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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=6DollarSuit</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-05T18:47:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cave_swallow_man&amp;diff=311497</id>
		<title>Cave swallow man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cave_swallow_man&amp;diff=311497"/>
		<updated>2025-11-10T19:55:23Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: update spawning patterns: always metal weapons, rarely if ever use poisons, never armored&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=cave_swallow_man_sprite.png&lt;br /&gt;
|portrait=cave_swallow_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cave swallow men''' are humanoid versions of the common [[cave swallow]] and are one of the many [[Creature|races]] of underground tribal [[animal people]] found living in small groups on any [[cavern]] level.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, cave swallow men initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying metal [[spear]]s, [[blowgun]]s and [[shield]]s, which range from [[copper]] to [[steel]] (which may be a bug). Depending on which other subterranean creatures they have access to, their [[blowdart]]s may be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts. They do not wear [[armor]].&lt;br /&gt;
&lt;br /&gt;
Cave swallow men may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of cave swallow men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
&lt;br /&gt;
Cave swallow men can fly, meaning that they will be able to fly over your walls, or through gaps in your floors and ceilings, so plan your defenses accordingly. It can also make them marginally harder to hit than other creatures their size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] cave swallow men for their ''coloration''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Asax1.jpg|thumb|center|300px|Artist's depiction of a sculpture of [[Main:Âsax|Âsax]], a renowned cave swallow man.]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = äs mozib udos | elvish = garetho thicera onino | goblin = omo nabok ngorûg | human = ngethac cocu abo}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Chalk&amp;diff=309435</id>
		<title>Chalk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Chalk&amp;diff=309435"/>
		<updated>2025-05-17T14:50:04Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{layerlookup/0&lt;br /&gt;
|graphic=chalk_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Chalk''' is a [[flux]] [[stone]] found in the [[sedimentary layer]]. As such, it is worth twice as much as most other stones. &lt;br /&gt;
Despite chalk's rather chalky nature in real life, [[furniture]] and [[Finished goods|crafts]] made out of chalk in ''Dwarf Fortress'' last as long as [[granite]] ones. &lt;br /&gt;
Chalk is '''not''' a [[magma-safe]] material.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Chalk, a soft white sedimentary rock, is a form of [[limestone]] composed of the mineral [[calcite]]. It often contains [[chert]] and minor amounts of [[silt]] and [[clay]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Unlike in real life, dwarves cannot consume chalk [[slab|tablets]] to [[vomit|settle their stomachs]].&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mur craie et brique sur soubassement silex.png|Chalk blocks (white) in a wall&lt;br /&gt;
File:Craie coniacienne avec rognons à silex recouverte par horizon lœssique.png|A layer of chalk&lt;br /&gt;
File:Chalk quarry crete B.jpg|Chalk quarry&lt;br /&gt;
File:Chalk samples (Steam).png|Chalk samples&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cobaltite&amp;diff=295367</id>
		<title>Cobaltite</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cobaltite&amp;diff=295367"/>
		<updated>2023-10-01T11:24:55Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cobaltite''' is a black stone. Its particularly high [[density]] makes it useful for [[trap#Stone-fall_Trap|stone-fall traps]] and as [[catapult]] ammunition, and its very dark color makes it well-suited for various aesthetic purposes. &lt;br /&gt;
&lt;br /&gt;
== In Real Life ==&lt;br /&gt;
Cobaltite is an ore of cobalt, a [[metal]] not modeled in ''Dwarf Fortress''. Interestingly, the name derives from the word [[kobold]]. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cobaltite (Cobalt, Ontario, Canada) 1 (18599849584).jpg|A chunk of cobaltite rock.&lt;br /&gt;
Cobaltite (Skutterud Mines, Modum, Norway) 2 (19226355671).jpg| A piece of Cobaltite &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[Human]]s are known to mistake cobaltite for more valuable ores, suffering from severe bouts of [[Syndrome|fun]] from attempting to smelt it. Dwarves of course find this endlessly amusing, especially when the humans inevitably claim that [[kobold]]s tampered with the ore.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_bluejay&amp;diff=294426</id>
		<title>Giant bluejay</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_bluejay&amp;diff=294426"/>
		<updated>2023-07-17T17:28:05Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: but -&amp;gt; and, as this is another reason to use them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_bluejay_sprite.png&lt;br /&gt;
|vary=[[Blue jay]] - [[Bluejay man]] - [[Giant bluejay]]&lt;br /&gt;
|bone=24-26&lt;br /&gt;
|meat=19-21&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12-14&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant bluejays''' are the giant version of [[blue jay]]s, who appear in savage temperate biomes. While each giant bluejay is bigger than a [[grizzly bear]], and they appear in flocks of 5-10 individuals, they pose little threat to your fortress, mostly flying idly over it in the skies. (They are not harmless, however, and can be agitated, with entire flocks of enraged azure birds attacking relentlessly and posing dangers to newly established dwarven colonies.)&lt;br /&gt;
&lt;br /&gt;
If you get your [[marksdwarf|marksdwarves]] to shoot them down or manage to catch one, they give a decent amount of meat, bone, fat, and edible organs, though nothing spectacular. A female giant bluejay lays clusters of 2-7 eggs, which makes them a worse alternative for [[egg production]] than all the common [[domestic animal|domestic poultry]], but a better choice for the [[meat industry]] as they grow even quicker than both [[chicken]]s and [[turkey]]s, and reach a much bigger size.&lt;br /&gt;
&lt;br /&gt;
Giant bluejays can be tamed and sold by [[elf|elves]], and [[mount]]ed by them in [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant blue jays for their ''coloration''.&lt;br /&gt;
[[File:giant_bluejay.jpg|thumb|320px|center|So big that some dwarves mistake one for half the sky.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by GreenBox Art''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talking&amp;diff=266059</id>
		<title>Talking</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talking&amp;diff=266059"/>
		<updated>2022-09-03T18:56:38Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less-violent manner - while this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
To begin a conversation or performance, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or talk to your deity, or even {{DFtext|Begin Performance}}  which includes such things as reciting poetry, telling stories or dancing, and is very important if you want to be a bard.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation. You learn the listener's name.&lt;br /&gt;
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus. You don't learn the listiner's name, e.g. the greasy-haired human. &lt;br /&gt;
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.&lt;br /&gt;
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}&lt;br /&gt;
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.&lt;br /&gt;
* {{DFtext|Nevermind}} — This has you back out of having a conversation.&lt;br /&gt;
&lt;br /&gt;
As of recently{{version|0.47.01}}, the game shows the listener's attitude towards you, in the upper-right corner. A good joke or compliment can ease tension, though a bad one might make things worse - try to get on their good side before asking them difficult questions. If you pester them too much, they may refuse to speak with you, saying &amp;quot;I must take my leave.&amp;quot; Fortunately, deities don't seem to care if you blabber at them incessantly.&lt;br /&gt;
&lt;br /&gt;
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} to get to this first menu.) Your choices are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:right;width:30%;&amp;quot; | {{DFtext|Return to current topic (new menu)}}&lt;br /&gt;
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up specific incident or rumor (new menu)}}&lt;br /&gt;
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Create a performance troupe together (group naming menu)}}&lt;br /&gt;
| If the listener is in your party as a performer, you can choose this option to create an official troupe.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a hearthperson}}&lt;br /&gt;
| Only appears when talking to a lord/lady who you aren't under the command of. Allows you to become one of the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a hearthperson}}&lt;br /&gt;
| Only appears when you are a leader. Allows the listener to become one of your guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a lieutenant}}&lt;br /&gt;
| Only appears when talking to a bandit leader who you aren't under the command of. Allows you to become one of the leader's lieutenants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a lieutenant}}&lt;br /&gt;
| Only appears when you are a bandit leader. Allows the listener to become one of your lieutenants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to be made a performer for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows you to become a performer for the group. Usually, you need to prove your performing capabilities to be accepted.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for your performance troupe to become performers for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows your performance troupe to become performers for the group.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who you are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters and bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast or killing the bandits.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a lieutenant}}&lt;br /&gt;
| Only appears when talking to a bandit leader who you are under the command of - you will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters but not bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier, in addition to the fame from slaying the beast.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up the journey together}}&lt;br /&gt;
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about any troubles}}&lt;br /&gt;
| Asks the listener what things in the world are bothering them and their people. Troubles can be personal - like the abduction of their child - which they will talk about first, or rumors they have heard and local events.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about somebody (new menu)}}&lt;br /&gt;
| Allows you to ask about a specific creature. Useful to find out if they know somebody, what their relation might be, and what they think of them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the local ruler}}&lt;br /&gt;
| As you might imagine, this gets you some information on who controls this particular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Trade or settle debts}}&lt;br /&gt;
| Allows you to trade with a merchant or pay for your drink from a tavern keeper. Note that you have to be right next to them for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about available services, drinks, rooms, etc.}}&lt;br /&gt;
| Appears when in a structure, but only works with tavern keepers. Allows you to purchase drinks and rent rooms in a tavern.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Exchange, give, or take personal items}}&lt;br /&gt;
| Like {{DFtext|Trade}}, only that it works with non-merchants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}&lt;br /&gt;
| Takes the player to a menu of various requests you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depend on who you're talking to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Investigate or interrogate (new menu)}}&lt;br /&gt;
| Opens a menu with options to ask about the creature's master or boss and schemes or plots, using [[social skill]]s like Persuader or Intimidator.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask listener to join you (new menu)}}&lt;br /&gt;
| This is how you get companions. You can either ask them to join you on an adventure, to lead you to some location, or to join your performance troupe if they are convinced of your skills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Gift a (large) pet or mount (new menu)}}&lt;br /&gt;
| Opens a menu to pick a creature to give to the listener.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Claim this site for yourself (group naming menu)}}&lt;br /&gt;
| This option allows you to stake a claim on the site you are in. You need to retire or be a hearthperson or lieutenant to be able to claim as an Outsider.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for permission to stay a day}}&lt;br /&gt;
| Allows you to sleep in the listener's building for the night.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the structure you are in}}&lt;br /&gt;
| Tells you about whatever structure you are standing in, if you are standing in one.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about this site's neighbors and trade partners}}&lt;br /&gt;
| Lets you learn what sites this site is neighboring and/or trading with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the surrounding area}}&lt;br /&gt;
| Choosing this will tell you about some location nearby, and why it's significant.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Express your emotions (new menu)}}&lt;br /&gt;
| Brings you to a menu where you can state your feelings about an event (such as improving a skill), or say something general about your emotions or thoughts.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|State your values (new menu)}}&lt;br /&gt;
| Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue. If you win the argument, your opposition's [[Personality_trait|values]] will change to match yours. If you give in, yours will change. This can result in your needs changing. {{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on weather}}&lt;br /&gt;
| Small talk about the weather. Really.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on natural surroundings}}&lt;br /&gt;
| Same as the weather, only about the nature around you.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Make a flattering remark}}&lt;br /&gt;
| Complement them on their appearance using the Flatterer skill.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Try to calm the listener}}&lt;br /&gt;
| Tell them to relax using the Pacifier skill.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Tell a joke}}&lt;br /&gt;
| &amp;quot;Tell&amp;quot; them a joke using the Comedian skill. Only shows the punch line.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Accuse listener of being a night creature}} &lt;br /&gt;
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about listener's profession}}&lt;br /&gt;
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them. Can also potentially oust non-hostile bandits, if you aren't sure you have the right suspect. For children, you are told their age.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about listener's family}}&lt;br /&gt;
| Discover what family the listener has, as expected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Brag about your past violent acts}}&lt;br /&gt;
| Causes you to brag about whatever was the last violent act you did. Doesn't seem to have an effect, or at least of severely less impact than summarizing the conflict.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Say goodbye}}&lt;br /&gt;
| Ends the conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that you can press {{k|Esc}} to not choose anything - because the conversation is still ongoing, you have to explicitly say goodbye to end it - pressing {{k|Esc}} is useful if you need to double-check something before talking.&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Talking]]&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=253473</id>
		<title>Keeping your dwarves unstressed</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=253473"/>
		<updated>2020-06-22T22:19:57Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|12:20, 1 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Some tips on how to '''keep your [[Dwarf|dwarves]] [[stress]]-free''', thus reducing the chances of [[tantrum]]s, [[depression]]s and [[oblivious]]ness:&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* It is more important to keep your dwarves free from negative thoughts than it is to overwhelm them with positive thoughts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼s does not mean a happy dwarf if Urist keeps dwelling over their grouchiness at being caught in the rain.&lt;br /&gt;
&lt;br /&gt;
* Stressed dwarves with a high [[Personality trait|ANGER_PROPENSITY]] may lash out in a [[tantrum]], and severely injure or kill others; a corpse in your dining room will lead to horrified thoughts from any dwarf taking a quick booze stop. Make sure to de-stress these dwarves first, or, if lacking the ability to do so, [[expel]] them, [[Solitary confinement|lock them in their own rooms]], or experiment with [[Magma|radical cures]].&lt;br /&gt;
&lt;br /&gt;
==Specific Dwarves==&lt;br /&gt;
* Using a tool such as [[Utilities#Dwarf Therapist|Dwarf Therapist]], you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences, assign them jobs that match their preferences, and build stuff they like, especially in their rooms.&lt;br /&gt;
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as [[nobles]]. You will have to remove them from these duties and, in extreme cases, isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a &amp;quot;vacation&amp;quot; or demote them for example from a captain to a mere soldier. Also, don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.&lt;br /&gt;
* Dwarves who have to go outside for extended periods of time (like [[Fisherdwarf|fisherdwarves]] who work near the local [[lake]] or [[river]]) become stressed due to constant exposure to [[rain]] and long periods away from fun (not [[Fun|that kind]]) and their friends. You can give these workers their own little vacation by disabling their labors and letting them spend some time inside at the [[tavern]] until they regain their composure. Let an unstressed dwarf take care of the job for a while.&lt;br /&gt;
* Unless an overstressed dwarf is particularly important, it's often better to [[Emigration|retire]] them to one of your [[holding]]s and replace them with a fresh, unstressed migrant. &lt;br /&gt;
&lt;br /&gt;
==Living Quarters==&lt;br /&gt;
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]]. Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own. Even a minimalist bedroom - a 1x1 grid containing only a bed, within a communal dormitory - helps significantly.&lt;br /&gt;
* Give them a bedroom to sleep in anyway, as dwarves do not enjoy sleeping on the ground.&lt;br /&gt;
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as [[coffer]]s.&lt;br /&gt;
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself. This way dwarves can keep an eye on each other and still have their own rooms.&lt;br /&gt;
** Overlapping the bedrooms will reduce the overall value of each &amp;quot;room&amp;quot; by a fixed percentage, but enough valuable furniture can easily compensate for this reduction. It is quite easy to give everyone great bedrooms this way.&lt;br /&gt;
** Alternatively, you can make the shared suites large enough that the bedroom designations do not overlap.&lt;br /&gt;
* Make Nobles' rooms better than other rooms. They have the telepathic ability to tell if the peasantry has slept better than them and it makes them unhappy.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
* [[Temple]]s provide some of the strongest happy thoughts available. Conversely, the lack of a temple will produce constant stress in religious dwarves. You should always define a temple, even if it's just an empty room.&lt;br /&gt;
** Placing common destinations inside the temple will encourage dwarves to pray &amp;quot;while they're there&amp;quot;. For example, storing clothing in a temple zone will give your dwarves a reason to visit and a chance to pray several times per year.&lt;br /&gt;
* [[Library|Libraries]] don't provide the same caliber of happy thoughts, but they can produce many more low-level happy thoughts. &lt;br /&gt;
** Be careful which dwarves you assign as scholars; some enjoy intellectual work, while others become stressed.&lt;br /&gt;
* [[Tavern]]s provide happy thoughts for otherwise idle dwarves. Smaller taverns will ensure that dwarves spend more time socializing and less time standing alone with a &amp;quot;Socialize&amp;quot; job. &lt;br /&gt;
** Make your tavern high [[room#quality|quality]]. You can increase its quality by adding high quality [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[instrument]]s, [[furniture]] like [[gold]] [[statue]]s, and [[artifact]]s.&lt;br /&gt;
** Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.&lt;br /&gt;
*** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
*** Try to have multiple different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.&lt;br /&gt;
** [[Cook]]ing booze into prepared meals will satisfy a need for a &amp;quot;decent meal&amp;quot; and provide a happy thought to any dwarf that prefers that type of booze. &lt;br /&gt;
** Drinking without a [[goblet]] provides frequent negative thoughts; make sure you have enough goblets.&lt;br /&gt;
&lt;br /&gt;
==Needs==&lt;br /&gt;
* Unmet [[need]]s may, depending on personality, cause an ever-growing burden of stress. Unfortunately, dwarves are not particularly good at meeting their own needs (and are incapable of meeting some), leaving you to awkwardly encourage them to do the thing they absolutely need to do but can't ever manage to find the time for.&lt;br /&gt;
* Individually profiled workshops with a linked repeating [[manager]] job can satisfy crafting, creative, and staying occupied needs. Placing those workshops in a temple will also encourage the dwarves to pray regularly.&lt;br /&gt;
* Acquiring trinkets occurs automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job; creating a large, bin-less [[trade good]] stockpile and ensuring all your dwarves have the item hauling labor enabled will give them all a chance to acquire something. Dwarves who are too busy with other tasks, though, may never satisfy this need. You can lock problem dwarves in a room with trinkets and force them to haul items back and forth until they &amp;quot;acquire&amp;quot; one, but the necessary micromanagement is quite tedious.&lt;br /&gt;
* Wandering requires plant gathering, fishing (successfully), or hunting (successfully). Of the three, fishing appears to have the highest priority (making it more likely that busy dwarves will participate), though leaving fishing enabled on multiple dwarves risks [[extinction|depopulating your site]]. &lt;br /&gt;
* The need to help somebody is difficult to fulfill when nobody is in need of help. Assigning particularly hardy dwarves to operate pumps continuously will create regular opportunities for &amp;quot;helpful&amp;quot; dwarves to bring them water, though ensuring that all the needy dwarves get a turn being &amp;quot;helpful&amp;quot; is difficult to automate. &lt;br /&gt;
* Needs to spend time with friends and family will occur even when dwarves have no friends or family in the fortress. The frustrated overseer, then, must arrange friendships and [[marriage]]s, respectively, in order to fulfill these needs.&lt;br /&gt;
&lt;br /&gt;
==Fortress Improvements==&lt;br /&gt;
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort since dwarves get a positive thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight. Unfortunately, short of preventing cave adaptation in the first place, there isn't a good way to reduce the stress from being outside. Building a roof, particularly over commonly-traveled areas, can help limit the number of dwarves exposed to sunlight (and weather). &lt;br /&gt;
* Dwarves don't like to be out in rain, snow, or freakish weather. Build a roof to protect them from it. &lt;br /&gt;
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]]. [[Pasture]] some in with your food stockpiles. Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped. Alternatively, use a [[trapper]] or two.&lt;br /&gt;
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.&lt;br /&gt;
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the dwarven caravan.&lt;br /&gt;
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].&lt;br /&gt;
** You can raid sites for tame animals. Elven, goblin, and kobold sites often have exotic creatures.&lt;br /&gt;
* Create a [[waterfall]] or [[mist|mist generator]] in a location all dwarves frequent regularly.&lt;br /&gt;
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.&lt;br /&gt;
* Most dwarves do not enjoy the sight of death, be it whole [[corpse]]s or small dismembered body parts like teeth and toes. Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that passing dwarves do not see dead bodies, especially those of sentient creatures.&lt;br /&gt;
** Even better, build a [[garbage disposal]] to destroy refuse or dump it down a pit where no dwarf is likely to see it.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.&lt;br /&gt;
* If a dwarf dies, [[coffin|bury them]] or [[memorial|engrave a memorial in their name]]. This will prevent even more stress for their friends, and [[ghost]]s to haunt your dwarves or your FPS.&lt;br /&gt;
* [[Pasture]] all dwarf [[pet]]s somewhere safe. Wandering pets are likely to die from goblins or construction accidents.&lt;br /&gt;
* Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan. Otherwise, every destroyed masterpiece sock will stress its creator.&lt;br /&gt;
* Be careful with cooking masterpiece dishes. Dwarves tend to drop their ☼dog intestines roast☼ somewhere, and if it withers the cook becomes agitated. &lt;br /&gt;
* Restrict your mayor/expedition leader to low-stress areas. Overstressed dwarves will chase them down, outside in the rain if necessary, to complain about how utterly traumatized they are from being rained on. &lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Keeping your dwarves unstressed]]&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Decoration&amp;diff=237769</id>
		<title>Decoration</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Decoration&amp;diff=237769"/>
		<updated>2018-10-09T14:43:31Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Seems easy to check, do elves truly never sell spiked goods, and never take into account menacing spike decorations when calculating value?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:36, 14 June 2012 (UTC)}}&lt;br /&gt;
[[File:Deko.png|right|thumb|If you give your jewelers 185 types of cut gem and let them go crazy, this can happen.]]&lt;br /&gt;
'''Decorations''' are fancy embellishments of your goods that, while unnecessary, greatly add to their value for [[trade]] and other purposes by adding another material to the base item. Decorating with a material already present in the object, whether as its base or as an earlier decoration, is not possible. You can, however, place a large number of decorations on a single item–the only limit is the number of materials you have available. Most decorations have quality levels: a base value of 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]], separate from the item itself. When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decoration quality is shown outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. When an item has more than one decoration the quality level of the best one is shown.&lt;br /&gt;
&lt;br /&gt;
There are a number of caveats to these embellishments. Weapon decorations do not affect combat multipliers, even if your maul &amp;quot;menaces with spikes of steel.&amp;quot; Adding decorations to an item does not increase its weight; this may be a bug. Decorations on &amp;quot;grey&amp;quot; items (with brackets) that were gained in battle, stolen from or traded with a [[caravan]], certify the product as &amp;quot;home-made&amp;quot; (brown), and make it count for your exports.&lt;br /&gt;
&lt;br /&gt;
You cannot pick a specific object for a dwarf to decorate; their [[path]]ing will cause them to use the closest suitable object (which is generally not what you want decorated). With the addition of linked [[stockpile]]s, it is possible to set up more sophisticated methods of decoration: set up a stockpile exclusively containing the type of item you want to decorate, set up another stockpile with the decorations you want used, and set both stockpiles to {{k|g}}ive to the related workshop. Failing that, locking all the desired content up (including the workshop and misbehaving dwarf) Rumpelstiltskin-style, is the classic way to &amp;quot;specify&amp;quot; what to decorate.&lt;br /&gt;
&lt;br /&gt;
The different civilizations have different tastes when it comes to decorations and consequently may offer (or ask for) more or less than the item value shown on the item information screen. [[Hippies|Elves]] dislike spikes and will not adorn their own items with them, and will also refuse to offer anything for the decoration.{{verify}} On the other hand, they will estimate a decoration depicting a [[tree]] at twice its normal value, because elves like trees so much. These modifiers only affect the value of the decorations themselves, not of the base item. They also only affect values when trading with visiting [[Trading|Merchants]], the fortress-internal value ratings are unaffected by such preferences. Most of the modifiers are regulated by entries in the entity_default [[Raw file]]. &lt;br /&gt;
&lt;br /&gt;
== Types of decoration ==&lt;br /&gt;
&lt;br /&gt;
;Bone, Hoof, Ivory or tooth, Pearl, Shell &lt;br /&gt;
:  At a [[craftsdwarf's workshop]], objects can be decorated with [[bone]], [[hoof]], [[ivory]] or [[tooth]], [[pearl]], and [[shell]]. Requires [[bone carving]].  You cannot choose what kind of object to decorate.&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  At a [[jeweler's workshop]], objects can be encrusted with [[Gem|cut gem]]s (including cut glass or cut stones). You may specify whether to decorate furniture, finished goods or ammo.  Requires [[gem setting]].&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  At a [[metalsmith's forge]], objects can be studded with various metals. Requires [[metalcrafting]], but '''does not''' require [[fuel]]. The type of metal is chosen by the player, but the type of object is not.&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  At a [[clothier's shop]], [[cloth]] images (plant fiber, silk and yarn) can be sewn onto cloth and [[leather]] items, notably including leather armor, bags, ropes, and cloth and leather [[craft]]s. Requires [[clothier|clothesmaking]]. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  At a [[leather works]], leather images can be sewn onto cloth and leather items, with the same options and restrictions as the sewing of cloth images. Requires [[leatherworking]].&lt;br /&gt;
&lt;br /&gt;
Note on cloth and leather decorations: Only one image can be sewn onto an item. You cannot sew leather images onto items which already bear a cloth image and vice versa, and you cannot sew multiple images made of different leather or cloth types onto the same item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Decoration'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Furniture'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Clothing'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Armor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Weapons'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Ammo'''&lt;br /&gt;
|-&lt;br /&gt;
| Bone, Hoof, Ivory or tooth, Pearl, Shell || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Gem || {{Y}} || {{Y}} || {{Y}} || {{N}} || {{N}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Metal studs || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Cloth || {{Y}} (bags) || {{Y}}(1) || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
| Leather || {{Y}} (bags) || {{Y}}(1) || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) only finished goods made from cloth and leather are acceptable. These are ropes, quivers, waterskins, backpacks and cloth and leather crafts.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Dwarves will decorate [[wear|worn]] clothing and other abandoned junk that was left in the workshop, linked stockpiles, or in close proximity to the workshop.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Mission&amp;diff=237399</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Mission&amp;diff=237399"/>
		<updated>2018-09-02T19:59:35Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: body parts can be crushed during a mission&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in multiple flavors, these being the standard &amp;quot;'''raid'''&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;, &amp;quot;'''demand tribute'''&amp;quot;, &amp;quot;'''conquer'''&amp;quot;, and &amp;quot;'''demand surrender'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If successful, occupying a site will make it one of your fortress's [[holding]]s (your forces will remain on-site as administrators and occupiers).&lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Other prisoners you rescue can come back with your squad and seek sanctuary at your fortress. Sometimes, uninhabited [[tombs]] can even contain &amp;quot;prisoners&amp;quot; that you can rescue.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned and dwarves that get hospitalized before leaving. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Mission reports ===&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|0010545}} {{bug|0010426}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Decoration&amp;diff=236678</id>
		<title>DF2014 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Decoration&amp;diff=236678"/>
		<updated>2018-07-25T13:42:41Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Moved from main page: Elves striking down humans ==&lt;br /&gt;
&lt;br /&gt;
''My rock salt bracelet (worth 10) had an well-designed image in prase (worth 40) of an elf striking down a human. The total value in trade was 170. Please correct me or clarify if I was incorrect or inaccurate.'' --[[User:BMVC]]'s edit summary of an edit that added &amp;quot;They will also pay quadruple for decorations of elves striking down humans.&amp;quot; to the list of elven value modifications.&lt;br /&gt;
&lt;br /&gt;
In my opinion, this is more likely a modification for images of elves period, or perhaps of elves triumphing over foes, not specifically human. Can someone verify and add the proper information to the main page? --[[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 03:32, 14 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looking at entity_default in the raws, i find [ART_FACET_MODIFIER:OWN_RACE:512] for both the elven and human civ. 512 is the numerical value for the +100% (additive) value bonus. AFAIK, all civs have a +100% on each picture of creatures, so it ought to give elf (+100% own race + 100% creature) striking down (nothing) humans (+100% creature) = +300% value bonus, four times standard value. Might be worth including in the article since it's presumably the highest bonus possible on a single decoration.--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 08:12, 10 August 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
'''&amp;gt;BUG: &amp;quot;Dwarves will decorate worn clothing and other abandoned junk that was left in the workshop, linked stockpiles, or in close proximity to the workshop.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
What? That doesn't seem like a bug. It's obviously not what the player wants, but dwarves seem to be programmed to apply decorations to the nearest objects, so it looks like its working as intended.&lt;br /&gt;
[[Special:Contributions/184.151.30.150|184.151.30.150]] 15:56, 9 August 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Changed heading to reflect that --[[User:6DollarSuit|6DollarSuit]] ([[User talk:6DollarSuit|talk]]) 13:42, 25 July 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Decoration&amp;diff=236677</id>
		<title>Decoration</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Decoration&amp;diff=236677"/>
		<updated>2018-07-25T13:41:56Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Since it's not a bug, the heading was changed to &amp;quot;Notes&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:36, 14 June 2012 (UTC)}}&lt;br /&gt;
[[File:Deko.png|right|thumb|If you give your jewelers 185 types of cut gem and let them go crazy, this can happen.]]&lt;br /&gt;
'''Decorations''' are fancy embellishments of your goods that, while unnecessary, greatly add to their value for [[trade]] and other purposes by adding another material to the base item. Decorating with a material already present in the object, whether as its base or as an earlier decoration, is not possible. You can, however, place a large number of decorations on a single item–the only limit is the number of materials you have available. Most decorations have quality levels: a base value of 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]], separate from the item itself. When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decoration quality is shown outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. When an item has more than one decoration the quality level of the best one is shown.&lt;br /&gt;
&lt;br /&gt;
There are a number of caveats to these embellishments. Weapon decorations do not affect combat multipliers, even if your maul &amp;quot;menaces with spikes of steel.&amp;quot; Adding decorations to an item does not increase its weight; this may be a bug. Decorations on &amp;quot;grey&amp;quot; items (with brackets) that were gained in battle, stolen from or traded with a [[caravan]], certify the product as &amp;quot;home-made&amp;quot; (brown), and make it count for your exports.&lt;br /&gt;
&lt;br /&gt;
You cannot pick a specific object for a dwarf to decorate; their [[path]]ing will cause them to use the closest suitable object (which is generally not what you want decorated). With the addition of linked [[stockpile]]s, it is possible to set up more sophisticated methods of decoration: set up a stockpile exclusively containing the type of item you want to decorate, set up another stockpile with the decorations you want used, and set both stockpiles to {{k|g}}ive to the related workshop. Failing that, locking all the desired content up (including the workshop and misbehaving dwarf) Rumpelstiltskin-style, is the classic way to &amp;quot;specify&amp;quot; what to decorate.&lt;br /&gt;
&lt;br /&gt;
The different civilizations have different tastes when it comes to decorations and consequently may offer (or ask for) more or less than the item value shown on the item information screen. [[Hippies|Elves]] dislike spikes and will not adorn their own items with them, and will also refuse to offer anything for the decoration. On the other hand, they will estimate a decoration depicting a [[tree]] at twice its normal value, because elves like trees so much. These modifiers only affect the value of the decorations themselves, not of the base item. They also only affect values when trading with visiting [[Trading|Merchants]], the fortress-internal value ratings are unaffected by such preferences. Most of the modifiers are regulated by entries in the entity_default [[Raw file]]. &lt;br /&gt;
&lt;br /&gt;
== Types of decoration ==&lt;br /&gt;
&lt;br /&gt;
;Bone, Hoof, Ivory or tooth, Pearl, Shell &lt;br /&gt;
:  At a [[craftsdwarf's workshop]], objects can be decorated with [[bone]], [[hoof]], [[ivory]] or [[tooth]], [[pearl]], and [[shell]]. Requires [[bone carving]].  You cannot choose what kind of object to decorate.&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  At a [[jeweler's workshop]], objects can be encrusted with [[Gem|cut gem]]s (including cut glass or cut stones). You may specify whether to decorate furniture, finished goods or ammo.  Requires [[gem setting]].&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  At a [[metalsmith's forge]], objects can be studded with various metals. Requires [[metalcrafting]], but '''does not''' require [[fuel]]. The type of metal is chosen by the player, but the type of object is not.&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  At a [[clothier's shop]], [[cloth]] images (plant fiber, silk and yarn) can be sewn onto cloth and [[leather]] items, notably including leather armor, bags, ropes, and cloth and leather [[craft]]s. Requires [[clothier|clothesmaking]]. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  At a [[leather works]], leather images can be sewn onto cloth and leather items, with the same options and restrictions as the sewing of cloth images. Requires [[leatherworking]].&lt;br /&gt;
&lt;br /&gt;
Note on cloth and leather decorations: Only one image can be sewn onto an item. You cannot sew leather images onto items which already bear a cloth image and vice versa, and you cannot sew multiple images made of different leather or cloth types onto the same item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Decoration'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Furniture'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Clothing'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Armor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Weapons'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Ammo'''&lt;br /&gt;
|-&lt;br /&gt;
| Bone, Hoof, Ivory or tooth, Pearl, Shell || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Gem || {{Y}} || {{Y}} || {{Y}} || {{N}} || {{N}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Metal studs || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Cloth || {{Y}} (bags) || {{Y}}(1) || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
| Leather || {{Y}} (bags) || {{Y}}(1) || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) only finished goods made from cloth and leather are acceptable. These are ropes, quivers, waterskins, backpacks and cloth and leather crafts.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Dwarves will decorate [[wear|worn]] clothing and other abandoned junk that was left in the workshop, linked stockpiles, or in close proximity to the workshop.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Wood&amp;diff=236605</id>
		<title>Wood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Wood&amp;diff=236605"/>
		<updated>2018-07-20T15:01:33Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Rephrased to remove ambiguity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Timber&amp;quot; redirects here. For the month, see [[Calendar]].''&lt;br /&gt;
&lt;br /&gt;
'''Wood''' is a hard [[material]] found in nearly all [[tree]]s. It does not form the actual material of tree tiles, which are actually composed of generic [[plant]] material. Wood is instead dropped from trees as '''logs''' {{Tile|▬|6:0}}, the raw [[item]] form of wood, when it is cut down. For the most part, different kinds of wood are identical except for differences in [[density]] and [[color]]. It is generally more weaker and lightweight than other heavy-duty materials, such as [[stone]] or [[metal]]. All wood is flammable, with an ignition point of {{ct|10508}}. Only [[nether-cap]] wood is [[magma-safe]] due to its fixed temperature. The harvesting and use of wood to make products is known as the [[wood industry]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Autumn. It is the only month of the dwarven calendar to not be named after a stone.&lt;br /&gt;
&lt;br /&gt;
== Occurrence and production ==&lt;br /&gt;
&lt;br /&gt;
=== Chopping down trees ===&lt;br /&gt;
&lt;br /&gt;
Wood is obtained by [[designation|{{Key|d}}esignating {{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees, which will turn one tree into variable amount of logs, which depend on the tree's size. Bigger trees yield more logs than smaller ones.&lt;br /&gt;
&lt;br /&gt;
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Creatures frequently moving on a tile with a sapling will eventually kill the sapling, leaving you with a dead sapling occupying the square for a time before it disappears and another plant starts growing.&lt;br /&gt;
&lt;br /&gt;
Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath it are unmined and has at least another z-level of open space above it. If the soil does not have an immediate support for the roots, no saplings will appear. If there is no open space above, saplings will not grow. Underground saplings will begin to randomly appear in soil and [[mud]]dy underground rock only once one of the [[cavern]]s are exposed. Unlike above-ground, underground saplings don't require the below level to be unmined. However, they also require open space on the z-levels directly above them, otherwise the saplings will never grow.&lt;br /&gt;
&lt;br /&gt;
It is recommended to clear trees out of active corridors. Tree trunks act as walls and block the path of wagons to the [[trade depot]]. Building [[road]]s and [[smoothing]] floors prevent new saplings from growing on the tiles.&lt;br /&gt;
&lt;br /&gt;
=== Civilizations ===&lt;br /&gt;
&lt;br /&gt;
Entities with {{token|OUTDOOR_WOOD|e}} and {{token|INDOOR_WOOD|e}} use wood from above-ground and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allow entities to use wood from good or evil-aligned trees: [[feather tree]]s and [[glumprong]]s.  Except for [[kobold]]s, all civilizations use some type of wood.&lt;br /&gt;
&lt;br /&gt;
{{token|USE_MISC_PROCESSED_WOOD_PRODUCTS|e}} permits the availability of certain wood-derived products: [[lye]], [[charcoal]], and [[potash]]. Dwarves, [[human]]s, and [[goblin]]s possess this. Entities with {{token|WOOD_WEAPONS|e}} and {{token|WOOD_ARMOR|e}} will use wooden weapons and armor. [[Elf|Elves]] and [[subterranean animal peoples]] possess these tokens.&lt;br /&gt;
&lt;br /&gt;
Logs and wooden products are available from [[trading]] by any friendly civilizations. Wood can also be brought before embarking. Logs are quite inexpensive, costing only three points per log, and bringing a large number can help jump-start the wood industry immediately.&lt;br /&gt;
&lt;br /&gt;
=== Other sources ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wagon wood&amp;quot; can be obtained from [[wagon]]s. The [[wagon (embark)|initial wagon after embark]] (an entirely different wagon) can be dismantled for three free logs of any type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Tree}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable floatright&amp;quot;&lt;br /&gt;
|+ Comparison of [[density]], [[weight]], and [[color]]&lt;br /&gt;
! Wood !! Density&amp;lt;br/&amp;gt;(kg/cm³) !! Weight (Γ)&amp;lt;br/&amp;gt;per log !! Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Feather tree|Feather]] || 100 || 5 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| Cream&lt;br /&gt;
|-&lt;br /&gt;
| [[Papaya]] || 130 || 6.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Candlenut]] ||140 || 7 ||  style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ochre&lt;br /&gt;
|-&lt;br /&gt;
| [[Kapok]] || 260 || 13 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Custard-apple]] || 360 || 18 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Willow]] || 390 || 19.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Alder]] || 410 || 20.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry]] || 425 || 21.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[Cacao tree|Cacao]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Chestnut]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Saguaro]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ecru&lt;br /&gt;
|-&lt;br /&gt;
| [[Cashew]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Ginkgo]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Rubber tree|Rubber]] || 490 || 24.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| ''Default wood'' || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Highwood]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Tunnel tube]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|5:1}};&amp;quot;| Violet&lt;br /&gt;
|-&lt;br /&gt;
| [[Wagon]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pine]] || 510 || 25.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Beige&lt;br /&gt;
|-&lt;br /&gt;
| [[Durian]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Mango tree|Mango]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Avocado]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Maple]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Rust&lt;br /&gt;
|-&lt;br /&gt;
| [[Carambola]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| [[Nether-cap]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|1:0}}; color: #fff;&amp;quot;| Dark indigo&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Walnut]] || 562 || 28.1 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cedar]] || 570 || 28.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Olive&lt;br /&gt;
|-&lt;br /&gt;
| [[Hazel]] || 580 || 29 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Bitter orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Finger lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Kumquat]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Larch]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomelo]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Round lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Acacia]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Ash (tree)|Ash]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungiwood]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;| Lemon&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;| Red&lt;br /&gt;
|-&lt;br /&gt;
| [[Mahogany]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Mahogany&lt;br /&gt;
|-&lt;br /&gt;
| [[Pear]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Spore tree|Spore]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|3:0}}; color: #fff;&amp;quot;| Teal&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| White&lt;br /&gt;
|-&lt;br /&gt;
| [[Guava]] || 610 || 30.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Coffee]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale &lt;br /&gt;
|-&lt;br /&gt;
| [[Rambutan]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Bronze &lt;br /&gt;
|-&lt;br /&gt;
| [[Birch]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt umber&lt;br /&gt;
|-&lt;br /&gt;
| [[Black-cap]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;| Black&lt;br /&gt;
|-&lt;br /&gt;
| [[Palm]] || 680 || 34 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand pear]] || 690 || 34.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Bayberry]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Citron]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Oak]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Auburn&lt;br /&gt;
|-&lt;br /&gt;
| [[Macadamia]] || 705 || 35.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pecan]] || 735 || 36.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Apricot]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomegranate]] || 770 || 38.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Almond]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Copper&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Plum]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Lychee]] || 800 || 40 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe sandy&lt;br /&gt;
|-&lt;br /&gt;
| [[Date palm]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Paradise nut]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Mangrove]] || 830 || 41.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Persimmon]] || 835 || 41.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Olive]] || 990 || 49.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 1200 || 60 || style=&amp;quot;background: {{fgcolor|5:0}}; color: #fff;&amp;quot;| Purple&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood thorn]] || 1250 || 62.5 || style=&amp;quot;background: {{fgcolor|4:0}}; color: #fff;&amp;quot;| Crimson&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 71 types of wood, excluding the default one. Of the 72 trees, two of them do not possess wood. Nine are only found underground, while the rest grow above-ground in various [[biome]]s, except [[mountain]]s, [[glacier]]s, [[tundra]]s, and [[ocean]]s. One wood is found in wagons. All wood possess the same material properties except their density (which affects the weight of an item) and color. It is brown by default, and very few types exhibit a color besides it.&lt;br /&gt;
&lt;br /&gt;
The density of the material is the most important when choosing different types of wood. Wooden products made with heavier wood slows down [[hauling]], which negatively impacts the work speed of a fortress in the long-term. The type of wood used in weapons and armor also becomes important in regards to its force, durability, and weight.&lt;br /&gt;
&lt;br /&gt;
=== Weight of logs ===&lt;br /&gt;
&lt;br /&gt;
Each log has a volume of 5,000 or 50 litres. The [[weight]] can be derived by dividing the density (kg/m³) of the material by 20. An oak log will thus weigh 35Γ, a feather wood log 5Γ and a blood thorn log 62.5Γ. Weight is displayed in integers in-game, so a blood thorn log's weight will be displayed as just 62Γ. Wood has a default {{token|SOLID_DENSITY|md}} of 500 kg/m³, about five times lighter than most stone and fifteen times lighter than iron. [[Feather tree|Feather wood]] is the lightest at 100, and blood thorn wood is the heaviest at 1,250. Papaya (130) and glumprong (1,200) wood are also notable.&lt;br /&gt;
&lt;br /&gt;
=== Grown wood ===&lt;br /&gt;
&lt;br /&gt;
All wooden items made by elves are referred to as &amp;quot;grown&amp;quot;. It is assumed that elves use an unknown (and unimplemented) [[magic]] to grow their products from trees without chopping them down. Elven [[caravan]]s accept products made from grown wood.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Ash ===&lt;br /&gt;
&lt;br /&gt;
Burning wood at a [[wood furnace]] is the only major way to produce [[ash]]. It is otherwise rare and difficult to obtain naturally. Ash is essential in the production of [[lye]], [[potash]], and [[pearlash]]. Lye is used for making [[soap]], and potash is used as a [[fertilizer]] for farm plots to yield larger harvests. Pearlash is used for making clear glass and crystal glass in [[glassmaking]]. Ash can also be used as a [[glaze]] for ceramic products. In total, ash has major applications in the soap, farming, glass, and ceramic industries, all of which derives from wood.&lt;br /&gt;
&lt;br /&gt;
=== Charcoal ===&lt;br /&gt;
&lt;br /&gt;
[[Charcoal]] is a type of [[fuel]] produced by burning wood at a wood furnace. [[Smelter]]s, [[forge]]s, [[glass furnace]]s, and [[kiln]]s need fuel to operate. Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on a map, thus charcoal is typically the first reliable fuel for an early fortress. If coke sources are present though, it is recommended to use coke over charcoal so that wood can be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
Once [[magma]] is acquired, charcoal becomes obsolete as a fuel source for workshops. Despite this, charcoal is still significant in the production of [[steel]], where refined coal is required as a source of carbon.&lt;br /&gt;
&lt;br /&gt;
=== Bed ===&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s can only be made from wood, with the exception of [[artifact]] beds created from [[strange mood]]s. Without beds, citizens get unhappy [[thought]]s from sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
=== Machine components ===&lt;br /&gt;
&lt;br /&gt;
The following [[machine component]]s can only be made from wood: [[water wheel]]s, [[windmill]]s, and [[axle]]s. Axles are necessary in the transfer of [[power]] over distances. Water wheels and windmills are the only power sources to not require a dwarf to generate power.&lt;br /&gt;
&lt;br /&gt;
=== Lightweight storage ===&lt;br /&gt;
&lt;br /&gt;
Wooden items used for [[storage]] are lighter to carry than items made of most stone or metals. [[Barrel]]s, [[bin]]s, [[bucket]]s, [[jug]]s, [[large pot]]s, [[wheelbarrow]]s, [[minecart]]s, and [[cage]]s are items that can be made of wood and are frequently used in [[hauling]] stuff between stockpiles and workshops. Using a lighter material for storage decreases encumbrance and increases movement speed.&lt;br /&gt;
&lt;br /&gt;
The type of wood is very important in [[storage]] items. Among the trees with the lightest wood are: [[feather tree]], [[papaya]], [[candlenut]], [[kapok]], [[custard-apple]], [[willow]], [[alder]], [[cherry]], [[cacao tree|cacao]], [[chestnut]], and [[saguaro]]. Making storage items from the wood of these trees provide the best results. Trees to avoid include [[blood thorn]], [[glumprong]], [[olive]], [[persimmon]], [[mangrove]], [[paradise nut]], [[date palm]], and [[lychee]].&lt;br /&gt;
&lt;br /&gt;
In addition, it only takes one log to produce a bin, cage, wheelbarrow or minecart. Forging them with metal will take two or three bars instead.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Weapon#Material|Weapon § Material]]&lt;br /&gt;
&lt;br /&gt;
Wood is an extremely terrible material for combat. It has the worst impact and shear properties out of the standard weapons-grade materials (even against bone), making it ineffective in dealing substantial damage, both blunt or cutting. Denser wood has a small effect on its force power, but it remains weak compared to metal. A creature's [[natural weapon]]s can be more lethal than a wooden weapon. Wooden armor provides little to no protection. Wood durability is low, and breaks very quickly from repeated hits against harder materials.&lt;br /&gt;
&lt;br /&gt;
Its weakness serves as an advantage in situations where damage is desired to a minimum. In [[justice]], inflicting punishment with wooden weapons deal very little damage to the accused, which reduces the chance of accidental deaths.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s and bucklers can be made from wood. Bashing with wooden shields in melee combat is weaker than those delivered by metal shields. The material does not affect a shield's ability to block, and even [[dragonfire]] can be blocked without getting burned at all. Taking in their lower weight, wooden shields are more effective over metals for their maneuverability. There is still the drawback of wood breaking faster than metal.&lt;br /&gt;
&lt;br /&gt;
Dwarves can only create wooden melee weapons in the form of [[training weapon]]s, which are used in the military for training. They are useful for [[live training]] and [[danger room]]s, but are not necessary. Training weapons can also be bought from caravans at a cheap price.&lt;br /&gt;
&lt;br /&gt;
[[Short sword]]s made of [[obsidian]] require one log in production. They are more or less a novelty, as metal weapons are superior.&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s can be made from wood by a [[bowyer]]. Wooden crossbows suffer reduced damage in comparison to metal crossbows if they are used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration. The lighter wooden crossbow should be prioritized over metal ones for its less weight, minimizing encumbrance. [[Bone]] has a density of 500 kg/m³, so bone crossbows should replace wood whenever the type of wood being used is over 500 kg/m³.&lt;br /&gt;
&lt;br /&gt;
A stack of 25 [[bolt]]s is made from a single log. In comparison, 5 bolts are made from a single bone. Wooden bolts are sufficient for training and [[hunting]], although significantly less effective against armored opponents than metal bolts.&lt;br /&gt;
&lt;br /&gt;
=== Siege engines ===&lt;br /&gt;
&lt;br /&gt;
[[Siege engine]] parts can only be made from wood. Although siege engines require lots of effort to manage, they can be very effective defenses when traps and soldiers fail. Both wooden and metal [[ballista arrow]]s also need a log to be made. Wooden ballista arrows are inferior to metal ones. Wooden ballista arrows made from denser wood deal more damage than lighter wood.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
All logs are valued at 3☼. Wooden products are a poor choice for trading, because wood has a [[material multiplier]] of ×1 (no bonus). Elves do not accept any items or decorations made from wood, except the &amp;quot;grown&amp;quot; wood items that only elves produce. They get extremely upset when offered regular wood and will leave with no further possible trading for the season.&lt;br /&gt;
&lt;br /&gt;
=== Other uses ===&lt;br /&gt;
&lt;br /&gt;
Wood can be used to make most [[finished good]]s, [[furniture]], and [[tool]]s. Items can be [[decoration|decorated]] with wood. Colorful wood from underground, good, and evil trees are useful for aesthetic creations; they include black, blue, cyan, red, magenta, yellow, and white.&lt;br /&gt;
&lt;br /&gt;
Wooden [[construction]]s are highly flammable, so using other materials is recommended where fire is a potential risk. [[Floor]]s constructed using lightweight wood will reduce the damage from falls. The lighter the wood, the softer the impact.&lt;br /&gt;
&lt;br /&gt;
[[Building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es.{{verify}} Wooden buildings can be used in [[trap design]]s as cheap, affordable bait to lure them toward traps.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Driftwood]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lolum&lt;br /&gt;
| elvish  = ave&lt;br /&gt;
| goblin  = dôr&lt;br /&gt;
| human   = pado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[Ru:Wood]]&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Miscellaneous_object_user&amp;diff=236544</id>
		<title>Miscellaneous object user</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Miscellaneous_object_user&amp;diff=236544"/>
		<updated>2018-07-19T14:34:19Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: expanded to show where and when Misc. Object User is used.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Miscellaneous object user''' is the use of non-weapon objects in direct [[combat]], such as [[clothing|clothes]], [[armor|shields]], fallen allies, limbs, etc.&lt;br /&gt;
This skill is sometimes found in [[Dwarf fortress mode|fortress]] dwarves after a tantrum, since they might've used a random object such as a sock to attack. Despite the strangeness, the mighty sock is able to kill. In [[adventure mode]], some players enjoy swinging heavy chests full of loot for massive blunt damage, or smacking an [[elf]] with their own severed ear for massive emotional damage.&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_jumping_spider&amp;diff=236437</id>
		<title>Giant jumping spider</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_jumping_spider&amp;diff=236437"/>
		<updated>2018-07-17T14:16:47Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Removed &amp;quot;cannot breed&amp;quot; since the page and sidebar states they can breed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|10:39, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=23-65&lt;br /&gt;
|skin=chitin&lt;br /&gt;
|fat=21-34&lt;br /&gt;
|intestine=8&lt;br /&gt;
|eye=2&lt;br /&gt;
|brain=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant jumping spiders''' do not share the web-spitting ability nor poisonous fangs of other spider species. They may be considered the least dangerous kind of giant spider, however they are still more than a match for an untrained, [[weapon]]less dwarf. Like other spiders, they are immune to [[stun]]ning and [[pain]], so your dwarves should focus on killing blows, not disabling attacks.&lt;br /&gt;
&lt;br /&gt;
Like all the other new giant bugs introduced in 0.34.01, giant jumping spiders are ''not'' large predators and will generally leave your dwarves alone. They only live a maximum of 3 years, making them a poor choice for [[animal trainer|training]] and [[zoo|display]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[preference|admire]] them for their ''ability to leap'' (or their ''striking appearance''). &lt;br /&gt;
Breeding attempts have been successful, observed to breed rapidly, although despite being spiders they breed much like mammals do, with the females becoming pregnant and then giving birth to generally one or two young. Given the lack of any maintenance requirement such as pastures or nest boxes they make good meat animals and have the added bonus of being able to effectively defend themselves from attackers, as such they can be pastured with more defenseless creatures that require pastures for protection.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=236402</id>
		<title>Surroundings</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=236402"/>
		<updated>2018-07-14T19:31:03Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: removed unsupported claim&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|17:18, 18 September 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Cavern]]s are not affected by alignments, despite some subterranean creatures classed as one. Good creatures like the gorlak, evil creatures like the troll and savage creatures like the giant cave spider can be found in any cavern, regardless if the fortress is settled in good/evil/savage surroundings or not.&lt;br /&gt;
&lt;br /&gt;
== Combinations of surroundings ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}&lt;br /&gt;
&lt;br /&gt;
'''Neutral''' regions are the easiest to understand.  They generally mimic the real world, with recognizable wildlife.  They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]].  You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like.&lt;br /&gt;
&lt;br /&gt;
===Good===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Good''' biomes tend to have less aggressive and weaker [[creatures]], except for the [[unicorn]]. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''.  &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[merperson]], [[mountain gnome]], [[satyr]], [[unicorn]]&lt;br /&gt;
* Plants: [[bubble bulb]], [[downy grass]], [[sun berry]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Evil''' regions are much more dangerous than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. &lt;br /&gt;
&lt;br /&gt;
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]].  Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.&lt;br /&gt;
&lt;br /&gt;
About half of all evil regions are &amp;quot;reanimating&amp;quot;, meaning that all wildlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not &amp;quot;mangled&amp;quot; and contains at least one hand or head can reanimate. This includes [[skin]] and even [[hair]] left over from butchering. &lt;br /&gt;
&lt;br /&gt;
Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. &lt;br /&gt;
&lt;br /&gt;
If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. &lt;br /&gt;
&lt;br /&gt;
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. &lt;br /&gt;
&lt;br /&gt;
Because of the inhospitablity of evil regions, even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for &amp;lt;s&amp;gt;great [[fun]]&amp;lt;/s&amp;gt; a challenge only.  &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[beak dog]], [[blizzard man]], [[dark gnome]], [[foul blendec]], [[grimeling]], [[harpy]], [[ice wolf]], [[nightwing]], [[ogre]], [[sea monster]], [[strangler]]&lt;br /&gt;
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[blood gnat]], [[demon rat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
===Savage===&lt;br /&gt;
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Savage''' surroundings are the only surroundings which have giant versions and humanoid versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.&lt;br /&gt;
&lt;br /&gt;
Most of the creatures in savage biomes will leave you alone, especially the animal men who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. A &amp;quot;Savage Good&amp;quot; region is called Joyous Wilds, a &amp;quot;Savage Neutral&amp;quot; region is called Untamed Wilds, and a &amp;quot;Savage Evil&amp;quot; region is called &amp;lt;s&amp;gt;excessively [[fun]]&amp;lt;/s&amp;gt; Terrifying.&lt;br /&gt;
&lt;br /&gt;
Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop and [[highwood]]s, a slow-growing tree that can grow as thick as 3x3. &lt;br /&gt;
&lt;br /&gt;
Civilizations typically do not settle in high-savagery regions, except for [[elf|elves]] who are naturally at peace with animals.&lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: above-ground [[animal people]], giant animals, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[acorn fly]], [[fox squirrel]], [[moghopper]], [[two-legged rhino lizard]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Weight&amp;diff=236399</id>
		<title>Weight</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Weight&amp;diff=236399"/>
		<updated>2018-07-14T16:53:22Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Instruments have their own page now, changed the link to send you to that page rather than a small section of another page.&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 (in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) * Volume*10 (in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) / 1,000,000 (cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&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;
| [[Finished_goods#Goblets|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;
| [[Finished_goods#Toys|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;
| 6000&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;
| SIZE/10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Body [[Armor#Upper_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;
| [[Armor#Footwear|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;
| [[Armor#Shield|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;
| [[Armor#Headgear|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;
| [[Armor#Hands|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;
| 6000&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;
| 6000&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;
| [[Jewelry|Amulet]]&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Finished_goods#Crafts|Scepter]]&lt;br /&gt;
| 300&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Ammo]]&lt;br /&gt;
| SIZE/10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Jewelry|Crown]]&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Jewelry|Ring]]&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Jewelry|Earring]]&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Jewelry|Bracelet]]&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Finished_goods#Large_gems|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;
| [[Finished_goods#Totems|Totem]]&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower_Body|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;
| [[Ballista_arrow|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;
{{Translation&lt;br /&gt;
| dwarven = âl&lt;br /&gt;
| elvish  = eba&lt;br /&gt;
| goblin  = deslo&lt;br /&gt;
| human   = ketas&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_narwhal&amp;diff=236390</id>
		<title>Giant narwhal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_narwhal&amp;diff=236390"/>
		<updated>2018-07-12T16:16:20Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: giant narwhals do not have a wikipedia page, so wiki was changed to no&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:43, 29 April 2013 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=55-80&lt;br /&gt;
|meat=250-320&lt;br /&gt;
|fat=59-65&lt;br /&gt;
|skull=1&lt;br /&gt;
|tusk=20-30&lt;br /&gt;
|lung=40-55&lt;br /&gt;
|intestine=60-85&lt;br /&gt;
|spleen=10-15&lt;br /&gt;
|kidney=20-30&lt;br /&gt;
|eye=2&lt;br /&gt;
|brain=20-30&lt;br /&gt;
|heart=10-15&lt;br /&gt;
|liver=20-30&lt;br /&gt;
|tripe=20-30&lt;br /&gt;
|sweetbread=10-15&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
A bigger version of its smaller cousin. More dangerous and may gore dwarves with its horn.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Elephant_seal_man&amp;diff=236388</id>
		<title>Elephant seal man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Elephant_seal_man&amp;diff=236388"/>
		<updated>2018-07-12T15:31:43Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Added a little information, from playing as an elephant seal man adventurer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|16:36, 26 July 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Due to their size, '''Elephant Seal Men''' can make strong adventurers. However, their large size also leaves them unable to equip generated armor, a problem all animal men have in common. Their amphibious nature is an interesting bonus, allowing for exploration of the usually-foreboding ocean. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is unknown if the cuteness of [[elephant seal]] pups is retained in their humanoid cousins.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:6DollarSuit&amp;diff=236339</id>
		<title>User:6DollarSuit</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:6DollarSuit&amp;diff=236339"/>
		<updated>2018-07-09T17:47:42Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! I'm trying my best. --[[User:6DollarSuit|6DollarSuit]] ([[User talk:6DollarSuit|talk]]) 19:45, 10 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've been playing dwarf fortress for a few years, I'm not the greatest at it but I'd say I'm at least average.&lt;br /&gt;
My favorite mod was one that replaced the civs with random animal people, I can't find it anymore though.&lt;br /&gt;
My favorite tileset is Dragonmaster's 170 color one by far. --[[User:6DollarSuit|6DollarSuit]] ([[User talk:6DollarSuit|talk]]) 17:47, 9 July 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Overcrowding&amp;diff=236338</id>
		<title>DF2014 Talk:Overcrowding</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Overcrowding&amp;diff=236338"/>
		<updated>2018-07-09T17:34:05Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Created page with &amp;quot;Some rough estimates might be helpful, like &amp;quot;less than 1 to 4 tiles per creature is thought to cause overcrowding.&amp;quot; I don't have the wildest guess at the numbers, though. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some rough estimates might be helpful, like &amp;quot;less than 1 to 4 tiles per creature is thought to cause overcrowding.&amp;quot; I don't have the wildest guess at the numbers, though. [[User:6DollarSuit|6DollarSuit]] ([[User talk:6DollarSuit|talk]]) 17:34, 9 July 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=235949</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=235949"/>
		<updated>2018-05-22T01:36:50Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Does lack of blood cause unhappiness? Verification needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|05:09, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McVictim, Cheesemaker has been found dead, completely drained of blood!|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' {{Tile|Ñ|4:0}} are [[undead]] [[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 creatures, are created during world generation. The amount of vampires created during world generation is closely related with world size, population, and history, and it can be directly controlled with [[advanced world generation]] - a world generating with &amp;quot;{{tt|Number of Vampire Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any vampires in it. Every once in a while, a deity will curse a worshiper who desecrates their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Any creature with blood, capable of learning, and not already a werebeast or undead, can, theoretically, become a vampire, but most vampires will be [[human]] or dwarven. However, since [[civilization]]s can have members not of their foundation race, the occasional vampiric [[goblin]], [[elf]] or even [[Animal people|animal person]] will also occur.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, [[No Exert|stamina]], and [[No Pain|pain resistance]] in combat, don't need [[food|food]], 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. It appears that when a vampire feeds successfully they receive a large happiness boost.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus, all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries. Vampires are a type of undead, therefore, animated dead creatures will be docile towards them, as will [[necromancer]]s - while they're undead, necromancers cannot control vampires as they possess free will. Vampires are sterile, and therefore can't have [[children]].&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;
None of your seven starting dwarves will ever be vampires, nor will children or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign [[diplomat]]s can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident within the first few years, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, performing jobs which are assigned to them and generally acting as expected, except for differences too small to notice easily in any sizable population: They do not eat, drink or sleep. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (because they do not sleep, Vampires will not claim rooms on their own{{verify}}), and own items.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that sometimes (when? how often?), they drink the blood of dwarves that they catch sleeping. 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. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.{{verify}}&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. &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;
== Identification ==&lt;br /&gt;
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 that a vampire is around. He was most likely 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, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, 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 multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in this version{{verify}} is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. 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 spouses, children and siblings 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 a good 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. In the case of vampires who have been in the fort for a while, 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; This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark. However, [[tavern]] keepers may give a vampire alcohol which they will then drink.{{verify}} In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the &amp;quot;took joy in slaughter lately&amp;quot; thought.&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 (i.e. Urist McVampire, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even following it. 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, [[exploit|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;
Vampires often will wear items crafted from their kills. If a dwarf is wearing items made from the bones of dwarves, this is a pretty good indication that they are a vampire, and the same is true of vampires from other races. Sometimes these items can find their way into circulation through natural means, so it does not always mean that someone who possesses a dwarf bone or human bone item is a vampire; having multiple of these items is a stronger indication.&lt;br /&gt;
&lt;br /&gt;
One good way to find vampires is to lock suspect dwarves in a room for a season. Vampires do not become hungry, only tired, so simply watching the group to see who begins to starve will identify the vampire. (Ideally, you then let them all out so they can eat before they die) This is a good alternative to the zombie process for undead-free forts.&lt;br /&gt;
&lt;br /&gt;
Vampires often will accuse an innocent dwarf of their murders. This can point the savvy fort manager to the culprit as quickly as an honest witness to the crime. If an accusation from a single witness appears in the justice screen, it is likely false. Monitor the accused dwarf until you see them eat, drink, or sleep, which proves them innocent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&amp;lt;/strike&amp;gt; (Version 0.42 has no more &amp;quot;On Break&amp;quot;, so we need to research this.)&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful. As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot; Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire. This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&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. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. [[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 of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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 that 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;
Finally, a suspected vampire will have an unusually large amount of kills, if you are using a utility such as [[Utilities#Dwarf Therapist|Dwarf Therapist]] and you go to the military tab and filter by kills, they will have a very high amount of kills&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. If you want to get rid of him/her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. Take note that vampires do not breathe, so using drowning chambers will not work. Using melting chambers (like drowning chambers, but with magma instead of water), however, will work. This can be facilitated through the use of burrows, but you will need to be fast when using those because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. 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, does not need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarfs to [[relationships|relate to]] should not be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as immortal as a sane one and cannot be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[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]] [[Magma|to]] [[Goblin|drop]] [[Kobold|from]] [[Noble|above?]] Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. 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;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
Another possibility, should you be infested by the [[undead]], is to turn as many of your dwarves into vampires as possible; due to not counting as living by the [OPPOSED_TO_LIFE] token, undead won't attack your vampire dwarves, turning them into minor annoyances. This may result in mass unhappiness from the lack of blood to drink{{verify}}, but it may be preferable to losing the fortress.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin. Tangentially, if you're feeling particularly adventurous, you can make the dwarf your very own Alucard as a trump card against invaders and FBs. Unleash the seals.&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;
== 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;
== Adventure Mode ==&lt;br /&gt;
=== Becoming a vampire ===&lt;br /&gt;
There are two ways to become a vampire in Adventurer Mode. The classic method is slaying a vampire and drinking their vampiric blood, which immediately turns you into a vampire. However, not all vampires have infective blood. What causes a vampire to have non-infective blood is unclear, but it appears to be related to world age.{{bug|9774}} Further research is needed.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Playing as a species of [[animal people]] able to suck blood out of people with a bite attack (a [[leech man]], a [[tick man]], a female [[mosquito man]], etc) allows you to become a vampire by successfully biting and sucking the blood out of a living vampire during combat. While this reverse-vampire-vampirism sounds awesome on paper, however, caution should be taken due to blood-sucking animal people generally being smaller and more fragile than other races, making it very dangerous without careful preparation. &lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
The other, safer method is by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either vampirism or werebeast transformation. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)&lt;br /&gt;
&lt;br /&gt;
=== Playing as a vampire ===&lt;br /&gt;
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 are doubled. This is a multiplier effect applied to these attributes and while the affected stats are doubled, the displayed attributes in the statistics menu will not change. As a result, your adventurer can have average strength in the attributes menu but their description will show them as extremely muscular. Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue.&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. Considering that vampires will not tire, the easiest way to deal with this is to sprint and {{k|j}}ump over a river. Once on the other side you just need to suck the blood of the first creature you find and return to your companions. Note also that by talking to your companions, you can ask them (in the favor menu) to stay where they are, allowing you to walk out of their sight and suck the blood of the first creature you find. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them 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; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief time-window to suck a sleeping person's blood.&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 in to the pain. Interestingly, your allies don't seem to care if you drink blood from enemies (Actually as of 40.24 it seems companions actually do care and this can cause a loyalty cascade. It doesn't seem to matter if it's an animal or a sentient being), 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 slaked in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary. You are more than able to survive several months (possibly forever){{verify}} without drinking any blood, so don't worry if your thirst includes an exclamation mark with a beautiful bright red color! However, your strength and speed decrease as you get thirstier, so try to feed off of a few bandits before you challenge that angry Bronze Colossus. &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;
=== Finding vampires ===&lt;br /&gt;
There are several ways to find a vampire in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* Ask local citizens (not nobles, hearthpersons or travelers) about &amp;quot;troubles&amp;quot; and &amp;quot;beasts&amp;quot; will usually point out the nearest ones first.&lt;br /&gt;
* Begin a conversation with the aforementioned citizens asking about directions to a being, specifically on the whereabouts of a vampire, named in the format of &amp;quot;the dwarf vampire Urist McBloodsucker&amp;quot;.&lt;br /&gt;
* Filter the Events list of the Log or the rumor list in conversation for a location nearby. Vampires will be included among 'Beast' entries in the log, in rumor topics they vaguely identify someone's presence in a location and you will have to ask the rumor to get particulars.&lt;br /&gt;
&lt;br /&gt;
Note: Always check the Log Entry's text for the date, as many stale reports will remain active rumors. Ask a knowledgeable traveler to learn their most recent location. If they can't guide you within the site of their last reported location, the vampire is most likely already slain.&lt;br /&gt;
&lt;br /&gt;
Vampires will always have a flashing sprite. If the vampire has been outed, they may also be hostile. If not, you may simply examine NPC's for bone jewelry. This is not fool-proof in 40.11, as veteran soldiers and mercenaries may also wear bone trophies, and more recent vampires may wear none. Accusing the suspect of being a night creature will reveal for certain. A vampire exposed either way also becomes an enemy of the site government and civilization, and therefore fair game to kill.&lt;br /&gt;
&lt;br /&gt;
=== Killing vampires ===&lt;br /&gt;
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires. In some cases the vampire may be accompanied by cultists who will assist the bloodsucker in combat.&lt;br /&gt;
&lt;br /&gt;
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
&lt;br /&gt;
Vampires attack anyone around them once exposed, so if you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.&lt;br /&gt;
&lt;br /&gt;
Note that even if you tell someone Urist McVampire was a vampire before you tell them you killed Urist McVampire, they may still dislike you as a killer.&lt;br /&gt;
&lt;br /&gt;
== Creating Vampires ==&lt;br /&gt;
Key:&lt;br /&gt;
&lt;br /&gt;
 F: floor&lt;br /&gt;
 W: wall&lt;br /&gt;
 B: bridge&lt;br /&gt;
 P: pit/pond zone&lt;br /&gt;
 S: statue (in a temple meeting zone)&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  ║z-1 ║z-2&lt;br /&gt;
WWW ║WWW ║WWWWW&lt;br /&gt;
WPW ║W W ║WFBSW&lt;br /&gt;
WFW ║WWW ║WWWWW&lt;br /&gt;
}}&lt;br /&gt;
Using the vampire-maker©:&lt;br /&gt;
&lt;br /&gt;
1: Capture a [[building destroyer]], such as a [[troll]].&lt;br /&gt;
&lt;br /&gt;
2: Throw building destroyer into pit.&lt;br /&gt;
&lt;br /&gt;
3: Throw down useless, weak animals or enemies down until the building destroyer gets a title from it.&lt;br /&gt;
&lt;br /&gt;
4: open bridge.&lt;br /&gt;
&lt;br /&gt;
5: let it destroy the statue. You now have a vampire! (or [[werebeast]].)&lt;br /&gt;
&lt;br /&gt;
(for z1, just make it so it can't get up)&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
It is possible to create your own unique vampire strain by editing the raws. These custom vampires can be outfitted with various abilities only limited by your own creativity. An example would be shapeshifting vampires, firebreathing vampires, superfast vampires, and even vampires with the ability to raise corpses are fairly easy to make by creating a custom ''interaction_customvampirenamehere'' note document.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{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;br /&gt;
* Dwarves passing by a body drained of all blood will immediately drop what they are doing to report it to the captain of the guard, regardless of how many times it has already been reported.{{bug|8899}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Priest&amp;diff=235785</id>
		<title>DF2014 Talk:Priest</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Priest&amp;diff=235785"/>
		<updated>2018-04-27T22:59:50Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Created page with &amp;quot;I found a high priest with a title of &amp;quot;The exalted belly.&amp;quot; Oddly, &amp;quot;belly&amp;quot; isn't in the stringdump, last I checked. Maybe it's a compound word? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I found a high priest with a title of &amp;quot;The exalted belly.&amp;quot; Oddly, &amp;quot;belly&amp;quot; isn't in the stringdump, last I checked. Maybe it's a compound word? [[User:6DollarSuit|6DollarSuit]] ([[User talk:6DollarSuit|talk]]) 22:59, 27 April 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=235581</id>
		<title>Alcohol</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Alcohol&amp;diff=235581"/>
		<updated>2018-04-08T20:57:49Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: strange claim needs verification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:04, 26 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Thirsty Dwarves.gif|thumb|right|A booze [[stockpile]] at work.]]&lt;br /&gt;
'''Alcohol''' is the favored drink of the [[Dwarf|dwarves]]; a dwarf will drink booze an average of five times per [[calendar|season]] to satisfy their [[thirst]], and although they can subsist on [[water]], without booze they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly (&amp;quot;has been tired of drinking the same old booze lately&amp;quot;). Every dwarf likewise has [[preferences]] for various types of drinks, starting hidden and then appearing as each type of drink becomes known to your fortress.{{verify}} Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Most of the [[crop|plants]] in the game can be turned into drink, and thus most drink is sourced from dwarven [[farming]], both indoor and out. Most of the plants [[plant gathering|gathered]] from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution. Drinks can be sourced at [[embark#supplies|embarkation]], and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a [[still]]. [[Caravan]]s always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, [[honey]] acquired through [[beekeeping industry|beekeeping]] can be brewed into alcoholic mead, the only form of drink that is not derived from plants.&lt;br /&gt;
&lt;br /&gt;
The most direct way to acquire the booze itself is through a [[still]]; large fortresses will usually have one or more dedicated [[brewer]]s keeping the dwarven drinks cellar well stocked. To brew a drink a dwarf will need an empty watertight container of some kind (either a [[barrel]] or a [[large pot]]) and a [[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item and deposits the alcohol in the container, recovering any plant [[seed]]s in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's [[skill]], making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Dwarven thirst is constrained by the important {{token|ALCOHOL_DEPENDENT}} [[creature token]], which causes them to suffer severe performance penalties when deprived of alcohol. &amp;quot;Dry&amp;quot; dwarves increasingly lose [[gait|walking speed]] and [[Combat#Attack_Speed|attack speed]]. Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown.&lt;br /&gt;
&lt;br /&gt;
While dwarves rely on alcohol from the moment they are born, creatures of ''any'' race who are exposed to enough combat to become fully hardened (&amp;quot;doesn't really care about anything anymore&amp;quot;) will also become alcoholics. All creatures can theoretically survive drinking nothing but alcohol for their entire lives, though they may be subject to [[#Alcohol poisoning|alcohol poisoning]] due to not having the same tolerance level as dwarves. Neither dwarves nor any race of creature will accept to drink alcohol if resting in a [[hospital]], and must instead be given fresh water until they recover.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]] dwarves are just as alcohol-dependent as the mortal kind. Despite this, in Fortress Mode, they will only ever drink [[blood]], ensuring they eventually suffer withdrawal even if your pantry is stocked to the brim with every beverage imaginable.&lt;br /&gt;
&lt;br /&gt;
Setting booze on [[fire]] will not cause it to explode, but exposing it to high [[temperature]]s ''will'' cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; [[magma-safe]] containers would never be destroyed by [[magma]], but any booze inside will likely quickly perish due to heat transfer (unless the container is made of [[nether-cap]]).&lt;br /&gt;
&lt;br /&gt;
Alcohol, like all other liquids, does not have a quality modifier. The level of happy [[thought]] generated by drinking a [[preferences|preferred]] alcohol is dependent upon the value of the entire stack of alcohol.{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
&lt;br /&gt;
Dwarves prefer drinking alcohol out of a [[Finished goods#Goblets|mug, cup, or goblet]] and will receive an unhappy [[thought]] for drinking alcohol without one of the three. These may be placed in [[coffer]]s in designated [[tavern]]s.  Visitors will drink alcohol too.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
=== Alcohol poisoning ===&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
Over-consumption of alcohol can lead to harmful syndromes, progressing to inebriation, unconsciousness, and death. Each species has its own tolerance level (dwarves being higher than average) and each individual will consume more or less according to their [[need]] to drink. Mysterious deaths from suffocation in your taverns are most likely cases of acute alcohol poisoning. Note that the lethal effects of alcohol poisoning is caused by impairing the function of a creature's lungs, making creatures that lack lungs, or the need to breathe, immune to death from alcohol poisoning.&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; align=&amp;quot;center&amp;quot;|Source&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;44&amp;quot; style=&amp;quot;border:1px #AAA solid;padding:0.2em; background-color:#cfc&amp;quot;|Plant-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Indoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Muck root]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bloated tuber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Beet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Beetroot Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Wild carrot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Carrot Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cassava]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cassava Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Parsnip]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Parsnip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Potato]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Potato Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Radish]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Radish Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet potato]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sweet Potato Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Turnip]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turnip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Single-grain wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Single-grain Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Two-grain wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Two-grain Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Soft wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Soft Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Hard wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hard Wheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Spelt]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Spelt Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Barley]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Barley Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Buckwheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckwheat Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rye]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rye Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sorghum]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sorghum Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rice]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rice Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Maize]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Maize Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Quinoa]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Quinoa Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Kaniwa]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Kaniwa Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pendant amaranth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pendant Amaranth Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blood amaranth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blood Amaranth Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Purple amaranth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Purple Amaranth Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pearl millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pearl Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[White millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|White Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Finger millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Finger Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Foxtail millet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Foxtail Millet Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fonio]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fonio Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Teff]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Teff Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Apple Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|rowspan=&amp;quot;32&amp;quot; style=&amp;quot;border:1px #AAA solid;padding:0.2em;background-color:#fcc&amp;quot;|Fruit-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Apricot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Apricot Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Banana]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Banana Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bayberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bayberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Carambola]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Carambola Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cherry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cherry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Custard-apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Custard Apple Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Date]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Date Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Durian]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Durian Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Guava]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Guava Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Lychee]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Lychee Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Mango]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mango Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Papaya]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Papaya Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Peach]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Peach Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Perry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Persimmon]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Persimmon Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plum]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Plum Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pomegranate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pomegranate Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rambutan]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Rambutan Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sand pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sand Pear Cider&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Artichoke]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Artichoke Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Tomato]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tomato Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Tomatillo]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tomatillo Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Passion fruit]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Passion Fruit Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Grape]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cranberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cranberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bilberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bilberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blueberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blueberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Blackberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Blackberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Raspberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Raspberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pineapple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Pineapple Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Strawberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Honey]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;background-color:#dddddd&amp;quot;|Animal-based&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Outdoors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Thirst]]&lt;br /&gt;
* [[Crop]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Beekeeping industry]]&lt;br /&gt;
* [[DF2014:Alcohol plant stockpile|Brewery input stockpile helper page]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|PLANT_ALCOHOL_TEMPLATE}}}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:6DollarSuit&amp;diff=235307</id>
		<title>User:6DollarSuit</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:6DollarSuit&amp;diff=235307"/>
		<updated>2018-03-10T19:45:18Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Created page with &amp;quot;Hello! I'm trying my best. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! I'm trying my best. --[[User:6DollarSuit|6DollarSuit]] ([[User talk:6DollarSuit|talk]]) 19:45, 10 March 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Finished_goods&amp;diff=234406</id>
		<title>DF2014 Talk:Finished goods</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Finished_goods&amp;diff=234406"/>
		<updated>2017-12-22T15:09:01Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I embarked on a new map after retiring my previous fortress. Once migrants started showing up, a lot of them were previous inhabitants of my old fort - and some of these were wearing crafts. I saw migrants wearing rings, bracelets, earrings, amulets, and crowns, all in the appropriate places (&amp;quot;in right ear&amp;quot; for an earring, etc.). They weren't even crafts that I'd made in the old fort - I only used bone for decoration, and there were crundle bone earrings and bracelets. Has anyone else seen this?--[[User:Feb Rainyworks|Feb Rainyworks]] ([[User talk:Feb Rainyworks|talk]]) 10:58, 16 June 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Creatures with kills may be generated wearing trophies if allowed by their [[ethics]]. Apparently this also applies to emigrants from your fortress when they are &amp;quot;regenerated&amp;quot; for use elsewhere in your world.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:16, 24 June 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblets are always produced at a 3:1 ratio.&amp;quot; What does this mean? --[[User:6DollarSuit|6DollarSuit]] ([[User talk:6DollarSuit|talk]]) 15:09, 22 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Pit&amp;diff=234394</id>
		<title>Pit</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Pit&amp;diff=234394"/>
		<updated>2017-12-21T15:52:02Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Pit''' can refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Activity zone#Pit/Pond|Pit/pond designation]] (for activity zones)&lt;br /&gt;
* [[Caverns#Other_features|Deep pits]] (found in some caverns)&lt;br /&gt;
* [[Pit trap]], a defense project&lt;br /&gt;
* [[Dark pit]]s, a site inhabited by [[goblin]]s&lt;br /&gt;
* [[Eerie glowing pit]]s&lt;br /&gt;
* [[Seed]]s of certain tree fruits&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gor | elvish = nimo | goblin = slömod | human = uta}}&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Wood&amp;diff=234358</id>
		<title>Wood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Wood&amp;diff=234358"/>
		<updated>2017-12-18T21:53:13Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Timber&amp;quot; redirects here. For the month, see [[Calendar]].''&lt;br /&gt;
&lt;br /&gt;
{{catbox}}'''Wood''' is produced by [[designation|{{Key|d}}esignating]] [[tree|{{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees, which will turn one tree into variable amount of '''logs''', the raw form of wood. Bigger trees yield more logs than smaller ones.&lt;br /&gt;
&lt;br /&gt;
For the most part different kinds of wood are identical except for minor differences in weight or color.  Only [[nether-cap]] wood is [[magma-safe]], thanks to its fixed temperature.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Autumn.&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which can take several years.  Frequent unit movement over a square with a sapling will likely kill the sapling, leaving you with a dead sapling occupying the square for a time.  &lt;br /&gt;
&lt;br /&gt;
Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath it are unmined AND it has at least another z-level of open space above it. If there is soil, but it doesn't have an immediate support for the roots, no saplings will appear. If there is no open space above, the saplings won't grow.&lt;br /&gt;
Saplings will begin to appear in below-ground soil and [[mud]]dy underground rock only once you have hit the [[caverns]]. Unlike their sunny counterparts, they don't require the below level to be unmined. However, they also require open space on the levels directly above them, otherwise the saplings will never grow.&lt;br /&gt;
&lt;br /&gt;
Full grown trees will impede units' movement and can block the path of wagons, making your [[trade depot]] inaccessible.  Be sure to clear trees out of active corridors.  Building [[road]]s is a good way to keep trees from growing where you don't want them to be.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Besides cutting down trees, wood (and some wooden goods, such as [[barrel]]s) is often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravan]]s.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry]].  The [[wagon (embark)|wagon]] you start the game with can also be dismantled for three logs.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
&lt;br /&gt;
===Reasons you need wood===&lt;br /&gt;
*To build [[bed]]s. Without beds your dwarves will get unhappy thoughts from sleeping on the ground.&lt;br /&gt;
*To build [[water wheel]]s, [[windmill]]s, and [[axle]]s--without wood, you cannot generate ''or'' transfer [[power]].&lt;br /&gt;
*To build [[siege engine]]s and ballista bolts. These can be very effective defenses when traps fail.&lt;br /&gt;
*To build practical cages in most cases as wooden cages are much lighter than metal or glass. They would be the only cages you can mass produce if you have no access to sand.&lt;br /&gt;
*To be burnt for [[ash]], which is used in [[Glass_industry|glass making]], [[Soap|soap making]], [[Glazer|glazing]], and for fertilizing crops.&lt;br /&gt;
*If you want [[obsidian]] [[short sword]]s, they require one log of wood in production, presumably for the handle. Note that these are primarily a novelty; all metal weapons are superior.&lt;br /&gt;
*Wooden training [[weapon]]s can be used for military training started shortly after embark should you feel the need. They are also useful for [[live training]] and [[danger room]]s.&lt;br /&gt;
&lt;br /&gt;
===Reasons you want wood===&lt;br /&gt;
*It only takes one log to produce a [[bin]], [[cage]], [[wheelbarrow]] or [[minecart]]; but if you forge them instead then they'll take two or three metal [[bar]]s. Wooden tools are also much lighter than the metal alternatives (apart from adamantine), which is a large benefit when the items are moved by hand.&lt;br /&gt;
*All metalworks ([[smelter]]s, [[forge]]s), [[glass]]works, and ceramic [[kiln]]s need either [[magma]] or [[fuel]]. Magma is inaccessible to most early forts.  &amp;quot;Fuel&amp;quot; means either coke or charcoal.  Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on your map.  Thus charcoal is the only reliable option for an early fort, and it's made by a [[wood burner]] from wood. &lt;br /&gt;
*Production of [[steel]], the best mundane metal for armor and cutting or piercing weapons, requires coke or charcoal as a carbon source, even if you have access to magma.&lt;br /&gt;
*[[Crossbow]]s can be made from wood (or [[bone]]) and may be preferred if you have a skilled [[bowyer]] but not a skilled [[weaponsmith]]. They will suffer reduced damage if used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration.&lt;br /&gt;
*A stack of 25 Crossbow [[bolt]]s can be made from a single log. Wooden ammunition is sufficient for training and use by [[hunter]]s, though significantly less effective against armored opponents.&lt;br /&gt;
*[[Armor#Shield|Shield]]s can be made from wood, and currently material does not affect a shield's ability to block, so shields can be made without consuming precious fuel and metal. The low weight can improve the movement speed of soldiers, but the occasional shield bashes in combat will also be weaker than those delivered by metal shields. &lt;br /&gt;
*Wooden [[floor]]s can be useful to reduce falling damage, the [[density|lighter]] the better.&lt;br /&gt;
*A handful of [[building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es, so they can be used as bait in areas with a lot of [[cage trap]]s.&lt;br /&gt;
*Aesthetic reasons.  A few types of wood have a color not commonly seen on metal or stone.  See the below chart.&lt;br /&gt;
&lt;br /&gt;
===Reasons you don't need much wood===&lt;br /&gt;
*While beds, axles, windmills, water wheels, siege engine parts, and ballista bolts absolutely require wood, and soap, clear and crystal glass and fertiliser are based on wood ash, almost every other wood product has non-wood alternatives.&lt;br /&gt;
** In particular, [[barrel]]s  can be replaced by stone [[pot]]s without having to use either fuel or magma. Stone pots can also be traded to the [[elf|elves]], should you wish to export liquids or barrelled foods.&lt;br /&gt;
*Once you have [[magma]] then you don't need wood for [[fuel]]. If you have [[coal]], you can get by with much lower wood usage until the deposits run out. If you have both, you shouldn't need wood to produce metal or [[steel]] products.&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
The 'unit' of raw wood, the log, has a &amp;quot;material size&amp;quot; of 50 litres;  the weight can be derived by dividing the [[density]] of the material by 20. An oak log will thus weigh 35Γ, a featherwood one 5Γ and a bloodthorn log 62.5Γ. The density for each individual type of wood is listed under the appropriate [[tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about five times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is the lightest, with a density of 100, and blood thorn wood is the heaviest, with a density of 1250. Candlenut (140), and glumprong (1200) are also notable. However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.&lt;br /&gt;
&lt;br /&gt;
The density of a material is not always important, but can be, depending on the use of that material - see [[Density]] article for a full discussion.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Wood Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Density&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Color&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Climate&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Biome&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Water&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Evil&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Savagery&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Acacia]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Peach|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Alder]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 410&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Ash (tree)|Ash]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Pale Brown|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Birch]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 650&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Umber|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Black-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 650&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Black|0:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Blood thorn]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 1250&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Crimson|4:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| cavern 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cacao tree|Cacao]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Chocolate|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Candlenut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 140&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Ochre|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cedar]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 570&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Olive|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Chestnut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Chestnut|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Feather tree]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Cream|7:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| good&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Fungiwood]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Lemon|6:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 1-2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Glumprong]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 1200&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Purple|5:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| evil&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Goblin-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Red|4:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Highwood]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 500&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Brown|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| savage&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Kapok]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 260&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Larch]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 590&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Light Brown|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| non-tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mahogany]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Mahogany|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mango_tree|Mango]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 520&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mangrove]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 830&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Taupe|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| mangrove swamp&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| wet&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Maple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 540&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Rust|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Nether-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 550&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Indigo|1:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| cavern 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Oak]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 700&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Auburn|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Palm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 680&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Taupe|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 510&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Beige|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Rubber tree|Rubber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 490&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Flax|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Saguaro]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Ecru|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| desert&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Spore tree|Spore]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Teal|3:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tower-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|White|7:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 1-2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tunnel tube]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 500&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Violet|5:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Willow]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 390&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| wet&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Carambola]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cashew]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Coffee]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Durian]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Guava]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Papaya]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Paradise nut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Rambutan]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tea]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Avocado]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pomelo]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Citron]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Orange]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Bitter orange]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Finger lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Round lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Desert lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| grassland, savanna &amp;amp; shrubland&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Kumquat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Custard-apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Date palm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Lychee]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Macadamia]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Olive]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pomegranate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Almond]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Apricot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Bayberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cherry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Ginkgo]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Hazel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Peach]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pecan]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Persimmon]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Plum]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Sand pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Walnut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
(*) Densities and Colour are marked in the raws as not researched yet in v40.02, due to change in future versions.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate]] forest&lt;br /&gt;
*[[Tropical]] forest&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Flatland]]&lt;br /&gt;
*[[Swamp]]&lt;br /&gt;
*[[Desert]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Wood, or &amp;quot;Timber&amp;quot;, is the only month of the dwarven [[calendar]] to not be named after a stone. Timber is the equivalent of November.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Wood industry]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lolum&lt;br /&gt;
| elvish  = ave&lt;br /&gt;
| goblin  = dôr&lt;br /&gt;
| human   = pado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Wound&amp;diff=234327</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Wound&amp;diff=234327"/>
		<updated>2017-12-17T18:32:49Z</updated>

		<summary type="html">&lt;p&gt;6DollarSuit: Correcting the color of spilled guts. Spilled some guts in adventure mode to make sure, and they were always gray. Red ~ is blood.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:13, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five different levels of injury in the game, ranging from none to complete part loss.&lt;br /&gt;
Shown using the default colors, they are:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
&lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''(The [[color]] of wounds can be changed in [[d_init.txt]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wound effects ==&lt;br /&gt;
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&lt;br /&gt;
'''Brain''': Any damage almost always results in instant death. A bruised brain may occasionally not cause death. If it does not, the dwarf suffers no effect from the injured brain and lives as normal.&lt;br /&gt;
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'''Eyes''': Eye damage causes extreme pain, generally causing unconsciousness and loss of sight, limiting dwarf perception.&lt;br /&gt;
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'''Mouth/nose/ears/cheeks''': No effect&lt;br /&gt;
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'''Teeth''': Fewer teeth to use for biting attacks.&lt;br /&gt;
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'''Lungs''': Non-bruising damage to one lung interferes with breathing. Creature toughness affects how well it can survive with impaired breathing. Damage to both lungs almost always results in suffocation.&lt;br /&gt;
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'''Heart''': Causes massive, fatal bleeding. The heart itself isn't required for life - it is the extreme bleeding that causes death when the heart is pierced. A bruised heart causes no ill effects; a torn heart is always fatal.&lt;br /&gt;
&lt;br /&gt;
'''Pancreas/liver''': No effect. While it is reasonable to assume that the dwarven liver has evolved to be completely indestructible, liver damage doesn't cripple anything else either. Dwarves have a larger liver than any other sapient species, causing them to suffer liver damage more often, as it is easier to hit.&lt;br /&gt;
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'''Guts''': Damage to the guts causes great pain and nausea. Creature will vomit and then retch repeatedly depending on how much damage was caused. This slows down the creature and can dehydrate them. When the guts are pierced they may spill out of the wound. This is visible as a gray &amp;quot;~&amp;quot; trailing behind the creature. This causes a lot of bleeding and exposes the guts themselves as a target for aimed attacks. Slicing off the exposed guts causes heavy bleeding and almost always death. The cut off guts can then be picked up and used as a weapon.&lt;br /&gt;
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'''Spinal injuries''': Attacks to the spine that tear nervous tissue are extremely serious.  Lower spinal injuries permanently stop the creature from ever standing again. They can only crawl. Middle spine injuries disable legs. Upper spinal injuries disable every limb in the body, rendering the creature unable to do anything except to use the default &amp;quot;push&amp;quot; attack and move about very slowly. It also disables every organ in the body besides the brain. This injures the lungs and upper spine injuries will invariably cause fatal suffocation within a few turns. As a whole, spinal damage is usually a death sentence.&lt;br /&gt;
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A broken bone in the spine does '''not''' cause irreparable damage - only damage to the nervous tissue does. If you suffer a broken bone in the spine without any nerve damage, just wait and it will eventually heal.&lt;br /&gt;
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== Pain ==&lt;br /&gt;
&lt;br /&gt;
How pain works:&lt;br /&gt;
* Bruising causes 1x the pain value from the raw files&lt;br /&gt;
* Partially damaged tissue causes 2x pain&lt;br /&gt;
* Broken tissue causes 3x pain&lt;br /&gt;
* Having 150+ pain causes unconsciousness.&lt;br /&gt;
* Pain is independent of body part size&lt;br /&gt;
&lt;br /&gt;
Most tissue has [PAIN_RECEPTORS:5], except bone has [PAIN_RECEPTORS:50]. So being punched in the guts (bruising skin, fat, muscle, guts) causes 20 pain and some nausea. Having any bone broken causes 15+50*3=165 pain (presuming bruised skin, fat, muscle). Having good stats presumably causes the pain to recede quickly, but that won't cause you to wake up sooner after you fall unconscious.&lt;br /&gt;
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Strangely, having all your fingers cut off in DF is much less painful (or even painless?) compared to having a single finger bone broken.&lt;br /&gt;
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== Miscellaneous injuries ==&lt;br /&gt;
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These injuries include generic tears, cuts and breaks that don't target a specific organ.&lt;br /&gt;
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Some attacks may shatter nail or horn. These attacks generate a cosmetic injury report but otherwise have no effect unless they become infected.&lt;br /&gt;
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Likewise, attacks that tear hair have no ill effects. Attacks that destroy hair are common during chokeholds on animals, such as a lion's mane being damaged by the chokehold.&lt;br /&gt;
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Injuries that only tear skin tend to cause little or no bleeding or scarring.&lt;br /&gt;
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Injuries that tear fat layers cause bleeding but little pain.&lt;br /&gt;
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Injuries to muscle layers can sometime cause the affected limb to become unusable. This usually happens when the muscle is &amp;quot;torn apart&amp;quot; rather than just torn. If the muscle is in an arm, damage to the muscle may cause items held in that arm's hand to be dropped. Torn apart leg or foot muscles may cause the creature to fall over and sometimes be unable to walk until the injury heals.&lt;br /&gt;
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Tendons and ligaments may also be torn by attacks. As they link bones together, torn ligaments and tendons can impair grasping abilities, causing items to be dropped more easily.&lt;br /&gt;
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Bone damage that cause fractures or breaks cause extreme pain. They are the most painful injuries in Dwarf Fortress and will almost invariably causes unconsciousness from the pain. Bone that is broken in a limb will render that limb inoperative. Bones that are hit hard enough may shatter and be jammed into other bones or body parts, causing far more damage. This is most common with the skull. A hard hit (or any hit) to the skull that causes a fracture can force the broken part into the vulnerable brain, causing immediate death. A broken smashed arm may be jammed into the shoulder as well, breaking it. &lt;br /&gt;
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The upper spine was previously contained in the head in 0.34.11, but is contained in the neck in 0.40.xx&lt;br /&gt;
The neck is appended to the upper body in 0.40.xx and the head is appended to the neck (which is why you have to press &amp;quot;d&amp;quot; now to target the head, and &amp;quot;c&amp;quot; is the neck - the neck must be defined first). You can't hurt the upper spine anymore by attacking the head in 0.40.xx&lt;br /&gt;
&lt;br /&gt;
* Having the upper spine broken in 0.40.xx disables everything and causes suffocation.&lt;br /&gt;
* Having the lower spine (in the lower body) broken paralyzes the legs, preventing kicks and negating pain in the legs and in the lower spine itself.&lt;br /&gt;
* Having the middle spine broken (in the upper body) disables everything and causes suffocation.&lt;br /&gt;
&lt;br /&gt;
So &amp;quot;what's below it&amp;quot; means &amp;quot;further from the upper body&amp;quot;. Broken/pulped necks now only prevent biting attacks, but don't disable the head/brain otherwise to cause suffocation.&lt;br /&gt;
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== Missing limb ==&lt;br /&gt;
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As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the [[hospital]] permanently. Those who recover may find themselves unable to perform the same tasks they had in the past.&lt;br /&gt;
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Dwarves without arms are unable to [[haul]] items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate [[screw pump]]s. Armless dwarves trying to dress or clean themselves often cause constant cancellation spam.&lt;br /&gt;
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== Function loss ==&lt;br /&gt;
The cyan &amp;quot;Function loss&amp;quot; signals impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, indicating failures of sight, liver function, and other maladies.&lt;br /&gt;
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A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. With a crutch applied, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper and middle spines this can include the lungs, so damage leads to suffocation.&lt;br /&gt;
&lt;br /&gt;
Creatures can be set to heal spinal nerve damage by going into the [[raw file|raws]], finding the tissue_template_default and setting a number like [HEALING_RATE:100] at the NERVE_TEMPLATE. A higher number translates to a slower healing rate, with bones for example having a healing rate of 1000. However, this setting does not affect non-spinal nerves, as they do not count as &amp;quot;nervous tissue&amp;quot;.&lt;br /&gt;
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== Scarring ==&lt;br /&gt;
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Dwarves who sustain major injuries may never fully heal — the part will always remain listed in their Wounds section as &amp;quot;Minor&amp;quot; or &amp;quot;Inhibited&amp;quot;, and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars of varying degrees and types, eg {Tiny, very short, short, long, very long, massive, huge, etc.}; {Jagged, Dent, Straight, etc.}. While not all scars have an effect, this may result in notes in the [[Health screen]] such as &amp;quot;Ability to grasp somewhat impaired&amp;quot;. This means that one of the creature's grasping parts (usually hands) has lost the ability to grasp.&amp;lt;!-- More likely to lose a weapon stuck in an enemy? --&amp;gt; Military dwarves with inhibited ability to grasp will not hold a weapon or shield in the crippled arm. However, they will automatically grasp both weapon and shield in their good hand when they next come to equip themselves, assuming of course that they are set to use both such items. &lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
== Permanent injury ==&lt;br /&gt;
There are several types of injuries dwarves will never recover from. Nerve damage is permanent; loss of limbs is permanent. Some types of [[syndrome]]s are lifelong. As a result, you may end up with a dwarf who has lost function in one or more body parts, or who continually exhibits some kind of problematic symptom. But these dwarves, if they don't meet with an [[unfortunate accident]], can still be very useful.&lt;br /&gt;
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===Disabled veterans===&lt;br /&gt;
When a highly skilled soldier is injured too badly to continue on active duty, he can remain in the military as a teacher. Put him into a squad with your raw recruits and have him teach them what soldiering is about. When the recruits have been whipped into shape, they can be transferred to active-duty squads.&lt;br /&gt;
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===Function loss: legs===&lt;br /&gt;
Dwarves who have lost the use of one leg cannot walk (or kick enemies in battle, but that's a minor problem). If the dwarf in question has had a foot or leg amputated, or has nerve damage to the leg, he can be issued a [[crutch]] by doctors in your hospital. Thereafter, he will gain crutch-walking skill whenever he moves with the crutch in his inventory. Eventually, his speed with the crutch can become faster than it was before, due to the [[Agility]] gained each step and reduction of the movement penalty to 0. A dwarf using a crutch can go back to military duty without any loss of effectiveness; in fact, it is quite possible for a one-armed dwarf to hold a shield, crossbow, and crutch (and occasionally bash his enemies with it - it is recommended to make metal crutches to issue to military dwarves).&lt;br /&gt;
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===Lower body paralysis===&lt;br /&gt;
A dwarf who has nerve damage to his lower spine, or has nerve damage to both of his legs, is unable to use his legs and cannot benefit from using a crutch. After he recovers (you may need to deconstruct his hospital bed to get him out of it), he can move--but only very slowly. Dwarves like this are obviously unfit for military duty (Other than as a marksdwarf who sticks to fortifications)--they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much. For best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and the dwarf's bedroom. Turn off all labors but the one you want the dwarf to do; most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where he will still move five steps more quickly than another dwarf can move fifty; or he can be appointed as [[broker]] and burrowed with your depot. You could also make such a dwarf [[Hammerer]], with exemplary results.&lt;br /&gt;
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In adventure mode, anyone with a lower body paralysis is sort of done for if they can't find a werebeast. &lt;br /&gt;
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No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first?&lt;br /&gt;
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===Function loss: arms===&lt;br /&gt;
The dwarf who has lost the use of an arm can go on with his life normally, and can even hold a shield and battle-axe at the same time. In the military, he is limited only in that he cannot wield weapons that are too large to be wielded one-handed. Outside the military, he can work as well as any other dwarf.&lt;br /&gt;
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Losing both arms is a different story. Dwarves who have lost the use of both arms will be unable to do almost any task. Even managers, bookkeepers, and brokers must be able to use at least one arm. They cannot pick up weapons or shields and cannot haul items. Most irritatingly, they cannot clean themselves and cannot pick up clothing in order to put it on and will probably spam cancellation  messages at you (seriously, consider turning off job cancellation messages in the 'o'rders menu if this is the case). These dwarves are at risk of [[insanity]] from the lack of clothing once theirs wears out, though they may have been lucky enough to be wearing armor, which will not wear out. Military dwarves can still lead demonstrations in non-weapons skills, and could quite possibly become a good wrestler or biter. Dwarves without arms can also be used as sentries; burrow them in watchtowers to spot ambushes.&lt;br /&gt;
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===Blindness===&lt;br /&gt;
A dwarf with both eyes damaged cannot see - and what he can't see, he won't be afraid of. Therefore, a blind dwarf can do civilian labors without dropping everything and running when there's a wild animal nearby. He does suffer a severe drop in the [[quality]] of his work, but this won't affect jobs whose products don't have a quality level, such as [[wood burning]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:blind_in_adventure_mode.png|Blindness in [[adventure mode]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Long-term syndrome===&lt;br /&gt;
The most common long-term syndrome is probably the bite of a [[cave spider]], which causes long-term mild dizziness. The dwarf seems fine and works normally, except that the work tends to be low-quality because the dwarf is feeling under the weather. Even legendary dwarves will, if they're feeling dizzy enough, be unable to produce masterwork crafts. Assign these dwarves to producing goods that don't have quality levels.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = oslan | elvish = élitho | goblin = esmên | human = kortil}}&lt;/div&gt;</summary>
		<author><name>6DollarSuit</name></author>
	</entry>
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