10000-Q*30000)&lt;br /&gt;
where IF=IMPACT_FRACTURE and IY=IMPACT_YIELD of the armor material, C is CONTACT_AREA of the projectile (although it may be the smaller of the projectile and the body part struck), and S=LAYER_SIZE of the armor item(s) covering the body part struck, AU is the target's armor user skill (0=none, 16=legendary) and Q is the armor quality (0=none, 5=masterwork).  The function round100(x) is equal to 100 if x is less than 100, and 100*floor(x/100) otherwise (rounded to the nearest 100).  It unclear if or how the thicknesses of multiple armor layers covering one body part stack.  This formula is approximate, and the exact values of the coefficients in the denominator may not be accurate.  The amount of protection provided drops sigmoidally from 100% to zero over a fairly narrow range.&lt;br /&gt;
&lt;br /&gt;
The manner in which armor offers protection is different depending on whether the bolt momentum is greater than 50000/IMPACT_STRAIN_AT_YIELD [I need to check if/how CONTACT_AREA influences this equation - this if for CONTACT_AREA=2].  If momentum is less than this threshold, then armor can completely deflect projectiles, while if it is larger, armor can significantly slow projectiles so that they cause only bruises (not tears, chips, fractures, or jams).   &lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Projectile.png&amp;diff=179076</id>
		<title>File:Projectile.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Projectile.png&amp;diff=179076"/>
		<updated>2012-12-02T05:22:28Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Flowchart used in material article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flowchart used in material article&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=179075</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=179075"/>
		<updated>2012-12-02T05:14:29Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* You Must Be Tired. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and says &amp;quot;Add topic&amp;quot;. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Empty DF:2012 Articles ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to offer a few suggestions:&lt;br /&gt;
* Could the bot which went through and replaced all the v0.31 article links with DF:2012 links be modified to actually create those articles with a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template inserted, so that users can reference an older version easily while understanding that it could be outdated?&lt;br /&gt;
* Could a bot be created to go through all the current dead links and create those articles and place a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template within them?&lt;br /&gt;
* Failing that, I'd be willing to volunteer for this; I understand that I should talk to you for article creation. In that case, would I have to present you with a list of articles to be created?&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 02:53, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looks like I can create articles myself after enough edits. --[[User:Reilwin|Reilwin]] 06:35, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spanish translation ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PROBLEM ==&lt;br /&gt;
since you &amp;quot;upgraded&amp;quot; the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this:    DF2010-Magma.gz&lt;br /&gt;
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual&lt;br /&gt;
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upload Button Missing ==&lt;br /&gt;
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
 --[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Oh, so it's just down for a few days? OK, I'll be patient. Thanks for all the work you've done here, Emi. :)&lt;br /&gt;
&lt;br /&gt;
== Eagles ==&lt;br /&gt;
&lt;br /&gt;
Why can't I create new pages? I want to create a page about normal eagles.&lt;br /&gt;
&lt;br /&gt;
: This wiki is going through a lot now. New name space for the latest DF version has been created and articles are copied to it, as far as they are still valid for the new version. Also this wiki's cluster size has been increased by two new servers and many things around it are being configured. So I think the admins just prohibited new article creation for a while until they sort things out. --[[User:Nagidal|Nagidal]] 17:31, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've seen Briss has created the Eagle page, maybe it's so that you can fill it with content. --[[User:Nagidal|Nagidal]] 18:50, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== a namespace just for me? ==&lt;br /&gt;
&lt;br /&gt;
It says that if i'd like a user page i should post here asking for one.&lt;br /&gt;
can i have a namespace for me please?  under Zazq?  [[User:Zazq|Zazq]] 21:48, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A namespace is not the same as a user page. I'm almost sure you can't have a namespace just for you, but you can certainly have your own userpage where you can set up your own sandbox. I have created you your userpage, just click on the link on your name in the signature. You can start forging some good articles on your userpage. --[[User:Nagidal|Nagidal]] 23:46, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== UserPage ==&lt;br /&gt;
could i have a page too? to edit and try stuff before posting ... Edit: it is Mohreb by the way ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like a user page too, name KevinFragger2427. Thanks.&lt;br /&gt;
&lt;br /&gt;
== v34 Utilities ==&lt;br /&gt;
&lt;br /&gt;
Can we get a [[DF2012:Utilities]] page created?&lt;br /&gt;
&lt;br /&gt;
== Giant sponges ==&lt;br /&gt;
&lt;br /&gt;
Hello, I am new to this wiki and I would like to add articles for giant sponges and giant mosquitoes.&lt;br /&gt;
&lt;br /&gt;
I trust I can just copy-paste the old tags from a DF2010 creature page and change them accordyingly  ?&lt;br /&gt;
&lt;br /&gt;
[[User:Naryar|Naryar]] 11:28, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can I have two pages created? ==&lt;br /&gt;
&lt;br /&gt;
I'd like to have two pages created for me, please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. I'd like my user-page created, so I can do all the other cool stuff that people do with their user-pages.&lt;br /&gt;
&lt;br /&gt;
2. I would also like a whole new mod article made, please. Title it &amp;quot;Modern Warfare: Year 2100&amp;quot; too, please, as well.&lt;br /&gt;
&lt;br /&gt;
EDIT: Username is UristMcHuman. Sorry I forgot that&lt;br /&gt;
&lt;br /&gt;
== Interactions. ==&lt;br /&gt;
&lt;br /&gt;
I would like a page created under 2012:Interaction, please and thank you. [[User:Lofn|Lofn]] 15:54, 25 February 2012 (UTC)&lt;br /&gt;
EDIT: a userpage/sandbox would also be very much appreciated, if you find the time.&lt;br /&gt;
&lt;br /&gt;
== User page for Darchitect. ==&lt;br /&gt;
&lt;br /&gt;
I'd like one, if you'd be so kind.&lt;br /&gt;
[[User:Darchitect|Darchitect]] 20:24, 29 February 2012 (UTC)Darchitect&lt;br /&gt;
&lt;br /&gt;
== Favicon Recovery ==&lt;br /&gt;
&lt;br /&gt;
I notice the favicon seems to have gotten lost somewhere along the way. Since I'm the one who initially made it using the main site logo for reference, I still have a copy sitting around. [http://dffd.wimbli.com/images/dfwiki_favicon.ico Here it is, feel free to use it again.]&lt;br /&gt;
&lt;br /&gt;
== Request for User Page ==&lt;br /&gt;
&lt;br /&gt;
Hi there, can you please add a user page for me? Thank you. [[User:Timtek|Timtek]] 11:47, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for Confirmed User ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what I need to do to be able to upload a file. I registered four days ago, and have been waiting to become an &amp;quot;Autoconfirmed user&amp;quot; so that I can add my tileset to the Tileset repository. The &amp;quot;autoconfirmation&amp;quot; never comes, however. Attempting to google the issue said that I should be autoconfirmed after 3 days, which has not occurred. Am I missing something? --[[User:Taffer|Taffer]] 13:10, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello again! Thanks for the help earlier, and sorry for the second message. Would it be alright if I have a user page? Thank you!  --[[User:Taffer|Taffer]] 18:51, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cached Special Pages ==&lt;br /&gt;
&lt;br /&gt;
The wiki currently has [http://www.mediawiki.org/wiki/Manual:$wgMiserMode $wgMiserMode] enabled, resulting in a number of [[Special:SpecialPages|special pages]] having their results cached (by MediaWiki itself) to reduce server load, but there's no cron job to run /maintenance/updateSpecialPages.php and actually update those pages - as a result, they're all 3 months out of date. I've mentioned this at least 3 times on IRC but it still hasn't been fixed. --[[User:Quietust|Quietust]] 20:24, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is the DF2012:Creatures page getting too big for the server? ==&lt;br /&gt;
&lt;br /&gt;
The Creatures page still needs to be updated with the new creatures for the lakes/rivers but when I try to submit or preview tha page I get a blank page and a submitted update is not visible on the page. Is the page simply too big now, or is there some server side changes that can be made to fix this? [[User:Organised chaos|Organised chaos]] 20:18, 13 March 2012 (UTC)&lt;br /&gt;
*If you ask me, the Creatures page is currently being done '''all wrong''' - it should only list each creature '''once''' and include the relevant biomes, rather than copy/pasting it for every single biome (and introducing errors when one entry has different values from the others). --[[User:Quietust|Quietust]] 21:00, 13 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DFRawFunctions ==&lt;br /&gt;
&lt;br /&gt;
I've got an update for DFRawFunctions (corrects behavior for a few functions and adds new features to some others) which also includes a few new raw files - when you've got a chance, pull 'em from github. In fact, some option to automatically pull updates from github either periodically (once or twice a day) or on demand (e.g. editing a particular wiki page) would be really nice so I won't have to bug you about it. --[[User:Quietust|Quietust]] 18:27, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I want to make Korean Wiki. ==&lt;br /&gt;
&lt;br /&gt;
I was looking for administrator to discuss this, but I couldn't find anyone... also, I'm not sure that I should talk it to you. anyway, I leave this here.&lt;br /&gt;
&lt;br /&gt;
I want to make Korean Wiki, There're some Korean fan, but they hardly play the game because of the lack of game information. So I thought They need wiki to know the game. I want to know whether the administrator can found Korean version of this wiki or not.&lt;br /&gt;
&lt;br /&gt;
How can I get the permission about it? Is it needed that something to verify myself to them? I hope I would take a positive answer. --[[User:Tragal|Tragal]] 14:44, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Create Redir [[DF2012:Well_guide]] ==&lt;br /&gt;
&lt;br /&gt;
Need a redir or crosslink created from: [[DF2012:Well_guide]] (empty page) -&amp;gt; [[v0.31:Well_guide]]. And/or snap relevant links. --[[User:Kim Bruning|Kim Bruning]] 08:37, 24 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Froot wants a userpage too. ==&lt;br /&gt;
&lt;br /&gt;
Hey-lo.&lt;br /&gt;
Yet another userpage request.&lt;br /&gt;
[[User:Froot|Froot]] 02:08, 1 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
there is no &amp;quot;DF2012 Talk:Cave crocodile&amp;quot;, added an my issue  about my &amp;quot;Bosa, Cave Crocodile (+trained+)&amp;quot; which cost me about an game-hour lost due to reloading save  in the article. Wonder, why there is no &amp;quot;talk&amp;quot; pages for everything by default? There are many cases which need some science before editing articles :(&lt;br /&gt;
&lt;br /&gt;
== Minecarts 101 page? ==&lt;br /&gt;
&lt;br /&gt;
Can we get a &amp;quot;Minecarts 101&amp;quot; page started the same way there are intro pages for things like the military?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Dhokarena56|Dhokarena56]] 17:25, 14 May 2012 (UTC)dhokarena56&lt;br /&gt;
&lt;br /&gt;
== Page request ==&lt;br /&gt;
&lt;br /&gt;
May I request a userpage?&lt;br /&gt;
&lt;br /&gt;
-Erich&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello!  I am requesting a userpage. --[[User:Spacer|Spacer]] 15:31, 30 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2012_Talk:Siege ==&lt;br /&gt;
&lt;br /&gt;
please, create http://dwarffortresswiki.org/index.php/DF2012_Talk:Siege&lt;br /&gt;
&lt;br /&gt;
thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 17:00, 4 June 2012 (UTC) kartofius&lt;br /&gt;
&lt;br /&gt;
== Wiki in spanish??? ==&lt;br /&gt;
&lt;br /&gt;
How can I create a page for the wiki in spanish?&lt;br /&gt;
&lt;br /&gt;
== add #dwarffortress irc.freenode.net to main page IRC section ==&lt;br /&gt;
&lt;br /&gt;
Hello everyone, could you please add #dwarffortress IRC channel on FReeNode in the main page IRC channel list?&lt;br /&gt;
Thank you&lt;br /&gt;
&lt;br /&gt;
== new user page request ==&lt;br /&gt;
&lt;br /&gt;
looking for a user page so I can store my scripts in the wiki.&lt;br /&gt;
&lt;br /&gt;
thanks&lt;br /&gt;
vjek&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 20:17, 23 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== new page request ==&lt;br /&gt;
Hi&lt;br /&gt;
could you add a talk page at the &amp;quot;raw adamantine&amp;quot; article&lt;br /&gt;
user: grafsnow&lt;br /&gt;
&lt;br /&gt;
== DF2012:World rejection ==&lt;br /&gt;
&lt;br /&gt;
Hi, I'm trying to write the page for DF2012:World rejection http://dwarffortresswiki.org/index.php/DF2012:World_rejection which has a red link on the Advanced World Generation page but I can't create a new page. Do I need somebody to make it for me? Thanks, Seb. --[[User:SAFry|SAFry]] 19:08, 30 June 2012 (UTC)&lt;br /&gt;
:I created it for him.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 02:18, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Could I get a page for my mod? ==&lt;br /&gt;
&lt;br /&gt;
I'm currently working on a mod, and I'd really like a page where I can put what the mod is, how you use it, what it includes, etc...&lt;br /&gt;
I'm sorry if it looks kinda sketchy that I just created this account today and I'm being vague about the mod Dx&lt;br /&gt;
Anyways, if/when you create it, could you title it ''PlayableCiv+'' &lt;br /&gt;
Thanks:)&lt;br /&gt;
[[User:Toxicshadow|Toxicshadow]] 05:30, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arms Industry Page ==&lt;br /&gt;
&lt;br /&gt;
Could you create an &amp;quot;Arms Industry&amp;quot; page for information concerning production of weapons? Alternatively, it could be called &amp;quot;Weapons Industry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== User Page ==&lt;br /&gt;
&lt;br /&gt;
Would be very glad if i had a user page as a kind of sandbox (and to put some !!science!! stuff up there) [[User:Lorb|Lorb]] 09:53, 7 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Could you make me a user page?&lt;br /&gt;
&lt;br /&gt;
== Requesting Page Creation for 'Fixed Creatures' ==&lt;br /&gt;
&lt;br /&gt;
There has been some discussion on r/DwarfFortress ([http://www.reddit.com/r/dwarffortress/comments/w8ht8/need_help_my_giant_black_mambas_wont_breed/]) about animals that don't lay eggs that should, eggs that don't hatch due to a missing Tag, and other various issues.  I would like to create a space where we can create a list of animals with the values and tags modified to be more accurate. Thanks!--Dragoon209&lt;br /&gt;
&lt;br /&gt;
Edit: I haven't received any word that the pages have been created, and a quick search shows no matches for 'Fixed Creatures'.  Is there any information I am missing to start the process?  Thanks in advance!&lt;br /&gt;
[[User:Dragoon209|Dragoon209]] 18:19, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: What page titlewould you like? --[[User:Briess|Briess]] 18:26, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: How about &amp;quot;DF2012:Fixed_Creature_RAWs&amp;quot;? [[User:Dragoon209|Dragoon209]] 18:34, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outpost Liason ==&lt;br /&gt;
&lt;br /&gt;
I am simply looking for more information about a phenomenon that has happened twice now. An outpost liason came to my fort and asked if I wanted to join their colony. What are the pros and cons of saying either yes or no? Please help!&lt;br /&gt;
&lt;br /&gt;
== Yet Another User Page ==&lt;br /&gt;
&lt;br /&gt;
Just requesting a user page created, to play around in and post some of my own DF-related stuff. Thanks! [[User:MasterShizzle|MasterShizzle]] 17:59, 13 July 2012 (UTC)&lt;br /&gt;
:Umm... wow. That was fast! You guys are awesome. [[User:MasterShizzle|MasterShizzle]] 18:12, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Symbol Sets (Modding) ==&lt;br /&gt;
&lt;br /&gt;
Can someone create a page for Symbol Sets, as used in Entity files, and found in language_SYM.txt?&lt;br /&gt;
[[User:Toxicshadow|Toxicshadow]] 23:32, 15 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 2012 Talk:Door ==&lt;br /&gt;
&lt;br /&gt;
Hi Emily,&lt;br /&gt;
&lt;br /&gt;
I'd like to start [[DF2012 Talk:Door]], since I can verify that artifact doors are indestructible. (There is a verify tag for that in the [[DF2012:Door#Notes]] section.) Here is the text I want to add:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I can verify that artifact doors are indestructible. An artifact door is all that stands between my necropolis fortress (some 100 casualties in the previous siege) and 8 trolls standing right outside the door. The trolls have been there for an entire season. They showed up when the elven caravan arrived in spring, and are still there to greet the human caravan which just arrived.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:Great Cthulhu|Great Cthulhu]] 23:13, 19 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Need 2 pages created ==&lt;br /&gt;
&lt;br /&gt;
I would like to have my user page created, furthermore i would like to help improve the DF2012 Contaminant page,&lt;br /&gt;
and i need the DF2012 Talk:Contaminant created.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Ipsin|Ipsin - Everything is better with magma ]] 16:06, 23 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello there! I am writing this to request the a user page (obviously :)) I'm a confirmed user, although I have less than 10 edits so far, I swear I am not a bot! I am actually more interested in the user page as a personal sandbox of the moment to figure out name space templates and the like without messing anything up. I use the wiki daily (I have only been playing for a few months, you guys were a life saver) so I am still going through plenty of articles all the time and would like to contribute more than I am able to now. I learn by doing and don't want to mess up any templates or the like :)&lt;br /&gt;
&lt;br /&gt;
Thanks very much for any help you are able to provide &lt;br /&gt;
--&lt;br /&gt;
[[User:Phage|Phage]] 05:45, 26 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Howdy, looking to get page for my user account.&lt;br /&gt;
&lt;br /&gt;
Let me know if you need any additional info.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:WhiskeyTangoFox|WhiskeyTangoFox]] 01:44, 30 July 2012 (UTC)WhiskeyTangoFox&lt;br /&gt;
&lt;br /&gt;
== Permission to make new Discussion pages? ==&lt;br /&gt;
&lt;br /&gt;
Hi Emi. I was trying to start a Discussion page in the &amp;quot;Sedimentary&amp;quot; article, but ran into a permission error. Since I am a longtime user, may I please have permission to make new pages? [[User:Coaldiamond|-Coaldiamond]] 20:00, 4 August 2012 (UTC)&lt;br /&gt;
:It seems like the wiki is a bit buggy in this regard. On [[Special:ListGroupRights]], only Administrators have the &amp;quot;createtalk&amp;quot; permission, which seems to be required to create talk pages. However, I was just able to create [[DF2012 Talk:Sedimentary layer]], but only after several attempts failing from a Permission error. Sometimes it would stop me immediately upon clicking the &amp;quot;Create&amp;quot; tab, and it always seemed to happen when I tried to Show Changes. I'm not really sure why this would happen, unless we're running on multiple servers and the configuration isn't synchronized. Hope this helps. --[[User:Timrem|timrem]] 21:26, 4 August 2012 (UTC)&lt;br /&gt;
:i just encoutered this problem today, I thought it'd be prohibited to create a user discussion page but that did not make sense to me. I hope this issue will be resolved soon. --[[User:Nagidal|Nagidal]] 07:28, 5 August 2012 (UTC)&lt;br /&gt;
::Yup, I too have noticed some odd inconsistency in the way the wiki may or may not allow you to create a page, with it being allowed after some N number of page reloads. I've mentioned on the [[Dwarf Fortress Wiki:Improvement Drive]] page that the wiki software is several versions out of date, so if we could get it updated, that would hopefully fix this problem. Is [[User_talk:Briess|Briess]] the correct person to contact about this, or is it someone else?  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 7 August 2012 (UTC)&lt;br /&gt;
:::A user will be unable to create any pages (talk or otherwise) until they make 10 edits to the wiki.  There was a configuration error with one of the web servers that has been fixed which was denying create talk page rights to all users. --[[User:Briess|Briess]] 23:46, 7 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another User Page. ==&lt;br /&gt;
&lt;br /&gt;
Just here to request permission to edit my own user-page, let me know if any sort of information is needed from me first in regards to it. --[[User:Morekouto|Morekouto]] 17:29, 5 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stockpile setting info ==&lt;br /&gt;
&lt;br /&gt;
Here's something I've been thinking to add to the wiki for a couple of months now, but am not really sure what would be the best way to do it. I often set up fairly specialized stockpiles. For instance a stockpile only for seeds, another one for picks, and yet another only for empty bags (but not chests). When I was new to the game I did not know how to do these things. I expected to find the info how to set up a stockpile just for one kind of an item in the item's respective wiki page. Sometimes I was lucky, sometimes not.&lt;br /&gt;
&lt;br /&gt;
Most furnitures have a piece of text about such stockpile setting somewhere in the article or at least a hint, e.g. in [[Cage]]s you can read that &amp;quot;Cages are stored on the Animal Stockpile.&amp;quot; In [[Seed]]s, however, there's nothing that tells you that they are in the Food stockpile, and the [[Pick]] page redirects to [[Equipment]] which doesn't say anything about a stockpile for picks either.&lt;br /&gt;
&lt;br /&gt;
Let's see an example of a stockpile setting info I'd like to see about bags:&lt;br /&gt;
&lt;br /&gt;
: Stockpile of Bags: Furniture &amp;gt; Types &amp;gt; boxes and bags. Disable Stone/Clay and Metal. Restrict Other Materials to cloth, leather, silk, yarn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'll probably find a better way to express it, I'll have to see that it looks more or less the same across wiki pages, too.&lt;br /&gt;
&lt;br /&gt;
Three ways how to add this information to the wiki came to my mind, all have their pros and cons:&lt;br /&gt;
&lt;br /&gt;
: '''1.''' A stockpile setting overview page. Basically a table of all the stockpile categories, subcategories, and item entries from the stockpile setting page ({{k|p}}-{{k|t}}) and tell the users to find (Ctrl-F) the item somewhere on the page.&lt;br /&gt;
:: '''Pro:''' Done quickly.&lt;br /&gt;
:: '''Con:''' I assume people would rather expect to find the stockpile setting info in the item's dedicated page and would not think of looking for it in a stockpile setting page. Also, users should not be bothered with a search in page.&lt;br /&gt;
&lt;br /&gt;
: '''2.''' Adding a &amp;quot;Stockpile&amp;quot; section to the &amp;lt;nowiki&amp;gt;{{furniture}}&amp;lt;/nowiki&amp;gt; float, where people could see how to set it up.&lt;br /&gt;
:: '''Pro:''' Stockpile setting would be found extremely easily.&lt;br /&gt;
:: '''Con:''' No solution for non-furniture items.&lt;br /&gt;
:: '''Con:''' Would contain too much text in some cases (e.g. for bags you need to restrict the material to differentiate them from coffers or chests).&lt;br /&gt;
&lt;br /&gt;
: '''3.''' Each item which can have its individual stockpile could have its own wiki page with a &amp;quot;Stockpile setting&amp;quot; section (or maybe a &amp;lt;nowiki&amp;gt;{{stockpile}}&amp;lt;/nowiki&amp;gt; float?) where you could see this kind of information.&lt;br /&gt;
:: '''Pro:''' Stockpile setting would be found easily. People would soon realize that every item which can have a dedicated stockpile has its own wiki page which has a section where they find the stockpile setting.&lt;br /&gt;
:: '''Con:''' Requires many new pages to be created, but most of them would not contain much other information except for how to set an individual stockpile for them.  Here I'm thinking of pages like [[Plump helmet spawn]], [[Hood]], [[Raw skin]].&lt;br /&gt;
&lt;br /&gt;
Personally, I would go with solution '''3'''. I see that it is unnecessary to have an individual wiki page for each of the hundreds of animal species you can see listed in the Animal stockpile. Yet I think we should differentiate all the non-animal items as deep as [[skull]] is in the refuse stockpile, or each individual weapon is in the weapon stockpile.&lt;br /&gt;
&lt;br /&gt;
So what do you guys think? Do you have any other ideas how and where to save this stockpile setting information in the wiki? Would you mind me starting to add a &amp;quot;Stockpile settings&amp;quot; section to the items' pages and creating new pages where there are redirects or no pages? I admit it would look a bit weird if there were a page about an item but no other info on it except for a stockpile setting. On the other hand this could motivate other active users to add something more.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nagidal|Nagidal]] 10:56, 8 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think a combination of 1 and 3 is a good approach.  But feel free to do whatever you want - it is a wiki after all. :) -- [[User:Briess|Briess]] 20:31, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Talk page for Kenran ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'd like to have a usable User Talk page, so I could put the stuff on my profile there. I could then add some information about myself and some links on my profile itself. Thanks :)&lt;br /&gt;
&lt;br /&gt;
== YAUPCR ==&lt;br /&gt;
&lt;br /&gt;
Yet Another User Page Creation Request. Thanks in advance! [[User:Urist McDorf|Urist McDorf]] 04:03, 7 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hang on a second, I was able to create my user page myself (by simply clicking on the redlink in my signature, and clicking &amp;quot;edit this page&amp;quot;.). Not sure if that's a bug or a feature - perhaps the &amp;quot;page creation permitted after 10 edits&amp;quot; rule applies to user pages too? If so, maybe the banner announcement should note that - at present it sort of implies all new user pages need Emi to create them. [[User:Urist McDorf|Urist McDorf]] 04:19, 7 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
hi Emi, how can i get a user page here&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
07:23, 13 September 2012 (UTC)[[User:Markus007|Markus007]]Markus&lt;br /&gt;
&lt;br /&gt;
== page request: Noise talk ==&lt;br /&gt;
&lt;br /&gt;
I wish to start a page on Noise, talk page. I believe the 8 tile noise area is ridiculous and should be confirmed. On top, I never found dwarves to be awaken by such a thing. [[User:Discipol|Discipol]] 12:04, 15 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page creation request ==&lt;br /&gt;
&lt;br /&gt;
Hello, please create one for me as well! Thanks, [[User:Waba|Waba]] 04:54, 18 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2012:Steel discussion page ==&lt;br /&gt;
&lt;br /&gt;
I'd like to (suggest) add to the DF2012:Steel page an actual recipie for repeating steel production at a smelter, since it is not entirely well-described.  I'd add it to the Discussion page there if there was one, but there isn't.  Can one be created?  (making steel at a smelter: Smelt &amp;lt;iron ore&amp;gt;/R, Make Pig Iron Bars/R, Make Steel Bars/R, Make Pig Iron Bars/R, Make Steel Bars/R -=&amp;gt; uses 1 iron ore, 4 flux, 4 or 5 coal to produce 4 Steel bars per cycle) Oh, and if it's not too much trouble, I'd like a User page too.  Thanks, &lt;br /&gt;
16:45, 20 September 2012 (UTC) jpvlsmv&lt;br /&gt;
&lt;br /&gt;
== Please add user page for me bsod.phantom - thanks ==&lt;br /&gt;
&lt;br /&gt;
Please add user page for me bsod.phantom - thanks&lt;br /&gt;
[[User:Bsod.phantom|Bsod.phantom]] 06:08, 1 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== need discussion page for DF2012:Container ==&lt;br /&gt;
&lt;br /&gt;
This text seems inaccurate with 2012 on the DF2012:Container page: (any of these 4 container types can be used to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles).&lt;br /&gt;
&lt;br /&gt;
There is no Discussion page for Containers. I'm a fairly inexperienced player and just got my first Mayor who demanded two chests and a cabinet. Based on the above text I made three rock cabinets and after placing them it did not satisfy the 2 chests requirement. When I made two metal chests and placed them the requirement was met.&lt;br /&gt;
&lt;br /&gt;
Since there's no discussion page, should I just edit the page and remove that line or put a note next to it that says this may not be accurate?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Bsod.phantom|Bsod.phantom]] 03:18, 4 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Specific heat Page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Greetings!&lt;br /&gt;
I was doing some research and just noted that, the .40d [page] on Specific heat is largely correct but it's not in the 0.31 nor DF2012 sections. I tried editing the page myself but couldn't do it, so I'm suggestion someone ports it to a DF2012 article. --[[User:Arkhometha|Arkhometha]] 08:09, 7 October 2012 (UTC)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Forget it, I was the one who didn't know how to use the wiki properly. Fixed the SPEC_HEAT page to have a proper page instead of just redirecting to the temperature page. --[[User:Arkhometha|Arkhometha]] 07:42, 20 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another new user page request... ==&lt;br /&gt;
&lt;br /&gt;
Hi. :) Could I please have a user page? I appreciate it. :) [[User:Trent|Trent]] 15:32, 9 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verified Users? ==&lt;br /&gt;
&lt;br /&gt;
I don't contribute here too, too often, but does every user have to type in a captcha for every edit, or is there some way to get verified so I don't have to do it all the time? [[User:Danjen|Danjen]] 03:24, 15 October 2012 (UTC)&lt;br /&gt;
:If I recall correctly, you automatically become &amp;quot;confirmed&amp;quot; after 5-10 successful edits. --[[User:Quietust|Quietust]] 13:51, 15 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== A user page, please ==&lt;br /&gt;
&lt;br /&gt;
Hi there, could I have a user page I can edit, please?&lt;br /&gt;
&lt;br /&gt;
Many thanks, --[[User:Matthewbarr|Matthewbarr]] 10:46, 5 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ratings always fail for unconfirmed users ==&lt;br /&gt;
&lt;br /&gt;
The rating script always says &amp;quot;success&amp;quot; when rating a page, but it never does anything when a user is unconfirmed.  --[[User:Lethosor|Lethosor]] 19:31, 10 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hi! Please welcome me...  ==&lt;br /&gt;
&lt;br /&gt;
But before you can {{template:welcome}} me, you'd need to create a user page and user talk page for me... :D&lt;br /&gt;
&lt;br /&gt;
Westie (User:ImaWestie|talk:ImaWestie)&lt;br /&gt;
[[User:ImaWestie|ImaWestie]] 22:02, 17 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== You Must Be Tired. ==&lt;br /&gt;
&lt;br /&gt;
Like many other sections, this is for a user page. Why don't you leave it up to people to create their own user page and this just be for new pages on the wiki [http://dwarffortresswiki.org/index.php/Main_Page]? It would be a lot less demanding on you and people can get the feel for writing a page by themselves.&lt;br /&gt;
&lt;br /&gt;
--[[User:Professor Henn|Professor Henn]] 02:46, 30 November 2012 (UTC)Professor_Henn 2:44 AM (UTC -0:00)&lt;br /&gt;
&lt;br /&gt;
:IIRC, it is done this way because the spambots like to auto-create user pages for their spam. --[[User:UristDaVinci|UristDaVinci]] 05:14, 2 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bone_doctor&amp;diff=179074</id>
		<title>v0.34:Bone doctor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bone_doctor&amp;diff=179074"/>
		<updated>2012-12-02T05:05:37Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Undo revision 179056 by 98.145.77.71 (talk) Vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:59, 28 April 2011 (UTC)}}{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Bone Doctor&lt;br /&gt;
| profession = Doctor&lt;br /&gt;
| job name   = Setting bones&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Fixing bone injuries&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bone Doctor''' is the skill associated with the [[Setting bones]] [[labor]]. Bone Doctors use [[splint]]s, [[traction bench]]es and [[plaster cast]]s at a [[hospital]].&lt;br /&gt;
&lt;br /&gt;
Bone Doctor [[skill|skill level]] is related to outcome. The type of item is also related to outcome, the quality of the item is not related to outcome.&lt;br /&gt;
&lt;br /&gt;
Bone doctors set your fortress' injured limbs right as part of the [[health care|health care industry]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Currently there is a bug that may prevent fully healed dwarves from ever leaving the traction bench. {{bug|4470}} Removing the traction bench will free the dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strain_at_yield&amp;diff=178642</id>
		<title>v0.31:Strain at yield</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strain_at_yield&amp;diff=178642"/>
		<updated>2012-11-11T06:05:42Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:37, 21 July 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Strain at yield''' is a property of [[material]]s. As with &amp;lt;!--[[--&amp;gt;yield&amp;lt;!--]]--&amp;gt; and &amp;lt;!--[[--&amp;gt;fracture&amp;lt;!--]]--&amp;gt;, there are six types of strain at yield, one for each of the six forces. Although in real life it represents the level of strain when forced by one of the forces, it is simplified greatly. Only impact strain at yield has been verified to have an effect.&lt;br /&gt;
&lt;br /&gt;
==Impact strain at yield==&lt;br /&gt;
&lt;br /&gt;
[IMPACT_STRAIN_AT_YIELD:n]&lt;br /&gt;
&lt;br /&gt;
Lower strain at yield materials will shatter when hit by an impact, even if the impact is an edge weapon.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[Stone]], [[Bone]], [[Tooth]], [[Horn]], [[Hoof]], [[Pearl]], [[Shell]], [[Soap]], [[Tallow]], [[Chitin]], Most frozen liquids&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Metal]] template, [[Wood]] template, [[Plant]] template, [[Seed]] template, most [[Powder|powders]]&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Nail]]&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|[[Cartilage]]&lt;br /&gt;
|25000&lt;br /&gt;
|-&lt;br /&gt;
|[[Skin]], [[Fat]], [[Meat|Muscle]], Sinew, Nerve, [[Organ]] template, [[Leather]], [[Cheese]], [[Quarry bush|Leaf]]&lt;br /&gt;
|50000&lt;br /&gt;
|-&lt;br /&gt;
|[[Hair]], Feather, [[Scale]], [[Silk]], [[Thread]]&lt;br /&gt;
|100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Strain_at_yield&amp;diff=178641</id>
		<title>v0.34:Strain at yield</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Strain_at_yield&amp;diff=178641"/>
		<updated>2012-11-11T06:05:02Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: someone got it backwards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:37, 21 July 2011 (UTC)}}{{av}}&lt;br /&gt;
Strain at yield is a property of [[material]]s. As with &amp;lt;!--[[--&amp;gt;yield&amp;lt;!--]]--&amp;gt; and &amp;lt;!--[[--&amp;gt;fracture&amp;lt;!--]]--&amp;gt;, there are six types of strain at yield, one for each of the six forces. Although in real life it represents the level of strain when forced by one of the forces, it is simplified greatly. Only impact strain at yield has been verified to have an effect.&lt;br /&gt;
&lt;br /&gt;
''Note: A higher number means more strain (more flexible). A lower number means less strain (more rigid).''&lt;br /&gt;
&lt;br /&gt;
==Impact strain at yield==&lt;br /&gt;
&lt;br /&gt;
[IMPACT_STRAIN_AT_YIELD:n]&lt;br /&gt;
&lt;br /&gt;
Lower strain at yield materials will shatter when hit by an impact, even if the impact is an edge weapon.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|[[Stone]], [[Bone]], [[Tooth]], [[Horn]], [[Hoof]], [[Pearl]], [[Shell]], [[Soap]], [[Tallow]], [[Chitin]], Most frozen liquids&lt;br /&gt;
|100&lt;br /&gt;
|-&lt;br /&gt;
|[[Metal]] template, [[Wood]] template, [[Plant]] template, [[Seed]] template, most [[Powder|powders]]&lt;br /&gt;
|1000&lt;br /&gt;
|-&lt;br /&gt;
|[[Nail]]&lt;br /&gt;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|[[Cartilage]]&lt;br /&gt;
|25000&lt;br /&gt;
|-&lt;br /&gt;
|[[Skin]], [[Fat]], Muscle, Sinew, Nerve, [[Organ]] template, [[Leather]], [[Cheese]], [[Quarry bush|Leaf]]&lt;br /&gt;
|50000&lt;br /&gt;
|-&lt;br /&gt;
|[[Hair]], Feather, [[Scale]], [[Silk]], [[Thread]]&lt;br /&gt;
|100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Specific_heat&amp;diff=178338</id>
		<title>v0.34:Specific heat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Specific_heat&amp;diff=178338"/>
		<updated>2012-10-23T02:23:32Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Restored redirect and removed redundant, poorly formatted page that was copypaste from 40d with no updates/corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT  [[DF2012:temperature#Specific heat]]&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ghost&amp;diff=177928</id>
		<title>v0.34 Talk:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ghost&amp;diff=177928"/>
		<updated>2012-09-28T01:13:07Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Unverified causes of ghost types?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== they open doors. ==&lt;br /&gt;
&lt;br /&gt;
apparently ghosts open doors and hatches.  Should the article say something about this? -[[User:Zazq|Zazq]] 07:09, 3 March 2012 (UTC)&lt;br /&gt;
:Are you certain that they open hatches?  I've only seen them open doors, and that's by being in the same place as the door-- there's no need for them to displace a hatch open a way they do doors. -[[User:Vasiln|Vasiln]] 19:14, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The ghostly peasant has come ==&lt;br /&gt;
Just had this message appear in the same manner as a megabeast or werecreature appearing at my fort.&lt;br /&gt;
:The ghostly peasant Kadol Itebushil has come!  A short, sturdy creature fond of drink and industry&lt;br /&gt;
He doesn't have the description of an angry ghost, and he doesn't appear to be doing anything worse than the other ghosts I have in my fort. -- [[User:Qazmlpok|Qazmlpok]] 12:34, 16 March 2012 (UTC)&lt;br /&gt;
:Worst. Migration wave. Ever. :P [[Special:Contributions/74.102.139.234|74.102.139.234]] 14:10, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Causes of ghost types ==&lt;br /&gt;
I checked the history and the &amp;quot;Causes&amp;quot; of various ghosts in the table was added by a random IP address (not a signed-in user) and has never been verified/questioned. Has any science/disassembly diving been done on this topic? --[[User:UristDaVinci|UristDaVinci]] 01:13, 28 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Weight&amp;diff=177854</id>
		<title>v0.34 Talk:Weight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Weight&amp;diff=177854"/>
		<updated>2012-09-22T17:32:50Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Clothing/armor weights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Clothing/armor weights ==&lt;br /&gt;
&lt;br /&gt;
I crunched some numbers and came up with a calculation for the weight of armor or clothing:&lt;br /&gt;
&lt;br /&gt;
Clothing weight = [BODY_SIZE]*(percentage)*[COVERAGE]*[LAYER_SIZE]*[SOLID_DENSITY]*(step factor)/10000000000&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
[BODY_SIZE] is of the creature that the clothing was created for (i.e. dwarf adult is 60000)&lt;br /&gt;
&lt;br /&gt;
(percentage) is the relative size of the body part the clothing was created for, divided by the sum of relative sizes of the creature's body parts. See [BODY_DETAIL_PLAN:HUMANOID_RELSIZES] for reference. On most humanoids the head is 0.051 (i.e. 5.51%), the upper body and lower body are each 0.1836 (18.36%), each hand is 0.0147 (1.47%) and each foot is 0.022 (2.2%).&lt;br /&gt;
&lt;br /&gt;
[COVERAGE] and [LAYER_SIZE] are clothing properties. [SOLID_DENSITY] is of the clothing material.&lt;br /&gt;
&lt;br /&gt;
The (step factor) is for the clothing [UBSTEP] [LBSTEP] [UPSTEP]. Start with 1.00, and add 0.25 for each unit of step on the clothing. Possible step factors are 1.0, 1.25, 1.5, 1.75, 2.0, 2.25, and 2.5. &lt;br /&gt;
Robes, with MAX UBSTEP and MAX LBSTEP have a step factor of 2.5. Breastplates have 0 step, so they use a factor of 1.0. Mail shirts have UBSTEP 1 and LBSTEP 1, so they use a step factor of 1.5. Gauntlets have UPSTEP 1, so the step factor is 1.25.&lt;br /&gt;
&lt;br /&gt;
Therefore we calculate the weight of a dwarf-sized iron greaves to be:&lt;br /&gt;
60000*0.1836*100*15*7850/10000000000*1.75=22.7&lt;br /&gt;
&lt;br /&gt;
This calculation has been verified for several creature sizes and several worn clothing items. &lt;br /&gt;
--[[User:UristDaVinci|UristDaVinci]] 07:40, 22 September 2012 (UTC)&lt;br /&gt;
:I've just checked a disassembly and I came up with the following formula for volume: BASE_SIZE * COVERAGE/100 * LAYER_SIZE/100. BASE_SIZE is calculated from some undetermined values within the caste raws (chosen by whatever race made the armor) using the whatever STEP values are available (in DFHack, they're all in caste_raw.unknown2.unk26[...], currently defined as a single int32[33] array though it's actually divided into 6 sections, one per armor type), using the number 1000 if the &amp;quot;maker race&amp;quot; wasn't available. The notable exceptions to this formula are shields (no coverage or layer_size) and helms (no step factors). --[[User:Quietust|Quietust]] 15:07, 22 September 2012 (UTC)&lt;br /&gt;
::So if we use the &amp;quot;volume to weight&amp;quot; formula from the topic page we can solve for your BASE_SIZE as follows using the definitions above:&lt;br /&gt;
&lt;br /&gt;
::BASE_SIZE: [BODY_SIZE]/10*(percentage)*(step factor) &lt;br /&gt;
&lt;br /&gt;
::I thought it was interesting that when I changed body part sizes during the testing, doing things like making the upper arms huge didn't make for huge mail shirts. The step factors don't appear to actually check the body parts they cover, but just change a multiplier to the volume calculated based on the body part the clothing is worn on. --[[User:UristDaVinci|UristDaVinci]] 17:32, 22 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Speed&amp;diff=177849</id>
		<title>v0.34 Talk:Speed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Speed&amp;diff=177849"/>
		<updated>2012-09-22T08:51:31Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Started discussion on Square Cube law in DF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Square cube law ==&lt;br /&gt;
&lt;br /&gt;
We don't have a page for encumbrance, it redirects here.&lt;br /&gt;
&lt;br /&gt;
Arena testing suggests that a human can carry about 35 urists before starting to slow down, and that a giant can carry about 900 urists before starting to slow down. A giant is body_size 9000000, just over 128x larger in volume (weight) than a human (size 70000). If they have the same proportions, the giant would be 5.05x taller than the human, based on the volume ratio. 900/35=25.7 which is close to 5.05^2=25.5, so it appears that DF respects the square cube law for encumbrance.&lt;br /&gt;
&lt;br /&gt;
This also means that a giant can't wear giant-sized iron armor and move around in combat without heavy investment in the armor user skill. The giant-sized armor would also be 5.05x thicker than human-sized armor.&lt;br /&gt;
&lt;br /&gt;
--[[User:UristDaVinci|UristDaVinci]] 08:51, 22 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Weight&amp;diff=177848</id>
		<title>v0.34 Talk:Weight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Weight&amp;diff=177848"/>
		<updated>2012-09-22T07:40:16Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Clothing/armor weight formula/method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Clothing/armor weights ==&lt;br /&gt;
&lt;br /&gt;
I crunched some numbers and came up with a calculation for the weight of armor or clothing:&lt;br /&gt;
&lt;br /&gt;
Clothing weight = [BODY_SIZE]*(percentage)*[COVERAGE]*[LAYER_SIZE]*[SOLID_DENSITY]*(step factor)/10000000000&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
[BODY_SIZE] is of the creature that the clothing was created for (i.e. dwarf adult is 60000)&lt;br /&gt;
&lt;br /&gt;
(percentage) is the relative size of the body part the clothing was created for, divided by the sum of relative sizes of the creature's body parts. See [BODY_DETAIL_PLAN:HUMANOID_RELSIZES] for reference. On most humanoids the head is 0.051 (i.e. 5.51%), the upper body and lower body are each 0.1836 (18.36%), each hand is 0.0147 (1.47%) and each foot is 0.022 (2.2%).&lt;br /&gt;
&lt;br /&gt;
[COVERAGE] and [LAYER_SIZE] are clothing properties. [SOLID_DENSITY] is of the clothing material.&lt;br /&gt;
&lt;br /&gt;
The (step factor) is for the clothing [UBSTEP] [LBSTEP] [UPSTEP]. Start with 1.00, and add 0.25 for each unit of step on the clothing. Possible step factors are 1.0, 1.25, 1.5, 1.75, 2.0, 2.25, and 2.5. &lt;br /&gt;
Robes, with MAX UBSTEP and MAX LBSTEP have a step factor of 2.5. Breastplates have 0 step, so they use a factor of 1.0. Mail shirts have UBSTEP 1 and LBSTEP 1, so they use a step factor of 1.5. Gauntlets have UPSTEP 1, so the step factor is 1.25.&lt;br /&gt;
&lt;br /&gt;
Therefore we calculate the weight of a dwarf-sized iron greaves to be:&lt;br /&gt;
60000*0.1836*100*15*7850/10000000000*1.75=22.7&lt;br /&gt;
&lt;br /&gt;
This calculation has been verified for several creature sizes and several worn clothing items. &lt;br /&gt;
--[[User:UristDaVinci|UristDaVinci]] 07:40, 22 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Weight&amp;diff=177847</id>
		<title>v0.34:Weight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Weight&amp;diff=177847"/>
		<updated>2012-09-22T07:10:32Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Weight Calculation */ replaced &amp;quot;weigh&amp;quot; with &amp;quot;have a volume of&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Weight''', or sometimes more correctly termed '''mass''', is an item property, and is measured in the unit ''Γ'', also sometimes known as ''urists'', or more commonly as the ''kilogram'', its equivalent real-life unit.&lt;br /&gt;
&lt;br /&gt;
Weight is largely used by the game to determine how fast someone or something should move, due to encumbrance effects and carry weight restrictions; to calculate damage, since object mass factors into impact momentum; and to some extent to make temperature calculations, as mass factors into heat capacity. Note that, for DF, weight and mass are currently indistinguishable because as it stands DF gravity is [http://www.bay12games.com/media/df_talk_8_transcript.html uniform both across the whole universe and from world to world] and buoyancy isn't implemented.&lt;br /&gt;
&lt;br /&gt;
Weight is displayed as a quantity associated with an item. Weight calculation is not entirely straightforward, since each item category &amp;amp;mdash; or sometimes even individual items &amp;amp;mdash; have their own formula for determining weight.&lt;br /&gt;
 &lt;br /&gt;
==Weight Calculation==&lt;br /&gt;
&lt;br /&gt;
The general form for calculating weight in DF is to take the material [[density]] (as found in the raws) multiplied by the item's volume.&lt;br /&gt;
&lt;br /&gt;
:Weight (in Γ) = Density * Volume / 100,000&lt;br /&gt;
&lt;br /&gt;
An item's volume is also used to determine workshop [[clutter]] as well as how many items can fit into a container.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Item Type&lt;br /&gt;
! Volume&lt;br /&gt;
! Capacity&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bar]]s&lt;br /&gt;
| 600&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Cut [[gem]]s&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Block]]s&lt;br /&gt;
| 600&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Rough [[gem]]s&lt;br /&gt;
| 250&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mined [[stone]]&lt;br /&gt;
| 10000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Wood [[log]]s&lt;br /&gt;
| 5000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Door]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Floodgate]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bed]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Chair]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Chain]]&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Flask]]&lt;br /&gt;
| 100&lt;br /&gt;
| 180&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblet]]&lt;br /&gt;
| 100&lt;br /&gt;
| 180&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
| 400&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Toy]]&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Window]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Cage]]&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Barrel]]&lt;br /&gt;
| 2000&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bucket]]&lt;br /&gt;
| 300&lt;br /&gt;
| 600&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal trap]]&lt;br /&gt;
| 300&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Table]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Coffin]]&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Statue]]&lt;br /&gt;
| 6000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Corpse]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| Based on the size of the corpse and what it's made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| Varies between 100 (whip) and 1300 (halberd).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Body [[armor]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| Based on UBSTEP, LBSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Shoes]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| Based on UPSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield]]s&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| Based on UPSTEP and the race that crafted it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Helm]]s&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| Based on COVERAGE, LAYER_SIZE, and the race that crafted it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Gloves]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| Based on UPSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Box]]&lt;br /&gt;
| 2000 or 100&lt;br /&gt;
| 3000&lt;br /&gt;
| Bags have a volume of 100, boxes/chests/coffers have a volume of 2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bin]]&lt;br /&gt;
| 1500&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor stand]]&lt;br /&gt;
| 1000&lt;br /&gt;
| 6000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon rack]]&lt;br /&gt;
| 1000&lt;br /&gt;
| 6000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Cabinet]]&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Figurine]]&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Amulet]]&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Scepter]]&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Ammo]]&lt;br /&gt;
| 150&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown]]&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Ring]]&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Earring]]&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bracelet]]&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Large gem]]&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Anvil]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body part]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| Based on the size of the body part and what it's made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Remains]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Meat]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Unprepared [[fish]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Live [[vermin]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| Based on creature's adult size.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Tame [[vermin]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| Based on creature's adult size.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Seed]]s&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Plant]]&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Leaves]]&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Thread]]&lt;br /&gt;
| ceil(Dimension/500)&lt;br /&gt;
|&lt;br /&gt;
| 20 for freshly extracted/gathered thread.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
| ceil(Dimension/500)&lt;br /&gt;
|&lt;br /&gt;
| 30 for freshly woven cloth&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Totem]]&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Pants]]&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
| Based on LBSTEP, COVERAGE, LAYER_SIZE, and the race that crafted it&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Backpack]]&lt;br /&gt;
| 500&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Quiver]]&lt;br /&gt;
| 300&lt;br /&gt;
| 1200&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Catapult parts]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Ballista parts]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege ammo]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Ballista arrow head]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
| SIZE/10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Alcohol|Drink]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Mill|Powder]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheese]]&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Prepared meal]]&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Extract|Misc. liquid]]&lt;br /&gt;
| 60&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Coin]]&lt;br /&gt;
| 1/16&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Fat|Glob]]&lt;br /&gt;
| 60&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Small [[rock]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
| As [[Thrower|thrown]] by adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe section]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Hatch cover]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Grate]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Quern]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Millstone]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Splint]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Crutch]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Traction bench]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Orthopedic [[cast]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Tool]]&lt;br /&gt;
| SIZE/10&lt;br /&gt;
| CAPACITY/10&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Slab]]&lt;br /&gt;
| 6000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Egg]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| Presumably the caste's EGG_SIZE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Book]]&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=177480</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=177480"/>
		<updated>2012-09-09T17:54:07Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
*Do '''''not''''' click the &amp;quot;+&amp;quot; button at the top of the page - if you do, your comment will be added as a new section below the [[#Bot Requests|Bot Requests]] section, which probably isn't what you want to do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past discussion are archived here: [[User talk:Quietust/archive|1]]&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
&lt;br /&gt;
===SLEEP_PRETENSION ===&lt;br /&gt;
I noticed your change to the Noble page recently and want to inquire about the noble logic. I was under the impression that nobles could get two different kinds of upset: their own room is under value, OR another dwarf has a room that exceeds the value that the other dwarf should have. &lt;br /&gt;
&lt;br /&gt;
Do nobles actually compare their own rooms to the other dwarves, or do they just insist that other dwarves not exceed the other dwarves' place in society?&lt;br /&gt;
&lt;br /&gt;
=== Stockpile settings info ===&lt;br /&gt;
I'd like to read your oppinion on my planned long-term editing concerning [[User_talk:Emi#Stockpile_setting_info|Stockpile settings information]]. --[[User:Nagidal|Nagidal]] 07:17, 10 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Any dragon fire proof materials? ===&lt;br /&gt;
Seeing you have mentioned that the dragonfire will melt dolomite, I guess there is no material safe from dragonfire in DF (except for dragon skin, bones, etc.), so maybe this note should have all material articles. (it is a mild Fun spoiler, though). Or the note about dragonfire it should be missing everywhere, because it is so general. --[[User:Nagidal|Nagidal]] 21:22, 9 August 2012 (UTC)&lt;br /&gt;
:Any material with a FIXED_TEMP is immune to dragonfire, which means that [[nether cap]] wood should be safe. --[[User:Quietust|Quietust]] 21:41, 9 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Ban===&lt;br /&gt;
Why did you ban my previus account (ilsinopeo)? I do not understand what is wrong in that username--Sinop&lt;br /&gt;
:I blocked it for the same reason that I've been blocking dozens of other accounts every day - it looked like a spambot, and it hadn't made a single edit within 2 hours of signup (lots of them have been known to wait several ''days'' before filling their talk page with spam links, hoping to escape detection). Also, why did you create a new account when '''Briess unbanned you about 6 hours ago'''? --[[User:Quietust|Quietust]] 11:22, 29 June 2012 (UTC)&lt;br /&gt;
::Ops i did not notice that, my bad--[[User:Ilsinopeo|Ilsinopeo]] 12:38, 29 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Binary Patches===&lt;br /&gt;
I've noticed some binary patches you've posted around and was wondering exactly what to do with them.  I'm guessing something like CFF Explorer?  Usually when I hex edit it's with Cheat Engine, so if I screw something up at least it's gone next program run. Wanted to make sure before I did anything drastic.  Also, would those edits screw up tools like DFHack and Therapist that depend on exact offsets? [[User:Hesuchia|Hesuchia]] 17:14, 26 June 2012 (UTC)&lt;br /&gt;
*You apply them by editing the EXE file itself (while it's not running) with a hex-editor. The Windows patches ones won't affect any existing tools since said tools look at the PE timestamp (which doesn't get changed), and the patches themselves have no effect on any of the offsets. --[[User:Quietust|Quietust]] 18:32, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Blocked for &amp;quot;Unacceptable username&amp;quot; ===&lt;br /&gt;
Why has my account (jimj316) been blocked? Just because it ends in a number?&lt;br /&gt;
If you need proof that I'm not a spambot, view the [[DF2012_Talk:Creature_token|Talk page for creature tokens]], where I left a message (before I made an account) about an edit I had made to improve the page. &lt;br /&gt;
[[Special:Contributions/212.219.142.161|212.219.142.161]] 09:22, 18 June 2012 (UTC)&lt;br /&gt;
:Yes, it was because your username, like many of the spambots, ended with a number. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Potential contributor banned ===&lt;br /&gt;
&lt;br /&gt;
I've got a message from 76.185.119.161 that he would like to contribute to the DF wiki, but his IP is banned. Why is he banned? Do you think you can unban him and see how it goes? --[[User:Nagidal|Nagidal]] 23:00, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:FYI, that IP address is in the Road Runner IP block in the Dallas, Texas area.  It's dynamically allocated to their customers so, unless this is a recent ban, the person who has it now probably isn't the same person who got it banned (assuming it's not part of a block of banned IP addresses).  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 00:07, 18 June 2012 (UTC)&lt;br /&gt;
::The ban is almost definitely an automatic one placed as a result of banning a suspected spambot - I need to which one it was (the wiki should say &amp;quot;Autoblocked because your IP address has been recently used by 'username'&amp;quot;) so I can remove it. --[[User:Quietust|Quietust]] 01:17, 18 June 2012 (UTC)&lt;br /&gt;
::: Please remove it. I think it's unlikely that will cause any trouble. This is what he gets when he tries to create an account:&lt;br /&gt;
::::Login error Your IP address is listed as an open proxy in the DNSBL used by Dwarf Fortress Wiki. You cannot create an account (76.185.119.161)&lt;br /&gt;
:::--[[User:Nagidal|Nagidal]] 08:44, 18 June 2012 (UTC)&lt;br /&gt;
::::There's nothing I can do to fix that one - you'll need to talk to Briess. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
::::Have him try again now.  If he still encounters the same issue, he'll have to apply to get his IP address removed from the blocklist at [http://www.spamhaus.org/lookup/] (I removed 3 of the blocklists we were using so it's only spamhaus now) --[[User:Briess|Briess]] 07:27, 19 June 2012 (UTC)&lt;br /&gt;
::::&amp;lt;s&amp;gt;Just checked, he is listed on [http://www.spamhaus.org/pbl/query/PBL238586] so he'll need to follow those instructions to get delisted. --[[User:Briess|Briess]] 07:30, 19 June 2012 (UTC)&amp;lt;/s&amp;gt; incorrect, this won't affect wiki signup --[[User:Briess|Briess]] 07:32, 19 June 2012 (UTC)&lt;br /&gt;
:::::Thank you guys for looking into it. He said he would sign up soon now. --[[User:Nagidal|Nagidal]] 08:33, 20 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Would My Username Be Rejected? ===&lt;br /&gt;
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked.  I do appreciate your hard work.  It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.&lt;br /&gt;
&lt;br /&gt;
But then it occurred to me... My name looks like a spammer's!  If I signed up today, would I be blocked immediately?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)&lt;br /&gt;
:Probably not - the recent spammers have been signing up with account names following very specific patterns, and yours doesn't match any of them. While you're here, I thought you might be interested in knowing that I've confirmed a lot of your findings from studying my disassembly of 0.23.130.23a - while lots of things have changed in the past 5 years, lots of other things have stayed exactly the same. --[[User:Quietust|Quietust]] 20:01, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Registration Spam===&lt;br /&gt;
Q, methinks the method shown under &amp;quot;Comment Spam defeated at last&amp;quot; on Steve Hanov's Blog stevehanov.ca would save you a lot of work.&lt;br /&gt;
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blocking===&lt;br /&gt;
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===More spammer blocking===&lt;br /&gt;
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8,  were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)&lt;br /&gt;
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)&lt;br /&gt;
::While reporting [[User talk:BrettWCotton7|BrettWCotton7]], I noticed that [[User talk:Lonna44|Lonna44]] was overlooked. --[[User:Cali|Cali]] 22:06, 2 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Blocking Vroomvroom1970===&lt;br /&gt;
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Clean up some deleted pages===&lt;br /&gt;
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Creaturelookup/0 and Creaturedesc templates===&lt;br /&gt;
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)&lt;br /&gt;
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)&lt;br /&gt;
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===See Bot request===&lt;br /&gt;
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Gravitates/animal men===&lt;br /&gt;
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing.  Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)&lt;br /&gt;
===DFRawFunctions===&lt;br /&gt;
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)&lt;br /&gt;
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Re:DFRawFunctions===&lt;br /&gt;
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 22:30, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Error submiting updates to DF2012:Creatures===&lt;br /&gt;
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Re: Stuff===&lt;br /&gt;
Gonna go do it right now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:59, 7 March 2012 (UTC)&lt;br /&gt;
===Good job===&lt;br /&gt;
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)&lt;br /&gt;
=== A new list ===&lt;br /&gt;
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&amp;amp;curid=17187&amp;amp;diff=153614&amp;amp;oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)&lt;br /&gt;
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Creature Logic + diagrams===&lt;br /&gt;
Thanks for the edits to creature logic.  It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page.  If there is a preferred method, maybe someone (lol &amp;quot;someone,&amp;quot; although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]?  Might save you from some future tedium, unless of course you enjoy those kind of edits.&lt;br /&gt;
  &lt;br /&gt;
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time.  Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals?  That is, if an edge detector detects an &amp;quot;edge&amp;quot; signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)&lt;br /&gt;
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off-&amp;gt;on and a different thing when the signal changes from on-&amp;gt;off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
=== DF:2012 Namespace ===&lt;br /&gt;
::Hello, &lt;br /&gt;
&lt;br /&gt;
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.&lt;br /&gt;
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.&lt;br /&gt;
::For every article moved to a previous version namespace, create a new article in the new namespace with the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.&lt;br /&gt;
&lt;br /&gt;
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
::Thanks,&lt;br /&gt;
&lt;br /&gt;
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crossbowman&amp;diff=176297</id>
		<title>v0.34:Crossbowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crossbowman&amp;diff=176297"/>
		<updated>2012-08-01T04:45:55Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: removed 40d information that was copypasted over&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:12, 10 June 2012 (UTC)}}{{av}}&lt;br /&gt;
Dwarves or other creatures armed with [[crossbow]]s, or bows, can pierce targets from a long distance. A dwarf '''crossbowman''', or marksdwarf, will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it.&lt;br /&gt;
&lt;br /&gt;
While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]]. Functionally, bows work by the same laws.&lt;br /&gt;
&lt;br /&gt;
A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. &lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts.  Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill.  (See [[Ambusher]] for more details.)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Higher skill levels grant better accuracy and a higher rate of fire. Increasing the crossbowman skill requires firing upon a target (hitting is not required), with &amp;quot;live targets&amp;quot; granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Archery]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Temperature&amp;diff=176296</id>
		<title>v0.34:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Temperature&amp;diff=176296"/>
		<updated>2012-08-01T04:43:37Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Reference Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:51 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''For temperature as it relates to choosing an embarkation site, see [[Climate]].''&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees [[Main:Urist|Urist]]&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The highest possible temperature in Dwarf Fortress is {{ct|60000}} &amp;amp;mdash; the temperature 60001&amp;amp;nbsp;°U is used internally for temperatures which have been set to &amp;quot;NONE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
''(Note: Mod-makers may find this [http://www.bay12forums.com/smf/index.php?topic=80523.0 Temperature Conversion Utility] handy if they find themselves having to convert a lot of temperatures to and/or from Degrees Urist.)''&lt;br /&gt;
&lt;br /&gt;
===Reference Chart===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! Fahrenheit&lt;br /&gt;
! Celsius&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Rankine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Boiling Point of Water&lt;br /&gt;
| 10180&lt;br /&gt;
| 212&lt;br /&gt;
| 100&lt;br /&gt;
| 373.15&lt;br /&gt;
| 671.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Human Body Temperature&lt;br /&gt;
| 10066.6&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 98.6&lt;br /&gt;
| 37.0&lt;br /&gt;
| 310.15&lt;br /&gt;
| 558.27&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Water#Freezing point|Freezing Point of Water]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 32&lt;br /&gt;
| 0&lt;br /&gt;
| 273.15&lt;br /&gt;
| 491.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Absolute Zero&lt;br /&gt;
| 9508.33&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -459.67&lt;br /&gt;
| −273.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DF Scale's Zero&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| -9968&lt;br /&gt;
| -5555.555...&lt;br /&gt;
| -5282.40555...&lt;br /&gt;
| -9508.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Yes, temperatures in Dwarf Fortress can go '''far, far''' below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows [[water wheel#Perpetual motion|perpetual motion]], it's best not to ask questions.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Technically, fractional/decimal temperatures are not possible in Dwarf Fortress, as they are stored as unsigned 16-bit integers. For instance, body temp for humans in the raws is rounded to {{ct|10067}}.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some general information about temperatures in DF (copied from somewhere on the forums):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| alcohol freezes&lt;br /&gt;
| {{ct|9850}}&lt;br /&gt;
|-&lt;br /&gt;
| outside (freezing extreme)(varies)&lt;br /&gt;
| {{ct|9965}}&lt;br /&gt;
|-&lt;br /&gt;
| glacier ice (underground)&lt;br /&gt;
| {{ct|9990}}&lt;br /&gt;
|-&lt;br /&gt;
| water freezes&lt;br /&gt;
| {{ct|10000}}&lt;br /&gt;
|-&lt;br /&gt;
| underground&lt;br /&gt;
| {{ct|10015}}&lt;br /&gt;
|-&lt;br /&gt;
| dwarf/human body temp&lt;br /&gt;
| {{ct|10067}}&lt;br /&gt;
|-&lt;br /&gt;
| outside (scorching extreme)(varies)&lt;br /&gt;
| {{ct|10074}}&lt;br /&gt;
|-&lt;br /&gt;
| floor above magma&lt;br /&gt;
| {{ct|10075}}&lt;br /&gt;
|-&lt;br /&gt;
| fat melts&lt;br /&gt;
| {{ct|10078}}&lt;br /&gt;
|-&lt;br /&gt;
| water boils&lt;br /&gt;
| {{ct|10180}}&lt;br /&gt;
|-&lt;br /&gt;
| material is fire-safe&lt;br /&gt;
| {{ct|11000}}&lt;br /&gt;
|-&lt;br /&gt;
| common stone melts&lt;br /&gt;
| {{ct|11500}}&lt;br /&gt;
|-&lt;br /&gt;
| burning item (max)&lt;br /&gt;
| {{ct|11640}}&lt;br /&gt;
|-&lt;br /&gt;
| magma&lt;br /&gt;
| {{ct|12000}}&lt;br /&gt;
|-&lt;br /&gt;
| creatures made of flame&lt;br /&gt;
| {{ct|14000}}&lt;br /&gt;
|-&lt;br /&gt;
| dragonfire&lt;br /&gt;
| {{ct|50000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which a liquid material will freeze, or a solid material will melt. In Dwarf Fortress, the melting point and freezing point coincide exactly &amp;amp;mdash; this is contrary to many real-life materials, which can be supercooled.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which the material will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Heat damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.&lt;br /&gt;
&lt;br /&gt;
==Cold damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature below which the material will begin to take frost [[wear|damage]].&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium.&lt;br /&gt;
&lt;br /&gt;
==Fixed temperature==&lt;br /&gt;
&lt;br /&gt;
A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage.  This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly &amp;amp;mdash; instead, its temperature will simply be permanently locked at whatever it was previously. Removing a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of a [[container]] does affect its contents, but you can't freeze [[water]] by putting it into a [[bucket]] made from nether-cap because water will not freeze until it cools ''below'' {{ct|10000}}.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders '''will''' take on that temperature as they are produced via mining.&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Temperature&amp;diff=176098</id>
		<title>v0.34:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Temperature&amp;diff=176098"/>
		<updated>2012-07-29T23:53:17Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Reference Chart */ revised my earlier edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:51 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''For temperature as it relates to choosing an embarkation site, see [[Climate]].''&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees [[Main:Urist|Urist]]&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The highest possible temperature in Dwarf Fortress is {{ct|60000}} &amp;amp;mdash; the temperature 60001&amp;amp;nbsp;°U is used internally for temperatures which have been set to &amp;quot;NONE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
''(Note: Mod-makers may find this [http://www.bay12forums.com/smf/index.php?topic=80523.0 Temperature Conversion Utility] handy if they find themselves having to convert a lot of temperatures to and/or from Degrees Urist.)''&lt;br /&gt;
&lt;br /&gt;
===Reference Chart===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! Fahrenheit&lt;br /&gt;
! Celsius&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Rankine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Boiling Point of Water&lt;br /&gt;
| 10180&lt;br /&gt;
| 212&lt;br /&gt;
| 100&lt;br /&gt;
| 373.15&lt;br /&gt;
| 671.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Human Body Temperature&lt;br /&gt;
| 10066.6&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 98.6&lt;br /&gt;
| 37.0&lt;br /&gt;
| 310.15&lt;br /&gt;
| 558.27&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Water#Freezing point|Freezing Point of Water]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 32&lt;br /&gt;
| 0&lt;br /&gt;
| 273.15&lt;br /&gt;
| 491.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Absolute Zero&lt;br /&gt;
| 9508.33&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -459.67&lt;br /&gt;
| −273.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DF Scale's Zero&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| -9968&lt;br /&gt;
| -5555.555...&lt;br /&gt;
| -5282.40555...&lt;br /&gt;
| -9508.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Yes, temperatures in Dwarf Fortress can go '''far, far''' below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows [[water wheel#Perpetual motion|perpetual motion]], it's best not to ask questions.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Technically, fractional/decimal temperatures are not possible in Dwarf Fortress, as they are stored as unsigned 16-bit integers. For instance, body temp for humans in the raws is rounded to {{ct|10067}}.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some general information about temperatures in DF (copied from somewhere on the forums):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| alcohol freezes&lt;br /&gt;
| {{ct|9850}}&lt;br /&gt;
|-&lt;br /&gt;
| outside (freezing extreme)(varies)&lt;br /&gt;
| {{ct|9965}}&lt;br /&gt;
|-&lt;br /&gt;
| glacier ice (underground)&lt;br /&gt;
| {{ct|9990}}&lt;br /&gt;
|-&lt;br /&gt;
| water freezes&lt;br /&gt;
| {{ct|10000}}&lt;br /&gt;
|-&lt;br /&gt;
| underground&lt;br /&gt;
| {{ct|10015}}&lt;br /&gt;
|-&lt;br /&gt;
| dwarf/human body temp&lt;br /&gt;
| {{ct|10067}}&lt;br /&gt;
|-&lt;br /&gt;
| outside (scorching extreme)(varies)&lt;br /&gt;
| {{ct|10074}}&lt;br /&gt;
|-&lt;br /&gt;
| floor above magma&lt;br /&gt;
| {{ct|10075}}&lt;br /&gt;
|-&lt;br /&gt;
| fat melts&lt;br /&gt;
| {{ct|10078}}&lt;br /&gt;
|-&lt;br /&gt;
| water boils&lt;br /&gt;
| {{ct|10180}}&lt;br /&gt;
|-&lt;br /&gt;
| material is fire-safe&lt;br /&gt;
| {{ct|11000}}&lt;br /&gt;
|-&lt;br /&gt;
| common stone melts&lt;br /&gt;
| {{ct|11500}}&lt;br /&gt;
|-&lt;br /&gt;
| burning item (max)&lt;br /&gt;
| {{ct|11640}}&lt;br /&gt;
|-&lt;br /&gt;
| magma&lt;br /&gt;
| {{ct|12000}}&lt;br /&gt;
|-&lt;br /&gt;
| dragonfire, flame creatures&lt;br /&gt;
| {{ct|14000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which a liquid material will freeze, or a solid material will melt. In Dwarf Fortress, the melting point and freezing point coincide exactly &amp;amp;mdash; this is contrary to many real-life materials, which can be supercooled.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which the material will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Heat damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.&lt;br /&gt;
&lt;br /&gt;
==Cold damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature below which the material will begin to take frost [[wear|damage]].&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium.&lt;br /&gt;
&lt;br /&gt;
==Fixed temperature==&lt;br /&gt;
&lt;br /&gt;
A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage.  This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly &amp;amp;mdash; instead, its temperature will simply be permanently locked at whatever it was previously. Removing a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of a [[container]] does affect its contents, but you can't freeze [[water]] by putting it into a [[bucket]] made from nether-cap because water will not freeze until it cools ''below'' {{ct|10000}}.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders '''will''' take on that temperature as they are produced via mining.&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Temperature&amp;diff=176084</id>
		<title>v0.34:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Temperature&amp;diff=176084"/>
		<updated>2012-07-29T06:26:20Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Reference Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:51 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''For temperature as it relates to choosing an embarkation site, see [[Climate]].''&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees [[Main:Urist|Urist]]&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The highest possible temperature in Dwarf Fortress is {{ct|60000}} &amp;amp;mdash; the temperature 60001&amp;amp;nbsp;°U is used internally for temperatures which have been set to &amp;quot;NONE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
''(Note: Mod-makers may find this [http://www.bay12forums.com/smf/index.php?topic=80523.0 Temperature Conversion Utility] handy if they find themselves having to convert a lot of temperatures to and/or from Degrees Urist.)''&lt;br /&gt;
&lt;br /&gt;
===Reference Chart===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! Fahrenheit&lt;br /&gt;
! Celsius&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Rankine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Boiling Point of Water&lt;br /&gt;
| 10180&lt;br /&gt;
| 212&lt;br /&gt;
| 100&lt;br /&gt;
| 373.15&lt;br /&gt;
| 671.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Human Body Temperature&lt;br /&gt;
| 10066.6&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 98.6&lt;br /&gt;
| 37.0&lt;br /&gt;
| 310.15&lt;br /&gt;
| 558.27&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Water#Freezing point|Freezing Point of Water]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 32&lt;br /&gt;
| 0&lt;br /&gt;
| 273.15&lt;br /&gt;
| 491.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Absolute Zero&lt;br /&gt;
| 9508.33&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -459.67&lt;br /&gt;
| −273.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DF Scale's Zero&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| -9968&lt;br /&gt;
| -5555.555...&lt;br /&gt;
| -5282.40555...&lt;br /&gt;
| -9508.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Yes, temperatures in Dwarf Fortress can go '''far, far''' below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows [[water wheel#Perpetual motion|perpetual motion]], it's best not to ask questions.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;: Technically, fractional/decimal temperatures are not possible in Dwarf Fortress, as they are stored as unsigned 16-bit integers. For instance, body temp for humans in the raws is rounded to {{ct|10067}}.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some general information about temperatures in DF (copied from somewhere on the forums):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| alcohol freezes&lt;br /&gt;
| {{ct|9850}}&lt;br /&gt;
|-&lt;br /&gt;
| outside (freezing)&lt;br /&gt;
| {{ct|9985}}&lt;br /&gt;
|-&lt;br /&gt;
| glacier ice (underground)&lt;br /&gt;
| {{ct|9990}}&lt;br /&gt;
|-&lt;br /&gt;
| water freezes&lt;br /&gt;
| {{ct|10000}}&lt;br /&gt;
|-&lt;br /&gt;
| underground&lt;br /&gt;
| {{ct|10015}}&lt;br /&gt;
|-&lt;br /&gt;
| outside (varies)&lt;br /&gt;
| {{ct|10048}}&lt;br /&gt;
|-&lt;br /&gt;
| dwarf/human body temp&lt;br /&gt;
| {{ct|10067}}&lt;br /&gt;
|-&lt;br /&gt;
| floor above magma&lt;br /&gt;
| {{ct|10075}}&lt;br /&gt;
|-&lt;br /&gt;
| fat melts&lt;br /&gt;
| {{ct|10078}}&lt;br /&gt;
|-&lt;br /&gt;
| water boils&lt;br /&gt;
| {{ct|10180}}&lt;br /&gt;
|-&lt;br /&gt;
| material is fire-safe&lt;br /&gt;
| {{ct|11000}}&lt;br /&gt;
|-&lt;br /&gt;
| common stone melts&lt;br /&gt;
| {{ct|11500}}&lt;br /&gt;
|-&lt;br /&gt;
| burning item (max)&lt;br /&gt;
| {{ct|11640}}&lt;br /&gt;
|-&lt;br /&gt;
| magma&lt;br /&gt;
| {{ct|12000}}&lt;br /&gt;
|-&lt;br /&gt;
| dragonfire, flame creatures&lt;br /&gt;
| {{ct|14000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which a liquid material will freeze, or a solid material will melt. In Dwarf Fortress, the melting point and freezing point coincide exactly &amp;amp;mdash; this is contrary to many real-life materials, which can be supercooled.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which the material will boil or condense. Water boils at {{ct|10180}}.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which the material will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Heat damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature above which the material will begin to take heat [[wear|damage]]. Burning items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for a very long time (9 months and 16.8 days) before disappearing.&lt;br /&gt;
&lt;br /&gt;
==Cold damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature below which the material will begin to take frost [[wear|damage]].&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes the material to heat up or cool down. A material with a high specific heat capacity will hold more heat and affect its surroundings more before cooling down or heating up to equilibrium.&lt;br /&gt;
&lt;br /&gt;
==Fixed temperature==&lt;br /&gt;
&lt;br /&gt;
A material's temperature can be forced to always be a certain value via the MAT_FIXED_TEMP [[material definition token]].  The only standard material which uses this is [[nether-cap]] wood, whose temperature is always at the melting point of water.  If a material's temperature is fixed to between its cold damage point and its heat damage point, then items made from that material will never suffer cold/heat damage.  This makes nether-caps [[fire-safe]] and [[magma-safe]] despite being a type of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Due to the way fixed temperature is handled, giving a material a fixed temperature will not cause its actual temperature to change accordingly &amp;amp;mdash; instead, its temperature will simply be permanently locked at whatever it was previously. Removing a material's fixed temperature, however, will cause all items made of it to heat or cool until reaching equilibrium with their surroundings.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of a [[container]] does affect its contents, but you can't freeze [[water]] by putting it into a [[bucket]] made from nether-cap because water will not freeze until it cools ''below'' {{ct|10000}}.&lt;br /&gt;
&lt;br /&gt;
The fixed temperature of an inorganic material has no effect on unmined walls made from that material, though boulders '''will''' take on that temperature as they are produced via mining.&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=175258</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=175258"/>
		<updated>2012-07-13T05:19:53Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offending them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. &lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and their great physical capacity means that most vampires live for hundreds or even thousands of years. Thus all but the newest vampires are vastly more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s. They usually live amongst their peers, and are very good at protecting their identities from discovery. These two facts combined mean that vampires are naturally good candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which tend not to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive, subtle, and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit their population limit, and some may see two or more. Vampires arrive in disguise, masquerading as another dwarf and hiding their true names and kill lists until they are discovered. Vamps act as do any other dwarves, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting as expected of them. They can be [[military|drafted]], assigned to [[burrow]]s, be given or claim [[room]]s, and possess items.&lt;br /&gt;
&lt;br /&gt;
The exception is that their [[On break|breaks]] tend to be for sinister purposes, often seeing them help themselves to the blood of the unwary to sustain their unnatural existence. Vampires will from time to time drink the blood of dwarves that they catch sleeping, whomever they can get their &amp;lt;strike&amp;gt;hands upon&amp;lt;/strike&amp;gt; fangs into. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. Vampires routinely lie about their past so as to avoid identification by others, going so far as to adopt a false name when entering a new fortress.&lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s, [[ambush]]es, [[outpost liaison]]s, or [[thief|thieves]], but any of the rest of your dwarves can be. It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator. They were probably fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, should an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are the last indicator, although this might be the result of dwarven stupidity (ae. falling down a [[well]], walking off a [[waterfall]], etc.) as well. &lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
Once you discover you have a vampire, finding them becomes necessary, a practice complicated by their penchant for secrecy. Nonetheless, there are a number of good indicators of a vampire; and the more points they hit, the more likely they are, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not an automatic indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. Furthermore, vampires are always &amp;quot;dubious&amp;quot; worshipers of their deity, a fairly unusual trait in the average dwarf. In the case of older vampires, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some,&amp;quot; indicating that they have been sober of alcohol for a time.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (ae. Urist McBastard, Vampire Mayor on the [[unit list]]). The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, cheap) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name, and if you find a dwarf on your unit screen not in your labor listing, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot; To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire, and happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. In this case, it is advisable to take [[justice]] into one's own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
&lt;br /&gt;
This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will chose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness receive a 200 point bonus, then physical attributes will no longer gain or rust.&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly.You can also try to strangle your foes, he have no chance to die and instantly pass out.For this, free one of your hand, wrestle, catch your target's throat with your free hand, then wrestle again, place a choke-hold, then strangle him/her/it.&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in the Fortress mode, they still suffer from [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]], which slows them down. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Industry&amp;diff=175257</id>
		<title>v0.34:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Industry&amp;diff=175257"/>
		<updated>2012-07-13T02:25:14Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Reorganized industries based on tertiary being the service sector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:11, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (provision of services).&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*[[Wood industry]]: Growing and cutting wood to produce items including furniture and fuel.&lt;br /&gt;
*[[Stone industry]]: Exploration and mining stone to produce buildings and items.&lt;br /&gt;
*[[Farming]] industry: The gathering and farming of plants for food and textiles.&lt;br /&gt;
*[[Alcohol]] industry: The production of alcohol to keep dwarves hydrated and content.&lt;br /&gt;
*[[Fuel industry]]: The production of fuel to support the metal, glass and ceramics industries.&lt;br /&gt;
*[[Fishing industry]]: Fish are harvested and processed into food and shells.&lt;br /&gt;
*[[Meat industry]]: Animals are processed into meat, leather, bones, teeth and horns.&lt;br /&gt;
*[[Metal industry]]: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts.&lt;br /&gt;
*[[Beekeeping industry]]: Bees are collected into hives, which produce honeycomb and royal jelly.&lt;br /&gt;
*[[Poultry industry]]: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct.&lt;br /&gt;
*[[Extract]] industry: Vermin and plants can be processed into valuable extracts for export.&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*[[Armor]] industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.&lt;br /&gt;
*[[Weapon]] industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
*[[Finished goods]] industry: Almost all materials can be used to produce crafts for export.&lt;br /&gt;
*[[Furniture industry]]: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*[[Soap]] industry: The production of soap to be used in healthcare.&lt;br /&gt;
*[[Glass industry]]: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*[[Gem industry]]: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*[[Textile industry]]: Plant fiber, spider silk, and wool/hair thread are woven into cloth to produce clothing, rope, bags, and bandages, and to decorate crafts.&lt;br /&gt;
*[[Ceramic industry]]: Clay is used to create moderate quality containers, bricks, and crafts.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Industries===&lt;br /&gt;
*[[Military]]: Brave dwarves put themselves in danger so that others may live in peace.&lt;br /&gt;
*[[Healthcare]]: Patching up your inevitably-wounded dwarves.&lt;br /&gt;
*[[Trading]]: Fortress goods are exchanged for materials and goods from other civilized places.&lt;br /&gt;
{{Category|Industry}} {{Industry}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&amp;diff=175133</id>
		<title>v0.34 Talk:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&amp;diff=175133"/>
		<updated>2012-07-11T05:49:35Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: forgot signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Reorganization==&lt;br /&gt;
The wiki has a lot of different ranged articles which essentially cover more than one topic. Crossbowman/Bowman/Marksdwarf is one article. Crossbow/Bow is one article, Quiver and misc. military equipment is one article and then there's Ammunution, Hunter and Ranger, Weapons, and Combat skill. Bows have [[bowman]] as a skill although crossbows have crossbowman or marksdwarf as a skill but they're too similar in practice to warrant two different pages. The article for the [[Crossbow]] item has a nice detailed exposition, and in the 40d version it used to encompass the quiver item, but it also essentially covers the bow item as well although there's not much mention of bow materials/weights and if they're different which might be nice if someone would pull that out of the raws&lt;br /&gt;
&lt;br /&gt;
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.&lt;br /&gt;
&lt;br /&gt;
Keep articles like:&lt;br /&gt;
*[[Archery]]&lt;br /&gt;
:*''Links to all archery-based articles.'' --updated [[User:Richards|Richards]] 13:19, 6 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd like to hear some ideas.&lt;br /&gt;
&lt;br /&gt;
==Furthest engagement distance==&lt;br /&gt;
The furthest distance of engagement is 21 tiles including the tile that the Dwarf is on. This means diagonally too. This was tested in the object testing arena. Dwarves will also shoot at 21 tiles away from themselves from 3 z-levels up, and that's the highest that the object testing arena goes up, so it might be higher. &lt;br /&gt;
:My anecdotal understanding was that the range of engagement was a sphere of radius 20 centered on the archer, and that there is no benefit or penalty to being higher or lower than the target beyond the reduction in horizontal range.--[[User:UristDaVinci|UristDaVinci]] 05:49, 11 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Archer Skill==&lt;br /&gt;
I did some testing on the Archery skill versus no archery skill. There doesn't appear to be any accuracy improvement or firing speed increase.&lt;br /&gt;
&lt;br /&gt;
Five rounds were done with each dwarf having 100 steel arrows and an iron bow. Each team had 40 dwarfs at the furthest possible distance; 20 tiles away from each other on a pedestal. Team 1, (or skilled dwarves), had Grand Master Bowdwarf and Grandmaster Archer. Team 2, or (skill-less dwarves), only had Grand Master Bowdwarf.&lt;br /&gt;
&lt;br /&gt;
Round one : The skilled won with I think 4 dwarves to spare&lt;br /&gt;
Round two : The skill-less team won with I think 6 dwarves to spare&lt;br /&gt;
Round three : The skilled team won with 10 dwarves to spare. I gave them all full plate copper armor and grand master armor user, &lt;br /&gt;
Round four : The skilled team won with 20 dwarves to spare. 19 tiles away same teams.&lt;br /&gt;
Round five : The skill-less dwarves won with 15 remaining. I gave them all full plate steel armor &lt;br /&gt;
&lt;br /&gt;
I don't think the Archery skill does anything. Feel free to test.&lt;br /&gt;
--[[User:Richards|Richards]] 18:15, 6 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== rate of fire vs marksdwarf skill rank ==&lt;br /&gt;
&lt;br /&gt;
Tested in arena using 15 Giant Desert Scorpions with featherwood crossbows and 100 featherwood bolts against 1 giant sponge vampire. The GDS won't gain experience from shooting, and the GSV won't die. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!rank !! shots fired !! relative speed&lt;br /&gt;
|-&lt;br /&gt;
|14 || 98 || 1.69&lt;br /&gt;
|-&lt;br /&gt;
|13 || 95 || 1.64&lt;br /&gt;
|-&lt;br /&gt;
|12 || 95 || 1.64&lt;br /&gt;
|-&lt;br /&gt;
|11 || 94 || 1.62&lt;br /&gt;
|-&lt;br /&gt;
|10 || 92 || 1.59&lt;br /&gt;
|-&lt;br /&gt;
|9 || 92 || 1.59&lt;br /&gt;
|-&lt;br /&gt;
|8 || 90 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
|7 || 88 || 1.52&lt;br /&gt;
|-&lt;br /&gt;
|6 || 86 || 1.48&lt;br /&gt;
|-&lt;br /&gt;
|5 || 84 || 1.45&lt;br /&gt;
|-&lt;br /&gt;
|4 || 80 || 1.38&lt;br /&gt;
|-&lt;br /&gt;
|3 || 74 || 1.28&lt;br /&gt;
|-&lt;br /&gt;
|2 || 68 || 1.17&lt;br /&gt;
|-&lt;br /&gt;
|1 || 61 || 1.05&lt;br /&gt;
|-&lt;br /&gt;
|0 || 58 || 1.00&lt;br /&gt;
|}&lt;br /&gt;
It appears that there is a dramatic improvement in firing speed from rank 0 (dabbling) to rank 5 (proficient), followed by diminishing returns. The graph of the data looks like an exponential decay function. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that Toady likely controls the rate of fire by altering the &amp;quot;reload time&amp;quot;, and that the time between shots is rounded to an integer number of ticks.--[[User:UristDaVinci|UristDaVinci]] 05:03, 8 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&amp;diff=175132</id>
		<title>v0.34 Talk:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&amp;diff=175132"/>
		<updated>2012-07-11T05:48:49Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Reorganization==&lt;br /&gt;
The wiki has a lot of different ranged articles which essentially cover more than one topic. Crossbowman/Bowman/Marksdwarf is one article. Crossbow/Bow is one article, Quiver and misc. military equipment is one article and then there's Ammunution, Hunter and Ranger, Weapons, and Combat skill. Bows have [[bowman]] as a skill although crossbows have crossbowman or marksdwarf as a skill but they're too similar in practice to warrant two different pages. The article for the [[Crossbow]] item has a nice detailed exposition, and in the 40d version it used to encompass the quiver item, but it also essentially covers the bow item as well although there's not much mention of bow materials/weights and if they're different which might be nice if someone would pull that out of the raws&lt;br /&gt;
&lt;br /&gt;
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.&lt;br /&gt;
&lt;br /&gt;
Keep articles like:&lt;br /&gt;
*[[Archery]]&lt;br /&gt;
:*''Links to all archery-based articles.'' --updated [[User:Richards|Richards]] 13:19, 6 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd like to hear some ideas.&lt;br /&gt;
&lt;br /&gt;
==Furthest engagement distance==&lt;br /&gt;
The furthest distance of engagement is 21 tiles including the tile that the Dwarf is on. This means diagonally too. This was tested in the object testing arena. Dwarves will also shoot at 21 tiles away from themselves from 3 z-levels up, and that's the highest that the object testing arena goes up, so it might be higher. &lt;br /&gt;
:My anecdotal understanding was that the range of engagement was a sphere of radius 20 centered on the archer, and that there is no benefit or penalty to being higher or lower than the target beyond the reduction in horizontal range.&lt;br /&gt;
&lt;br /&gt;
==Archer Skill==&lt;br /&gt;
I did some testing on the Archery skill versus no archery skill. There doesn't appear to be any accuracy improvement or firing speed increase.&lt;br /&gt;
&lt;br /&gt;
Five rounds were done with each dwarf having 100 steel arrows and an iron bow. Each team had 40 dwarfs at the furthest possible distance; 20 tiles away from each other on a pedestal. Team 1, (or skilled dwarves), had Grand Master Bowdwarf and Grandmaster Archer. Team 2, or (skill-less dwarves), only had Grand Master Bowdwarf.&lt;br /&gt;
&lt;br /&gt;
Round one : The skilled won with I think 4 dwarves to spare&lt;br /&gt;
Round two : The skill-less team won with I think 6 dwarves to spare&lt;br /&gt;
Round three : The skilled team won with 10 dwarves to spare. I gave them all full plate copper armor and grand master armor user, &lt;br /&gt;
Round four : The skilled team won with 20 dwarves to spare. 19 tiles away same teams.&lt;br /&gt;
Round five : The skill-less dwarves won with 15 remaining. I gave them all full plate steel armor &lt;br /&gt;
&lt;br /&gt;
I don't think the Archery skill does anything. Feel free to test.&lt;br /&gt;
--[[User:Richards|Richards]] 18:15, 6 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== rate of fire vs marksdwarf skill rank ==&lt;br /&gt;
&lt;br /&gt;
Tested in arena using 15 Giant Desert Scorpions with featherwood crossbows and 100 featherwood bolts against 1 giant sponge vampire. The GDS won't gain experience from shooting, and the GSV won't die. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!rank !! shots fired !! relative speed&lt;br /&gt;
|-&lt;br /&gt;
|14 || 98 || 1.69&lt;br /&gt;
|-&lt;br /&gt;
|13 || 95 || 1.64&lt;br /&gt;
|-&lt;br /&gt;
|12 || 95 || 1.64&lt;br /&gt;
|-&lt;br /&gt;
|11 || 94 || 1.62&lt;br /&gt;
|-&lt;br /&gt;
|10 || 92 || 1.59&lt;br /&gt;
|-&lt;br /&gt;
|9 || 92 || 1.59&lt;br /&gt;
|-&lt;br /&gt;
|8 || 90 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
|7 || 88 || 1.52&lt;br /&gt;
|-&lt;br /&gt;
|6 || 86 || 1.48&lt;br /&gt;
|-&lt;br /&gt;
|5 || 84 || 1.45&lt;br /&gt;
|-&lt;br /&gt;
|4 || 80 || 1.38&lt;br /&gt;
|-&lt;br /&gt;
|3 || 74 || 1.28&lt;br /&gt;
|-&lt;br /&gt;
|2 || 68 || 1.17&lt;br /&gt;
|-&lt;br /&gt;
|1 || 61 || 1.05&lt;br /&gt;
|-&lt;br /&gt;
|0 || 58 || 1.00&lt;br /&gt;
|}&lt;br /&gt;
It appears that there is a dramatic improvement in firing speed from rank 0 (dabbling) to rank 5 (proficient), followed by diminishing returns. The graph of the data looks like an exponential decay function. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that Toady likely controls the rate of fire by altering the &amp;quot;reload time&amp;quot;, and that the time between shots is rounded to an integer number of ticks.--[[User:UristDaVinci|UristDaVinci]] 05:03, 8 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=175131</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=175131"/>
		<updated>2012-07-11T05:40:29Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Description */ Added verify to a claim that has no matching bug report.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offending them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. &lt;br /&gt;
&lt;br /&gt;
There is currently a bug where [[insane]] vampires can die of hunger or thirst, even though they couldn't under normal circumstances. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and their great physical capacity means that most vampires live for hundreds or even thousands of years. Thus all but the newest vampires are vastly more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s. They usually live amongst their peers, and are very good at protecting their identities from discovery. These two facts combined mean that vampires are naturally good candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which tend not to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive, subtle, and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit their population limit, and some may see two or more. Vampires arrive in disguise, masquerading as another dwarf and hiding their true names and kill lists until they are discovered. Vamps act as do any other dwarves, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting as expected of them. They can be [[military|drafted]], assigned to [[burrow]]s, be given or claim [[room]]s, and possess items.&lt;br /&gt;
&lt;br /&gt;
The exception is that their [[On break|breaks]] tend to be for sinister purposes, often seeing them help themselves to the blood of the unwary to sustain their unnatural existence. Vampires will from time to time drink the blood of dwarves that they catch sleeping, whomever they can get their &amp;lt;strike&amp;gt;hands upon&amp;lt;/strike&amp;gt; fangs into. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. Vampires routinely lie about their past so as to avoid identification by others, going so far as to adopt a false name when entering a new fortress.&lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Indicators ==&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s, [[ambush]]es, [[outpost liaison]]s, or [[thief|thieves]], but any of the rest of your dwarves can be. It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator. They were probably fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, should an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are the last indicator, although this might be the result of dwarven stupidity (ae. falling down a [[well]], walking off a [[waterfall]], etc.) as well. &lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
Once you discover you have a vampire, finding them becomes necessary, a practice complicated by their penchant for secrecy. Nonetheless, there are a number of good indicators of a vampire; and the more points they hit, the more likely they are, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not an automatic indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. Furthermore, vampires are always &amp;quot;dubious&amp;quot; worshipers of their deity, a fairly unusual trait in the average dwarf. In the case of older vampires, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some,&amp;quot; indicating that they have been sober of alcohol for a time.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (ae. Urist McBastard, Vampire Mayor on the [[unit list]]). The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, cheap) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name, and if you find a dwarf on your unit screen not in your labor listing, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot; To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire, and happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. In this case, it is advisable to take [[justice]] into one's own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
&lt;br /&gt;
This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will chose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness receive a 200 point bonus, then physical attributes will no longer gain or rust.&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly.You can also try to strangle your foes, he have no chance to die and instantly pass out.For this, free one of your hand, wrestle, catch your target's throat with your free hand, then wrestle again, place a choke-hold, then strangle him/her/it.&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in the Fortress mode, they still suffer from [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]], which slows them down. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=175130</id>
		<title>v0.34:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=175130"/>
		<updated>2012-07-11T05:31:19Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Effects of Skill Leveling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. &lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -&amp;gt; {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[Crossbow]]s and bows train the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. {{Bug|535}}  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Nether-cap&amp;diff=175129</id>
		<title>v0.34:Nether-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Nether-cap&amp;diff=175129"/>
		<updated>2012-07-11T05:29:15Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Revert - removed content would have required &amp;quot;d for dwarf&amp;quot; and spellcheck/grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:18, 24 January 2011 (UTC)}}&lt;br /&gt;
{{Treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nether-caps''' are a type of mushroom-like subterranean tree. Once fully grown, they can be designated for [[wood cutting]] and produce nether-cap [[log]]s. They often grow on muddied rock in the 3rd [[Caverns|underground cavern]] layer and, once discovered, will begin to grow in any suitable environment within your fortress as well.&lt;br /&gt;
&lt;br /&gt;
Nether-caps and their products are dark indigo, and they have the unique property of being naturally cold, having a fixed [[temperature]] of {{ct|10000}} (the [[Water#Freezing point|freezing point of water]]). This fixed temperature makes nether-cap wood [[magma-safe]], except that nether-cap wood items [[dump]]ed into [[magma]] are destroyed. To clarify, this means that you can use nether-cap as a substitution for metal [[magma-safe]] components for a [[magma]] [[pump stack]]. Nether-cap logs can still be burned into ash or charcoal at a [[wood furnace]].  Despite being at the freezing point, nether-cap never causes [[water]] to turn into [[ice]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Subterranean trees}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=175067</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=175067"/>
		<updated>2012-07-10T01:49:58Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
:::34.07 - a weak vampire came as an immigrant, i made him a miner - now he is mighty (as written in v mode). In adv. mode 34.07 i also managed to become a vamp flom almost very start: powerlevelling as a vampire also worked perfectly, all the stats increased the same way as if my hero was a non-vamp. The single bad thing in adv.mode is that vamp has a speed-cap of about 1300, even if an elf with maxed 2k speed becomes a vamp, the speed is instantly set to a vamp's cap of ~1300. (there are three exact constant cap's depending on the race, yet all are 1300+-) &lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Vampires have the &amp;quot;Sterile&amp;quot; tag added to them. I'm assuming this means they can't have children. [[Special:Contributions/205.178.83.139|205.178.83.139]] 10:34, 14 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
:- Nice try, vampire. --[[User:IC Pandemonium|IC Pandemonium]] 06:26, 13 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
:I've had several immigrants like this, so far they've turned out to be 'normal' and, if you save and reload, DT discovers them. My current theory, based on a large number of missing ears, is elven raiders jealous of dwarven ears.&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
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Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Very likely vampire's &amp;quot;hair is dark brown with flecks of grey&amp;quot; in my most recent fort (from v0.34.6) am adding a verify tag to the &amp;quot;white hair&amp;quot; section of identification... have a nasty feeling that the vamps have developed hair colouring. [[User:Earthfiredrake|Earthfiredrake]] 03:10, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a quick note about the &amp;quot;He has the appearance of someone (x) years old and is among the first of his kind&amp;quot; line. I don't know firsthand how useful this is for vampire ID in general, but in a world with a very short history, any dwarf older than the world will have this line for their age. So, for example, I've got a fortress in year 8 of its world, so any dwarf older than 8 years old has this. This caused me to briefly worry that I had an all-vamp fort before I figured it out. 19:00 9 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
&lt;br /&gt;
Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
&lt;br /&gt;
This issue is supposedly fixed according to the [http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=32 34.05 change log]. Testing is still required to see if vampire ghosts can be atom-smashed with impunity now (though the tearing off of limbs would probably still be a detriment).--[[User:Tenyn42|Tenyn42]] 20:42, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I smashed a vampire, they later popped back up again as a restless spirit (I'll need to check the legends to see just how troubled their life was). I'm using the vanilla edition, and once people noticed the ghost they were classed as 'deceased' and I could engrave a slab.&lt;br /&gt;
&lt;br /&gt;
== First vamp notes ==&lt;br /&gt;
&lt;br /&gt;
I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unconfirmed ==&lt;br /&gt;
&lt;br /&gt;
Think this is another instance of name bug.  I set one of my vampires up in a labyrinth (he can open goblin cages himself without a lever, woot!)  He has enough kills to warrant a longer name, at least according to therapist, but he still shows his original short name.  Presumably this would be an additional way to ID vamps if confirmed.&lt;br /&gt;
&lt;br /&gt;
== Vampire Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I just got a human law-giver vampire diplomat in my fortress. He just arrived so I don't know if he'll start anything funky, but I was wondering if anyone else had experience with this? Anything I've got to watch for? And if so, it may be worthwhile to add the possibility to this page. [[User:Angry B8|Angry B8]] 15:56, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I've just had the same experience - due to some past grievances with their kind, I'm going to try to dispose of them in a manner which probably won't be linked back to me, and I'll post the results up. (21 March 2012)&lt;br /&gt;
---Turns out the humans were remarkably ungrateful about the fact that I had delivered them from their vampire overlord, so they besieged me. He didn't go down without a fight - I released several goblins into his room, and he shoved his human-bone jewellery right through their skulls before going down after an armed swordsman struck him down. Conclusion from all of this, vampire diplomats exist and are still treated as respected members of their own civilisation.&lt;br /&gt;
&lt;br /&gt;
- One of my two known vamps somehow became Baron so he's locked into his quarters with a couple wall grates and levers. Suddenly this Serpent Man vampire law giver diplomat shows up! I had to open the Baron's enclosure up and they are now negotiating. I'm quite excited to see what the result will be.&lt;br /&gt;
&lt;br /&gt;
== Zero Variation ==&lt;br /&gt;
Just adding a little note here, in case anybody else is curious about the same things as I am: I had a look through a lot of the vampires in my world.sav, and there was no variation between any of the vampire curses.  Every vampire curse was identical to the example curse: strength, agility, toughness+200, standard tag changes, nothing else.  --[[User:Vasiln|Vasiln]] 22:56, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blood vision ==&lt;br /&gt;
&lt;br /&gt;
I'm playing an adventurer vamp, and I've been getting red &amp;quot; marks where some enemies beyond my normal sight lines. Not all enemies get red &amp;quot; marks, so I think it's the ones who are bleeding. Can anyone verify or provide greater info? It's largely speculation now, so I don't wanna add it to the article. --[[User:Waladil|Waladil]] 22:56, 22 April 2012 (UTC)&lt;br /&gt;
:They're probably [[goblin]]s, which have [GLOWTILE:'&amp;quot;'] and [GLOWCOLOR:4:0:1]. Kobolds are the same way, except their eyes are yellow. --[[User:Quietust|Quietust]] 23:12, 22 April 2012 (UTC)&lt;br /&gt;
::That probably explains it, then. Considering it hasn't happened since then, and since some of the enemies were also not wounded. Thanks. --[[User:Waladil|Waladil]] 22:04, 23 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Breathless ==&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire adventurer, I'm noticing a few things that the article doesn't mention. For one, my vamp doesn't need to breathe. At all. He can go as deep underwater as needed and never starts to drown. Would this mean they're good candidates for killing toxin-breathing creatures? Also, whenever I swam a long time as a non-vamp, I'd inevitably freeze to death. As a vamp (After I pissed off the only major civ on a continent...) I swam to another continent, swimming for a full day, roughly from sunrise to sunset. He's also never been tired, even in during one of his several massacres. So I looked up the raws: NOEXERT: NOPAIN: NOBREATHE: NOSTUN: NONAUSEA: NO_DIZZINESS: NO_FEVERS: PARALYZEIMMUNE: NO_EAT: NO_DRINK: NO_SLEEP: NO_PHYS_ATT_GAIN: NO_PHYS_ATT_RUST: START: 0]&lt;br /&gt;
So they cannot get tired, cannot feel pain, don't breathe (As I discovered), can't be stunned, made nauseous, feel dizzy, get fevers, be paralyzed... so they're pretty much perfect candidates for fighting random Forgotten Beasts that emit those gases. Of course, that NO_PHYS_ATT_GAIN is pretty annoying. &amp;lt;mods it out&amp;gt;. Much better. --[[User:Waladil|Waladil]] 22:18, 23 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to seal in a vampire ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure I got a positive - huge background list (been part of +50 fortresses) - his desc say's he's thirsty... and it has been a while since a corpse has been found drained of blood - plus the Dwarf Therapist name check also listed the joker under a different name&lt;br /&gt;
&lt;br /&gt;
I'm thinking drafting, then putting him in a room and sealing him behind a stone floodgate? It shouldn't be possible for him to escape that, right?&lt;br /&gt;
[[User:Webkilla|webkillal]] - may 6th 2012&lt;br /&gt;
:These sorts of things are better placed on the forums. But yes, that would work. Make him an office and make him your manager and bookkeeper, and he'll be useful too. A floodgate would require someone be alive to pull it, so I would drop a pick in there too, so he can dig himself out if he's the last man standing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vampire vs. The Volcano==&lt;br /&gt;
&lt;br /&gt;
I just dropped a vampire into a volcano. He sank all the way down to the Magma Sea, discovered adamantine, and sat around for awhile on the bottom before finally dying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vampire Nobles ==&lt;br /&gt;
&lt;br /&gt;
A vampire was elected Mayor in my fortress. (Maybe it's all the connections he has built up in his 150 years of life xD) Anyway, it told me that he was a vampire when this happened. However, the tag disappeared over time. --[[User:Dissimulation|Dissimulation]] 00:18, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tired vampire ==&lt;br /&gt;
&lt;br /&gt;
i have a tired pump operator / soldier vampire, so i'll put a verify tag on 'never get tired' - maybe this is true only for adventure mode?&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 05:39, 23 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Took Joy in Slaughter==&lt;br /&gt;
&lt;br /&gt;
Do dwarves get the &amp;quot;took joy in slaughter lately&amp;quot; thought when they bite someone as vampire? Because if so, and the vampire isn't in the military, identification should just be a matter of trawling through the thoughts of all the dwarves as soon as the body is found. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 13:15, 24 June 2012 (UTC)&lt;br /&gt;
: After I discovered a dead Lye Maker in the middle of a hallway I noticed a Marksdwarf, who had seen no combat whatsoever, with the Joy In Slaughter thought despite no recorded kills. Later confirmed that this was my vampire. I'm going to say this is indeed another indicator. -- [[Special:Contributions/209.6.50.208|209.6.50.208]] 22:37, 30 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why vampire alcohol dependant bug might not be fixed. ==&lt;br /&gt;
&lt;br /&gt;
http://www.altergamer.com/dwarf-fortress-interview/&lt;br /&gt;
http://www.bay12games.com/media/df_talk_18_transcript.html&lt;br /&gt;
&lt;br /&gt;
Toady thinks that vampires slowing down is due to them not drinking enough ''blood'', and I can't find any case of Toady acknowledging the alcohol dependant bug.&lt;br /&gt;
&lt;br /&gt;
Please enlighten me if this isn't the situation. --[[User:UristDaVinci|UristDaVinci]] 06:15, 9 July 2012 (UTC)&lt;br /&gt;
:Someone on the forums linked me to this comment http://www.bay12forums.com/smf/index.php?topic=107933.msg3216725#msg3216725 so it seems that it's more of a low priority bug&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=175011</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=175011"/>
		<updated>2012-07-09T06:15:09Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Why vampire alcohol dependant bug won't be fixed. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::Vampires' attributes are frozen.  Vampires continue to gain (and lose) skill. --[[User:Vasiln|Vasiln]] 00:17, 6 March 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
:::34.07 - a weak vampire came as an immigrant, i made him a miner - now he is mighty (as written in v mode). In adv. mode 34.07 i also managed to become a vamp flom almost very start: powerlevelling as a vampire also worked perfectly, all the stats increased the same way as if my hero was a non-vamp. The single bad thing in adv.mode is that vamp has a speed-cap of about 1300, even if an elf with maxed 2k speed becomes a vamp, the speed is instantly set to a vamp's cap of ~1300. (there are three exact constant cap's depending on the race, yet all are 1300+-) &lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
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Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Vampires have the &amp;quot;Sterile&amp;quot; tag added to them. I'm assuming this means they can't have children. [[Special:Contributions/205.178.83.139|205.178.83.139]] 10:34, 14 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
:- Nice try, vampire. --[[User:IC Pandemonium|IC Pandemonium]] 06:26, 13 April 2012 (UTC)&lt;br /&gt;
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Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
:I've had several immigrants like this, so far they've turned out to be 'normal' and, if you save and reload, DT discovers them. My current theory, based on a large number of missing ears, is elven raiders jealous of dwarven ears.&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
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- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
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Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
:Yes, they do.  -- [[User:Qazmlpok|Qazmlpok]] 03:05, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Page also doesn't say if Vampires will feed off their own rellies, and thus make themselves unhappy. I'll test this to find out, if nobody knows. (I have one who had a son in the fortress - I'm fairly sure this vampire immigrated, too; so either he came with a wife and kid or that happened in the fort. Will also find out if child is a vamp.)&amp;lt;/strike&amp;gt; Apparently missdiagnosed vampire. He got hungry. No idea who it is, now. Sorry!  --[[User:Zatnik|Zatnik]] 16:38, 5 March 2012 (UTC)&lt;br /&gt;
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Instead of enforcing Justice normally, once I determine who the vampire is I've just been locking them up in a room by drafting them and stationing them in a room, then forbidding the door. Twice now I've had them get out and discovered the formerly locked door to be &amp;quot;Passable&amp;quot;, but not pet passable. I'm quite certain I never unforbade it myself, doubly so since I would have made it pet passable as well. Do vampires have a way to pick locks, or could there be some other force opening the doors? This is in the middle of my fort so a hidden gremlin/thief should be impossible. -- [[User:Qazmlpok|Qazmlpok]] 22:55, 5 March 2012 (UTC)&lt;br /&gt;
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Very likely vampire's &amp;quot;hair is dark brown with flecks of grey&amp;quot; in my most recent fort (from v0.34.6) am adding a verify tag to the &amp;quot;white hair&amp;quot; section of identification... have a nasty feeling that the vamps have developed hair colouring. [[User:Earthfiredrake|Earthfiredrake]] 03:10, 31 March 2012 (UTC)&lt;br /&gt;
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Just a quick note about the &amp;quot;He has the appearance of someone (x) years old and is among the first of his kind&amp;quot; line. I don't know firsthand how useful this is for vampire ID in general, but in a world with a very short history, any dwarf older than the world will have this line for their age. So, for example, I've got a fortress in year 8 of its world, so any dwarf older than 8 years old has this. This caused me to briefly worry that I had an all-vamp fort before I figured it out. 19:00 9 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
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Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Atom Smashing Vamps Is Dangerous ==&lt;br /&gt;
&lt;br /&gt;
Vampire Ghosts? &lt;br /&gt;
If you thought you had it bad before, there have been reports that vampire ghosts are un-slabbable; and their ghosts are still thirsty...&lt;br /&gt;
&lt;br /&gt;
This issue is supposedly fixed according to the [http://www.bay12games.com/dwarves/mantisbt/changelog_page.php?version_id=32 34.05 change log]. Testing is still required to see if vampire ghosts can be atom-smashed with impunity now (though the tearing off of limbs would probably still be a detriment).--[[User:Tenyn42|Tenyn42]] 20:42, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I smashed a vampire, they later popped back up again as a restless spirit (I'll need to check the legends to see just how troubled their life was). I'm using the vanilla edition, and once people noticed the ghost they were classed as 'deceased' and I could engrave a slab.&lt;br /&gt;
&lt;br /&gt;
== First vamp notes ==&lt;br /&gt;
&lt;br /&gt;
I just got my first vamp (I think he's the first one...) and he was identified completely by accident.&lt;br /&gt;
All of a sudden I got a message that &amp;quot;Stodir Keskalosir, Dwarf Butcher vampire cancels...&amp;quot; Although I'd not noticed it before, he does appear by that name and title in the unit listings now, and he also has his night creature tile. He has not attacked anyone yet, my fort has 0 dead dorfs and 0 missing ones. I do have Dwarf Therapist and DFHack, so one of those may explain why he was auto-revealed. His name does match the one shown in Therapist, notably. I did discover a method to flush out vamps, though. His details indicate that he is 98 years old, born in the year 7. Its currently year 252. So he's lying about almost a hundred and fifty years, roughly an entire normal dorf's lifespan. If someone can verify it, let's add &amp;quot;has a mismatched birth year and age combination&amp;quot; to the methods of catching one. In other news, I'm planning a vampire work pit: A small pit, with a level above and a level below. Raw materials are dumped into the top, the vamp(s) inside process them, then dump them back down the other side for retrieval.  --[[User:Waladil|Waladil]] 21:17, 10 March 2012 (UTC)&lt;br /&gt;
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== Unconfirmed ==&lt;br /&gt;
&lt;br /&gt;
Think this is another instance of name bug.  I set one of my vampires up in a labyrinth (he can open goblin cages himself without a lever, woot!)  He has enough kills to warrant a longer name, at least according to therapist, but he still shows his original short name.  Presumably this would be an additional way to ID vamps if confirmed.&lt;br /&gt;
&lt;br /&gt;
== Vampire Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I just got a human law-giver vampire diplomat in my fortress. He just arrived so I don't know if he'll start anything funky, but I was wondering if anyone else had experience with this? Anything I've got to watch for? And if so, it may be worthwhile to add the possibility to this page. [[User:Angry B8|Angry B8]] 15:56, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I've just had the same experience - due to some past grievances with their kind, I'm going to try to dispose of them in a manner which probably won't be linked back to me, and I'll post the results up. (21 March 2012)&lt;br /&gt;
---Turns out the humans were remarkably ungrateful about the fact that I had delivered them from their vampire overlord, so they besieged me. He didn't go down without a fight - I released several goblins into his room, and he shoved his human-bone jewellery right through their skulls before going down after an armed swordsman struck him down. Conclusion from all of this, vampire diplomats exist and are still treated as respected members of their own civilisation.&lt;br /&gt;
&lt;br /&gt;
- One of my two known vamps somehow became Baron so he's locked into his quarters with a couple wall grates and levers. Suddenly this Serpent Man vampire law giver diplomat shows up! I had to open the Baron's enclosure up and they are now negotiating. I'm quite excited to see what the result will be.&lt;br /&gt;
&lt;br /&gt;
== Zero Variation ==&lt;br /&gt;
Just adding a little note here, in case anybody else is curious about the same things as I am: I had a look through a lot of the vampires in my world.sav, and there was no variation between any of the vampire curses.  Every vampire curse was identical to the example curse: strength, agility, toughness+200, standard tag changes, nothing else.  --[[User:Vasiln|Vasiln]] 22:56, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blood vision ==&lt;br /&gt;
&lt;br /&gt;
I'm playing an adventurer vamp, and I've been getting red &amp;quot; marks where some enemies beyond my normal sight lines. Not all enemies get red &amp;quot; marks, so I think it's the ones who are bleeding. Can anyone verify or provide greater info? It's largely speculation now, so I don't wanna add it to the article. --[[User:Waladil|Waladil]] 22:56, 22 April 2012 (UTC)&lt;br /&gt;
:They're probably [[goblin]]s, which have [GLOWTILE:'&amp;quot;'] and [GLOWCOLOR:4:0:1]. Kobolds are the same way, except their eyes are yellow. --[[User:Quietust|Quietust]] 23:12, 22 April 2012 (UTC)&lt;br /&gt;
::That probably explains it, then. Considering it hasn't happened since then, and since some of the enemies were also not wounded. Thanks. --[[User:Waladil|Waladil]] 22:04, 23 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Breathless ==&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire adventurer, I'm noticing a few things that the article doesn't mention. For one, my vamp doesn't need to breathe. At all. He can go as deep underwater as needed and never starts to drown. Would this mean they're good candidates for killing toxin-breathing creatures? Also, whenever I swam a long time as a non-vamp, I'd inevitably freeze to death. As a vamp (After I pissed off the only major civ on a continent...) I swam to another continent, swimming for a full day, roughly from sunrise to sunset. He's also never been tired, even in during one of his several massacres. So I looked up the raws: NOEXERT: NOPAIN: NOBREATHE: NOSTUN: NONAUSEA: NO_DIZZINESS: NO_FEVERS: PARALYZEIMMUNE: NO_EAT: NO_DRINK: NO_SLEEP: NO_PHYS_ATT_GAIN: NO_PHYS_ATT_RUST: START: 0]&lt;br /&gt;
So they cannot get tired, cannot feel pain, don't breathe (As I discovered), can't be stunned, made nauseous, feel dizzy, get fevers, be paralyzed... so they're pretty much perfect candidates for fighting random Forgotten Beasts that emit those gases. Of course, that NO_PHYS_ATT_GAIN is pretty annoying. &amp;lt;mods it out&amp;gt;. Much better. --[[User:Waladil|Waladil]] 22:18, 23 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to seal in a vampire ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure I got a positive - huge background list (been part of +50 fortresses) - his desc say's he's thirsty... and it has been a while since a corpse has been found drained of blood - plus the Dwarf Therapist name check also listed the joker under a different name&lt;br /&gt;
&lt;br /&gt;
I'm thinking drafting, then putting him in a room and sealing him behind a stone floodgate? It shouldn't be possible for him to escape that, right?&lt;br /&gt;
[[User:Webkilla|webkillal]] - may 6th 2012&lt;br /&gt;
:These sorts of things are better placed on the forums. But yes, that would work. Make him an office and make him your manager and bookkeeper, and he'll be useful too. A floodgate would require someone be alive to pull it, so I would drop a pick in there too, so he can dig himself out if he's the last man standing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vampire vs. The Volcano==&lt;br /&gt;
&lt;br /&gt;
I just dropped a vampire into a volcano. He sank all the way down to the Magma Sea, discovered adamantine, and sat around for awhile on the bottom before finally dying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vampire Nobles ==&lt;br /&gt;
&lt;br /&gt;
A vampire was elected Mayor in my fortress. (Maybe it's all the connections he has built up in his 150 years of life xD) Anyway, it told me that he was a vampire when this happened. However, the tag disappeared over time. --[[User:Dissimulation|Dissimulation]] 00:18, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tired vampire ==&lt;br /&gt;
&lt;br /&gt;
i have a tired pump operator / soldier vampire, so i'll put a verify tag on 'never get tired' - maybe this is true only for adventure mode?&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 05:39, 23 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Took Joy in Slaughter==&lt;br /&gt;
&lt;br /&gt;
Do dwarves get the &amp;quot;took joy in slaughter lately&amp;quot; thought when they bite someone as vampire? Because if so, and the vampire isn't in the military, identification should just be a matter of trawling through the thoughts of all the dwarves as soon as the body is found. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 13:15, 24 June 2012 (UTC)&lt;br /&gt;
: After I discovered a dead Lye Maker in the middle of a hallway I noticed a Marksdwarf, who had seen no combat whatsoever, with the Joy In Slaughter thought despite no recorded kills. Later confirmed that this was my vampire. I'm going to say this is indeed another indicator. -- [[Special:Contributions/209.6.50.208|209.6.50.208]] 22:37, 30 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why vampire alcohol dependant bug won't be fixed. ==&lt;br /&gt;
&lt;br /&gt;
http://www.altergamer.com/dwarf-fortress-interview/&lt;br /&gt;
http://www.bay12games.com/media/df_talk_18_transcript.html&lt;br /&gt;
&lt;br /&gt;
Toady thinks that vampires slowing down is due to them not drinking enough ''blood'', and I can't find any case of Toady acknowledging the alcohol dependant bug.&lt;br /&gt;
&lt;br /&gt;
Please enlighten me if this isn't the situation. --[[User:UristDaVinci|UristDaVinci]] 06:15, 9 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sciguy1121&amp;diff=174944</id>
		<title>User:Sciguy1121</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sciguy1121&amp;diff=174944"/>
		<updated>2012-07-08T18:01:20Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Marked for deletion - you should use User:Sciguy1121 instead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del|Not a proper User page. Should be replaced with a User page instead}}&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
He's just a guy who enjoys playing Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
==Fortresses==&lt;br /&gt;
&lt;br /&gt;
===v0.34===&lt;br /&gt;
*Mengmafol, Lashedchambers&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&amp;diff=174927</id>
		<title>v0.34 Talk:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&amp;diff=174927"/>
		<updated>2012-07-08T05:03:33Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* rate of fire vs marksdwarf skill rank */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Reorganization==&lt;br /&gt;
The wiki has a lot of different ranged articles which essentially cover more than one topic. Crossbowman/Bowman/Marksdwarf is one article. Crossbow/Bow is one article, Quiver and misc. military equipment is one article and then there's Ammunution, Hunter and Ranger, Weapons, and Combat skill. Bows have [[bowman]] as a skill although crossbows have crossbowman or marksdwarf as a skill but they're too similar in practice to warrant two different pages. The article for the [[Crossbow]] item has a nice detailed exposition, and in the 40d version it used to encompass the quiver item, but it also essentially covers the bow item as well although there's not much mention of bow materials/weights and if they're different which might be nice if someone would pull that out of the raws&lt;br /&gt;
&lt;br /&gt;
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.&lt;br /&gt;
&lt;br /&gt;
Keep articles like:&lt;br /&gt;
*[[Archery]]&lt;br /&gt;
:*''Links to all archery-based articles.'' --updated [[User:Richards|Richards]] 13:19, 6 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd like to hear some ideas.&lt;br /&gt;
&lt;br /&gt;
==Furthest engagement distance | Archer versus no-Archer==&lt;br /&gt;
The furthest distance of engagement is 21 tiles including the tile that the Dwarf is on. This means diagonally too. This was tested in the object testing arena. Dwarves will also shoot at 21 tiles away from themselves from 3 z-levels up, and that's the highest that the object testing arena goes up, so it might be higher. &lt;br /&gt;
----&lt;br /&gt;
I did some testing on the Archery skill versus no archery skill. There doesn't appear to be any accuracy improvement or firing speed increase.&lt;br /&gt;
&lt;br /&gt;
Five rounds were done with each dwarf having 100 steel arrows and an iron bow. Each team had 40 dwarfs at the furthest possible distance; 20 tiles away from each other on a pedestal. Team 1, (or skilled dwarves), had Grand Master Bowdwarf and Grandmaster Archer. Team 2, or (skill-less dwarves), only had Grand Master Bowdwarf.&lt;br /&gt;
&lt;br /&gt;
Round one : The skilled won with I think 4 dwarves to spare&lt;br /&gt;
Round two : The skill-less team won with I think 6 dwarves to spare&lt;br /&gt;
Round three : The skilled team won with 10 dwarves to spare. I gave them all full plate copper armor and grand master armor user, &lt;br /&gt;
Round four : The skilled team won with 20 dwarves to spare. 19 tiles away same teams.&lt;br /&gt;
Round five : The skill-less dwarves won with 15 remaining. I gave them all full plate steel armor &lt;br /&gt;
&lt;br /&gt;
I don't think the Archery skill does anything. Feel free to test.&lt;br /&gt;
--[[User:Richards|Richards]] 18:15, 6 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== rate of fire vs marksdwarf skill rank ==&lt;br /&gt;
&lt;br /&gt;
Tested in arena using 15 Giant Desert Scorpions with featherwood crossbows and 100 featherwood bolts against 1 giant sponge vampire. The GDS won't gain experience from shooting, and the GSV won't die. &lt;br /&gt;
&lt;br /&gt;
rank	shots fired	relative speed&lt;br /&gt;
14	98	1.69&lt;br /&gt;
13	95	1.64&lt;br /&gt;
12	95	1.64&lt;br /&gt;
11	94	1.62&lt;br /&gt;
10	92	1.59&lt;br /&gt;
9	92	1.59&lt;br /&gt;
8	90	1.55&lt;br /&gt;
7	88	1.52&lt;br /&gt;
6	86	1.48&lt;br /&gt;
5	84	1.45&lt;br /&gt;
4	80	1.38&lt;br /&gt;
3	74	1.28&lt;br /&gt;
2	68	1.17&lt;br /&gt;
1	61	1.05&lt;br /&gt;
0	58	1.00&lt;br /&gt;
&lt;br /&gt;
It appears that there is a dramatic improvement in firing speed from rank 0 (dabbling) to rank 5 (proficient), followed by diminishing returns. The graph of the data looks like an exponential decay function. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that Toady likely controls the rate of fire by altering the &amp;quot;reload time&amp;quot;, and that the time between shots is rounded to an integer number of ticks.--[[User:UristDaVinci|UristDaVinci]] 05:03, 8 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Observer&amp;diff=174873</id>
		<title>v0.34:Observer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Observer&amp;diff=174873"/>
		<updated>2012-07-07T04:32:19Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Added maximum detection range (verified in arena and adventurer mode)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|16:27, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
The '''observer''' [[skill]] represents the ability of a [[dwarf]] to spot a [[thief|stealth]] unit. The higher the skill the bigger the distance. The skill is particularly good to have for [[military|guards]] at your entrance or marksdwarves on your walls.&lt;br /&gt;
&lt;br /&gt;
Testing reveals that even a highly skilled observer can only detect stealthed units up to 3 tiles away. That is, the detection area is a 7x7x7 cube centered on the observer, also requiring line-of-sight. An unskilled ambusher in stealth can walk near a grand master observer without being detected, as long as a distance of at least 4 tiles is maintained.&lt;br /&gt;
&lt;br /&gt;
[[Soldier]]s will gradually increase this skill while training. It is currently uncertain whether this is related to observing combat demonstrations or is relevant to [[sparring]] or [[combat]].&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the skill may also influence the probability of receiving the message &amp;quot;You feel uneasy&amp;quot; instead of an ambush. It slowly increases during combat and by successfully spotting ambushes and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=174872</id>
		<title>v0.34:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=174872"/>
		<updated>2012-07-07T04:07:16Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Archer is a skill, not a personality trait, even if it is as useless as the Musicality attribute. Gameterms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. &lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -&amp;gt; {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.&lt;br /&gt;
&lt;br /&gt;
Testing in 0.34.11 found that grand master marksdwarves fire 1.5 times faster than unskilled marksdwarves, given identical agility physical attributes. That is, reloading time at high skill is reduced to 66% of the unskilled reloading time. It is unknown if legendary ranks further improve firing rate.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535]  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&amp;lt;br/&amp;gt;&lt;br /&gt;
*[[Combat skill]]&amp;lt;br/&amp;gt;&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=174871</id>
		<title>v0.34:Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Archery&amp;diff=174871"/>
		<updated>2012-07-07T04:02:37Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: /* Effects of Skill Leveling */ Added original research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The '''Archer''' trait increases with the use of any ranged attack including throwing weapons.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. &lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -&amp;gt; {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.&lt;br /&gt;
&lt;br /&gt;
Testing in 0.34.11 found that grand master marksdwarves fire 1.5 times faster than unskilled marksdwarves, given identical agility physical attributes. That is, reloading time at high skill is reduced to 66% of the unskilled reloading time. It is unknown if legendary ranks further improve firing rate.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535]  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&amp;lt;br/&amp;gt;&lt;br /&gt;
*[[Combat skill]]&amp;lt;br/&amp;gt;&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:UristDaVinci&amp;diff=174803</id>
		<title>User talk:UristDaVinci</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:UristDaVinci&amp;diff=174803"/>
		<updated>2012-07-05T02:24:13Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: I'm not going to redo the undo myself, since that would look like an edit war.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mosaics ==&lt;br /&gt;
&lt;br /&gt;
Regarding [http://dwarffortresswiki.org/index.php?title=DF2012:Mosaic&amp;amp;curid=24805&amp;amp;diff=174766&amp;amp;oldid=174724 your edit] to [[Mosaic]], simply converting an image to 4-bit color (16 colors) won't work well because the palette of stone colors you have to choose from won't match the palette you get for most images.  Also, tiles and pixels aren't the same shape (tiles are 1:1.2 while pixels are 1:1), so using that method can lead to distorted aspect ratios.  The tool given on that page should do a much better job at this.  As such, I undid that edit.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 18:09, 4 July 2012 (UTC)&lt;br /&gt;
:I used the method that I described to &amp;quot;color correct&amp;quot; images that I wanted to mosaic, after shrinking them to a buildable size. I also prefer to minimize the use of random programs downloaded off the internet. Also, tile proportions depend on your graphics settings, and are adjustable. Even if the tool does a better job, I was just providing other options to the readers. Sole-sourcing is unethical.&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Frequently_asked_questions&amp;diff=174772</id>
		<title>v0.34 Talk:Frequently asked questions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Frequently_asked_questions&amp;diff=174772"/>
		<updated>2012-07-04T03:47:07Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many of these FAQ templates have several redlinks (page doesn't exist). The pages themselves may have been purged at some point. This probably requires some wiki action to fix up. --[[User:UristDaVinci|UristDaVinci]] 03:47, 4 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Olivine&amp;diff=174771</id>
		<title>v0.34:Olivine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Olivine&amp;diff=174771"/>
		<updated>2012-07-04T03:40:25Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Removed broken image link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|13:39, 11 November 2010 (UTC)}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Olivine''' is one of many low [[value]] minerals that are [[magma-safe]], and can be used for floodgates and mechanisms used for the controlling of magma. It is also one of the few minerals that contains [[native platinum]] (the other being [[magnetite]]).&lt;br /&gt;
&lt;br /&gt;
Items built using olivine will be dark green.&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Olivine is a magnesium iron silicate mineral with the chemical formula (Mg,Fe)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;SiO&amp;lt;sub&amp;gt;4&amp;lt;/sub&amp;gt;.&lt;br /&gt;
It is defined by its bright green color. Gem-quality examples of the mineral are called [[peridot]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Green sand close up.jpg|Green sand, or fragmented olivine. Some fragments are loose and some are visibly still embedded in the black lava rock below&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|A small olivine piece&lt;br /&gt;
File:Olivine magnesium iron silicate Jackson County, North Carolina 3059.jpg|Brighter olivine&lt;br /&gt;
File:Olivijn.gif|Small olivine pieces&lt;br /&gt;
File:Olivine-23909.jpg|Olivine, clear high quality crystals are called peridot if they are gem-quality&lt;br /&gt;
File:Olivine (peridot).jpg|Another sample of olivine/peridot&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Native_copper&amp;diff=174770</id>
		<title>v0.34:Native copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Native_copper&amp;diff=174770"/>
		<updated>2012-07-04T03:38:16Z</updated>

		<summary type="html">&lt;p&gt;UristDaVinci: Removed broken image link with Polish caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Native copper''' is one of the several ores of [[copper]], the most versatile metal in Dwarf Fortress, primarily useful in alloys. Native copper is found in the form of [[vein|veins]]. Mined-out hunks of native copper are called ''copper nuggets''.&lt;br /&gt;
&lt;br /&gt;
Other copper-producing ores include [[malachite]] and [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Copper.jpg|Nugget, 44 grams and about 3 cm large&lt;br /&gt;
File:NatCopper.jpg|Another similar sized copper nugget&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>UristDaVinci</name></author>
	</entry>
</feed>