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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35894</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35894"/>
		<updated>2008-11-07T07:24:17Z</updated>

		<summary type="html">&lt;p&gt;APAKane: building interaction is marked for deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  Choosing items from this menu will mark them as [PENDING] and [[dwarves]] will begin moving them to the depot (all dwarves regardless of labor settings will move goods to the depot when necessary).  Items that have been brought to the depot are ready for trade and will be marked as [TRADING].  Items nominated for trading will remain at the depot until the caravan leaves, or the [PENDING] / [TRADING] flag is cleared by choosing the item again.  Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your broker are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy stolen goods (marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
As a side note, if you remove your trade depot, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the item as stolen, or affect the caravan's disposition towards you, they will simply leave. {{version|0.28.181.39e}}&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan.  Also the [[King]] may require offerings before his arrival.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.&lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are 3 tiles wide to pass.  A wagon may enter from a location different than the merchant, if the point the merchant entered was inaccessible to it.  If a wagon is unable to find an open path to the trade depot, it will leave and the dwarves will only be able to trade with the merchants and pack [[animals]]. Note that creatures do not obstruct the path of the caravan.&lt;br /&gt;
&lt;br /&gt;
Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s (ramps covered by a [[hatch]] do obstruct), [[bridge]]s, [[road]]s, or [[floor]] tiles. Building roads, bridges and floor tiles can help keep paths clear by preventing trees from growing, but caravans may still enter the map at unpaved locations.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility.  Any tile marked in green is accessible to a wagon.  Note that a three-tile wide path will only show up as one tile wide in accessibility view, since the tiles next to the walls are not themselves accessible to wagons.&lt;br /&gt;
&lt;br /&gt;
In order to guarantee perfect, permanent wagon accessibility, a three tile path need only be cleared to one end of the map, it may not be the route always used but will guarantee the wagon will appear. Any parts of this path system which have grass should be paved with floor tiles, bridges, or roads to prevent trees from growing.  Ramps must be used to adjust [[z-level]] elevation.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]], and supplies.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]].&lt;br /&gt;
* carries more wood the less trees you cut down{{verify}}.&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* may send a diplomat who imposes a tree cutting quota.&lt;br /&gt;
* does not accept some items in trade.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts. Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;/div&gt;</summary>
		<author><name>APAKane</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4891</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4891"/>
		<updated>2008-10-18T09:32:21Z</updated>

		<summary type="html">&lt;p&gt;APAKane: effects --&amp;gt; affects, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Engraving''' [[smoothing|smooth]] [[wall]]s and [[floor]]s will increase the [[value]] of a [[room]]. This is done by [[dwarves]] with the [[Stone Detailing]] skill.&lt;br /&gt;
Engravings may cause happy [[thought]]s, and are a good way to keep a record of the fort's [[Legends|history]]. &lt;br /&gt;
&lt;br /&gt;
== Engraving an area ==&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|e}} to select &amp;quot;Engrave Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to engrave extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to engrave and press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a light blue regular pattern.&lt;br /&gt;
# Wait for a [[dwarf]] to engrave the [[stone]] on the walls.&lt;br /&gt;
&lt;br /&gt;
== Art quality ==&lt;br /&gt;
Engraved surfaces raise the [[value]] of [[room]]s, depending on the [[quality]] of the engraving. Engravings only affect the value of the room on the side they were made on, though smoothing affects both sides.&amp;lt;sup&amp;gt;[http://www.bay12games.com/forum/index.php?topic=26201.msg307267#msg307267]&amp;lt;/sup&amp;gt; The value of smooth and engraved walls is considered &amp;quot;Architecture&amp;quot; under the &amp;quot;Fortress [[Wealth]]&amp;quot; table. Quality affects what is inscribed on an engraving. Normal-quality engravings will never have the history of your [[fortress]] on them, and are usually about random things in the [[world]]. Engravings made with a quality of well-crafted and up will often contain pieces of historical information about your fortress' past. Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a graven image of it. &lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing {{K|k}}, moving the cursor over the engraved area, using the {{K|+}} or {{K|-}} keys to move down to the engraving and pressing enter. [[Adventurer]]s are also able to view these by revisiting your old fortress (use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at), and will see a much more detailed description of the engraved happening. The art and the story behind the engraving will show up in the [[legends]] mode. Detailed engravings can also be turned on for fortress mode in the [[init]] file.&lt;br /&gt;
&lt;br /&gt;
== Toggle engravings ==&lt;br /&gt;
Engraved walls and floors are represented by default with pictures on a gray background, sometimes making it difficult to differentiate between them. It is possible to display engraved surfaces as smooth ones with the &amp;quot;toggle engraving&amp;quot; option (but then you will not differentiate between engraved and smooth surfaces).&lt;br /&gt;
&lt;br /&gt;
To change the display of individual engravings in-game, select &amp;quot;Toggle Engraving&amp;quot;  in the designation menu ({{K|d}}-{{K|v}}) and select the area you wish to display differently (this has no effect on gameplay).&lt;br /&gt;
 &lt;br /&gt;
The display default is set in the [[init]] file line '''[ENGRAVINGS_START_OBSCURED:NO]'''. Replacing '''NO''' by '''YES''' will cause new engravings to show as smooth surfaces.&lt;br /&gt;
&lt;br /&gt;
== Art defacement ==&lt;br /&gt;
A [[Quality|masterful]] engraving that is destroyed or defaced ([[mining]], [[magma]], [[tower cap]]s and [[goblin]]s do the job nicely, though magma and tower caps will only destroy floor engravings) will cause an unhappy [[thought]] in the [[engraver]].&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>APAKane</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4888</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4888"/>
		<updated>2008-10-15T08:01:52Z</updated>

		<summary type="html">&lt;p&gt;APAKane: grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Engraving''' [[smoothing|smooth]] [[wall]]s and [[floor]]s will increase the [[value]] of a [[room]]. This is done by [[dwarves]] with the [[Stone Detailing]] skill.&lt;br /&gt;
Engravings may cause happy [[thought]]s, and are a good way to keep a record of the fort's [[Legends|history]]. &lt;br /&gt;
&lt;br /&gt;
== Engraving an area ==&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|e}} to select &amp;quot;Engrave Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to engrave extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to engrave and press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a light blue regular pattern.&lt;br /&gt;
# Wait for a [[dwarf]] to engrave the [[stone]] on the walls.&lt;br /&gt;
&lt;br /&gt;
== Art quality ==&lt;br /&gt;
Engraved surfaces raise the [[value]] of [[room]]s, depending on the [[quality]] of the engraving.  The value of smooth and engraved walls is considered &amp;quot;Architecture&amp;quot; under the &amp;quot;Fortress [[Wealth]]&amp;quot; table. Quality affects what is inscribed on an engraving. Normal-quality engravings will never have the history of your [[fortress]] on them, and are usually about random things in the [[world]]. Engravings made with a quality of well-crafted and up will often contain pieces of historical information about your fortress' past. Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a graven image of it. &lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing {{K|k}}, moving the cursor over the engraved area, using the {{K|+}} or {{K|-}} keys to move down to the engraving and pressing enter. [[Adventurer]]s are also able to view these by revisiting your old fortress (use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at), and will see a much more detailed description of the engraved happening. The art and the story behind the engraving will show up in the [[legends]] mode.&lt;br /&gt;
&lt;br /&gt;
== Toggle engravings ==&lt;br /&gt;
Engraved walls and floors are represented by default with pictures on a gray background, sometimes making it difficult to differentiate between them. It is possible to display engraved surfaces as smooth ones with the &amp;quot;toggle engraving&amp;quot; option (but then you will not differentiate between engraved and smooth surfaces).&lt;br /&gt;
&lt;br /&gt;
To change the display of individual engravings in-game, select &amp;quot;Toggle Engraving&amp;quot;  in the designation menu ({{K|d}}-{{K|v}}) and select the area you wish to display differently (this has no effect on gameplay).&lt;br /&gt;
 &lt;br /&gt;
The display default is set in the [[init]] file line '''[ENGRAVINGS_START_OBSCURED:NO]'''. Replacing '''NO''' by '''YES''' will cause new engravings to show as smooth surfaces.&lt;br /&gt;
&lt;br /&gt;
== Art defacement ==&lt;br /&gt;
A [[Quality|masterful]] engraving that is destroyed or defaced ([[mining]], [[magma]], [[tower cap]]s and [[goblin]]s do the job nicely, though magma and tower caps will only destroy floor engravings) will cause an unhappy [[thought]] in the [[engraver]].&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>APAKane</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Dwarf_fortress_mode&amp;diff=1656</id>
		<title>40d:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Dwarf_fortress_mode&amp;diff=1656"/>
		<updated>2008-10-15T07:57:28Z</updated>

		<summary type="html">&lt;p&gt;APAKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After creating a new world, most new users will play in '''fortress mode'''.  In fortress mode, you pick a [[location]] in your world, then assign your seven initial [[dwarves]] some starting [[skills]] and pick items and [[animals]] to bring along.  When the game starts, unlike previous versions, you will not be presented with the typical |river|field|cliff| layout that we are all used to, but instead with whatever area of the map you picked.  There is a new Z axis (up and down) which you probably have to use if you picked a non mountainous area.  You can get to the different layers using {{K|&amp;gt;}} (down) and {{K|&amp;lt;}} (up).  To [[digging|dig]] to other layers first designate a down [[stair]]case, then go down a layer and designate and up staircase below it.  You can then build [[buildings]] and [[workshops]] in the space you have dug out.&lt;br /&gt;
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=== Selecting a site ===&lt;br /&gt;
The most important decision that will lead to success or failure of your fort is your starting [[location]]. Study carefully the options presented so that you   select a site that you can confidently play in. Things to consider are vegetation ([[tree]]s, [[plants]]), [[water]] ([[river]]s or brooks), temperature (hot, warm, cold, freezing) and locale? (evil, terrifying, calm, sinister). There are [[volcano]]s, if you want [[magma]] then find a [[magma vent]] near a volcano. Is there an [[aquifer]] stopping you from reaching [[stone]]? What minerals do those stone layers contain?&lt;br /&gt;
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=== Embarking ===&lt;br /&gt;
Selecting your dwarves and starting materials. &lt;br /&gt;
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=== Playing ===&lt;br /&gt;
Your view of the in game world is that of a multi-layered environment which you can move up and down and left to right. Dwarves are represented by little smiles, rocks by blackness and sky by blueness. You have a command menu that lets you set commands that your dutiful dwarves will attempt to follow. The rest of this wiki is dedicated to helping you with these commands.&lt;br /&gt;
&lt;br /&gt;
=== Losing ===&lt;br /&gt;
DEATH. Try to avoid this. But don't forget that [[losing|losing is fun]] !&lt;br /&gt;
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=== Winning ===&lt;br /&gt;
Not known! Set your own goals. Survival is one, set your score by how many years your dwarves can thrive for.&lt;br /&gt;
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=== Goals ===&lt;br /&gt;
There aren't really many goals in this game. Any goal would be the ones you set for yourself. &amp;lt;br/&amp;gt;&lt;br /&gt;
Here is a list of fun game goals to attempt: [[Game goals | List of Fun Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Compared to the 2D version ===&lt;br /&gt;
There is no promise of finding a [[underground river|Cave River]], however [[farming]] may now be performed in any [[soil]], such as loam or [[sand]].  Complex [[irrigation]] systems are required for farming on bare rock, which must first be covered in mud.&lt;br /&gt;
&lt;br /&gt;
Rather than being able to expect better [[ore]] by simply digging to the right, it is now necessary to look at the geological formation of your potential fortress site to predict what kind of [[ore]], [[stone]], and [[gem]]s to expect.&lt;br /&gt;
&lt;br /&gt;
[[category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>APAKane</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Leather_works&amp;diff=21132</id>
		<title>40d:Leather works</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Leather_works&amp;diff=21132"/>
		<updated>2008-10-10T07:27:33Z</updated>

		<summary type="html">&lt;p&gt;APAKane: grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Leather works|key=e|job=[[Leatherworking]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Leather]] [[Armor]]&lt;br /&gt;
* [[Leather]] [[Shield]]&lt;br /&gt;
* [[Leather]] [[Quiver]]&lt;br /&gt;
* [[Leather]] [[Bag]]&lt;br /&gt;
* [[Leather]] [[Backpack]]&lt;br /&gt;
* [[Leather]] [[Waterskin]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Leather Works''' is a [[workshop]] which produces [[leather]] items, like [[clothing]] out of tanned hides made from the [[tannery]]. &lt;br /&gt;
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*Leather [[bag]]s are made using 2 pieces of leather.&lt;br /&gt;
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{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>APAKane</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22735</id>
		<title>40d:Glass furnace</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22735"/>
		<updated>2008-09-29T07:01:57Z</updated>

		<summary type="html">&lt;p&gt;APAKane: slight rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Glass furnace|key=g|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw crystall [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Crafts]]&lt;br /&gt;
* [[Trap]] [[weapon]]s&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
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'''Glass furnaces''' are used to make raw [[glass]] (a [[gem]]), [[block]]s, and [[furniture]] items. All furniture made at a glass furnace can be made out of either [[metal]], [[stone]] or [[wood]], with the exception of [[window]]s, which can only otherwise be made from gems. Glass furnaces can make craft goods, and vials (which are used to make extracts.)  Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires sand, clear glass requires [[sand]] and [[pearlash]], and crystal glass requires raw [[rock crystal]]s and pearlash.  Raw rock crystals are a type of gem and are usually very difficult to find.&lt;br /&gt;
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Many of the names of glass furniture are different. A glass door is called a portal, and a glass coffer is called a box.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty [[bag]], and Item Hauler, and a [[Activity_zone|zone]] designated for sand collection. Collection of sand and making of glass items is usually more efficient if you make a Glass furnace and set it to collect sand, and then have another ([[Magma glass furnace]]) churn out glass items, almost doubling the productivity.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand and neither raw nor cut glass may be imported. Raw crystal glass may not be imported. Foreign merchants never have glass furniture for sale.&lt;br /&gt;
== Glass cycle ==&lt;br /&gt;
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{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
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{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Glass Furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=Green Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|▌|#090|δ|#090|‼|#090|&lt;br /&gt;
  |¡|#090|▒|#090|π|#090|╤|#090|&lt;br /&gt;
}}&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Glass Furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=Clear Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#077|▌|#077|δ|#077|‼|#077|&lt;br /&gt;
  |¡|#077|▒|#077|π|#077|╤|#077|&lt;br /&gt;
}}&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=Rough Rock Crystal&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Glass Furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
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  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=Crystal Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|▌|#fff|δ|#fff|‼|#fff|&lt;br /&gt;
  |¡|#fff|▒|#fff|π|#fff|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;border-spacing: 0; width: 57.4em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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{{Item Block|title=[[Wood]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Wood Furnace|skill=Wood Furnace&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=[[Ash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Ashery|skill=Ashery&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Item Block|title=[[Potash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Kiln|skill=Kiln&lt;br /&gt;
  |color=#666|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#999|C|#999|A|#999|&lt;br /&gt;
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{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
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|}&lt;br /&gt;
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{{Workshops}}&lt;/div&gt;</summary>
		<author><name>APAKane</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Bismuth_bronze&amp;diff=14254</id>
		<title>40d:Bismuth bronze</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Bismuth_bronze&amp;diff=14254"/>
		<updated>2008-09-23T17:54:36Z</updated>

		<summary type="html">&lt;p&gt;APAKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Bismuth bronze|color=#FF0|bgcolor=#880|color1=#880|color2=#CCC|color3=#F0F&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Copper]]&lt;br /&gt;
* 1 [[Tin]]&lt;br /&gt;
* 1 [[Bismuth]]&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Armor|Block]]% 75&lt;br /&gt;
* [[Damage]]% 75&lt;br /&gt;
* [[Material value]] 6}}&lt;br /&gt;
&lt;br /&gt;
'''Bismuth bronze''' has the same [[armor]] and [[weapon]] modifiers as regular [[bronze]] (75% as effective as [[iron]]).  Bismuth bronze can be used to make all [[furniture]] and other objects.  Bismuth bronze is 20% more [[value|valuable]] than bronze and is colored differently. Bismuth bronze is three times more valuable (6) than its component parts.&lt;br /&gt;
&lt;br /&gt;
Bismuth bronze is made with the following recipe:&lt;br /&gt;
&lt;br /&gt;
* 1 [[bismuth]] [[bar]] + 1 [[tin]] bar + 2 [[copper]] bars (not [[ore]]s)&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>APAKane</name></author>
	</entry>
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