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		<id>http://dwarffortresswiki.org/index.php?title=Archery&amp;diff=228484</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Archery&amp;diff=228484"/>
		<updated>2017-01-02T17:40:50Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Subsections of Archery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:08, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons this naturally encompasses the [[crossbow]], the [[bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. &lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[target|target]]. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -&amp;gt; {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Crossbow]] -- [[Ammunition|Ranged Ammunition]] -- [[Equipment#Quivers|Quivers]] -- [[Archery target|Archery Target]] --  [[Crossbowman]] --  [[Ambusher|Hunters]] -- [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
Archers will use their bows or other ranged weapons for melee combat in close quarters. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill. &lt;br /&gt;
&lt;br /&gt;
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. {{Bug|535}}  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Often the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}&lt;br /&gt;
* If archers don't equip ammo a remedy may be lowering their dedicated ammo counts. This is done by going into military screen: {{k|m}}, ammunition: {{k|f}} and lowering ammo counts for all squads by pressing NUM MINUS. 50 bolts are more than enough.&lt;br /&gt;
* If an archery target is enabled to training a squad but no one of the squad is willing to use it, you can encourage them by disabling all their labors and stationing them near the target. When they come close, remove the &amp;quot;station&amp;quot; order. This issue happens more often to untrained archers.&lt;br /&gt;
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Archery&amp;diff=228483</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Archery&amp;diff=228483"/>
		<updated>2017-01-02T17:39:36Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Subsections of Archery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:08, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons this naturally encompasses the [[crossbow]], the [[bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. &lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[target|target]]. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -&amp;gt; {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Archery target|Archery Target]] --  [[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
Archers will use their bows or other ranged weapons for melee combat in close quarters. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill. &lt;br /&gt;
&lt;br /&gt;
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. {{Bug|535}}  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Often the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}&lt;br /&gt;
* If archers don't equip ammo a remedy may be lowering their dedicated ammo counts. This is done by going into military screen: {{k|m}}, ammunition: {{k|f}} and lowering ammo counts for all squads by pressing NUM MINUS. 50 bolts are more than enough.&lt;br /&gt;
* If an archery target is enabled to training a squad but no one of the squad is willing to use it, you can encourage them by disabling all their labors and stationing them near the target. When they come close, remove the &amp;quot;station&amp;quot; order. This issue happens more often to untrained archers.&lt;br /&gt;
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Archery&amp;diff=228482</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Archery&amp;diff=228482"/>
		<updated>2017-01-02T17:38:58Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Subsections of Archery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:08, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons this naturally encompasses the [[crossbow]], the [[bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. &lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[target|target]]. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -&amp;gt; {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Archery Target|Archery_Target]] --  [[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
Archers will use their bows or other ranged weapons for melee combat in close quarters. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill. &lt;br /&gt;
&lt;br /&gt;
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. {{Bug|535}}  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Often the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}&lt;br /&gt;
* If archers don't equip ammo a remedy may be lowering their dedicated ammo counts. This is done by going into military screen: {{k|m}}, ammunition: {{k|f}} and lowering ammo counts for all squads by pressing NUM MINUS. 50 bolts are more than enough.&lt;br /&gt;
* If an archery target is enabled to training a squad but no one of the squad is willing to use it, you can encourage them by disabling all their labors and stationing them near the target. When they come close, remove the &amp;quot;station&amp;quot; order. This issue happens more often to untrained archers.&lt;br /&gt;
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Archery&amp;diff=228481</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Archery&amp;diff=228481"/>
		<updated>2017-01-02T17:37:41Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Subsections of Archery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:08, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{category|military}}&lt;br /&gt;
{{category|skills}}&lt;br /&gt;
&lt;br /&gt;
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons this naturally encompasses the [[crossbow]], the [[bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. &lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
&lt;br /&gt;
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[target|target]]. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -&amp;gt; {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -&amp;gt; {{k|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Archery Target]] --  [[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
Archers will use their bows or other ranged weapons for melee combat in close quarters. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill. &lt;br /&gt;
&lt;br /&gt;
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.&lt;br /&gt;
* The way weapons get assigned is bugged. {{Bug|535}}  The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying.  One workaround is to have lots of spare weapons.&lt;br /&gt;
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Often the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on &amp;quot;Archery practice&amp;quot; and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}&lt;br /&gt;
* If archers don't equip ammo a remedy may be lowering their dedicated ammo counts. This is done by going into military screen: {{k|m}}, ammunition: {{k|f}} and lowering ammo counts for all squads by pressing NUM MINUS. 50 bolts are more than enough.&lt;br /&gt;
* If an archery target is enabled to training a squad but no one of the squad is willing to use it, you can encourage them by disabling all their labors and stationing them near the target. When they come close, remove the &amp;quot;station&amp;quot; order. This issue happens more often to untrained archers.&lt;br /&gt;
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Thread&amp;diff=225271</id>
		<title>Thread</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Thread&amp;diff=225271"/>
		<updated>2016-06-27T03:20:28Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: Could not find the skill necessary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|14:34, 18 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Dyed thread.png|thumb|right|44x40px|[[Rope reed]] fiber threads]]&lt;br /&gt;
&lt;br /&gt;
[[Plant fiber]]s, [[wool]], and [[web]]s can be turned into weavable '''thread'''.  Such thread can then be [[weaver|woven]] into '''cloth''', which can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[textile industry]].)''&lt;br /&gt;
&lt;br /&gt;
A [[dwarf]] with the [[thresher]] [[labor]] enabled can process plants (any plants with THREAD_PLANT_TEMPLATE in the raws) into '''thread''' at a [[farmer's workshop]] with the &amp;quot;Process Plants&amp;quot; job order. Wool is collected from sheep, alpacas and llamas by the &amp;quot;Shear creature&amp;quot; job; the resulting &amp;quot;stacks&amp;quot; of wool must then be processed to yarn with the &amp;quot;Spin thread&amp;quot; job. These jobs also take place at the farmer's workshop and require the [[shearer]] and [[spinner]] labors.  With a [[loom]], any dwarf with the [[weaver]] [[labor]] enabled will ''automatically'' collect any spider [[silk]] [[web]]s that are on the ground, turning them into thread.&lt;br /&gt;
&lt;br /&gt;
Animal hair that is produced from a butchered animal can be spun into '''hair thread''' at a [[farmer's workshop]] using the &amp;quot;Spin Thread&amp;quot; order, but cannot be used for the production of '''cloth''' or related items.  &lt;br /&gt;
&lt;br /&gt;
Any '''thread''' can be used at a Hospital to suture any wounds shut and to bind books. This is the only use of threads made from the hair of non-shearable creatures, as they cannot be spun into [[yarn]].&lt;br /&gt;
&lt;br /&gt;
All types of thread, weavable or not, can be [[dyer|dyed]].&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] strands are treated as thread, too: they can be dyed, used to suture wounds and woven into cloth. However, most adamantine strands are quickly turned into wafers, among others to avoid such usage. Especially the use of adamantine for a [[suturer]]'s job is widely seen as a frivolous waste of a rare and precious resource.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=225087</id>
		<title>Coffin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=225087"/>
		<updated>2016-06-02T19:35:36Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:12, 19 April 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Coffin&lt;br /&gt;
|tile=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]&lt;br /&gt;
'''Burial Receptacles''' are [[container]]s for deceased dwarves and [[pet|pets]] that are used to store their [[corpse]]s and other [[remains]]. Somewhat confusingly, they have different names depending on the material used to build them, but thankfully they all function identically and all are produced with the Burial Receptacle ({{k|n}}) option via the [[building|build]] menu.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Materials Used&lt;br /&gt;
|-&lt;br /&gt;
| Coffin&lt;br /&gt;
| Stone, Glass&lt;br /&gt;
|-&lt;br /&gt;
| Casket&lt;br /&gt;
| Wood&lt;br /&gt;
|-&lt;br /&gt;
| Sarcophagus&lt;br /&gt;
| Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
After the item is built, the player can access its [[building]] menu ({{k|q}}) to allow it to be used for burial (it defaults to ''No''), as well as whether it should be used for {{k|c}}itizens and/or {{k|p}}ets (the default for the latter can be changed in [[d_init.txt]]). A burial receptacle is in use when the message, ''&amp;quot;This is the resting place of __________&amp;quot;'', is displayed, and it is possible to view its contents via the View Items in Buildings option, accessed with {{k|t}}.&lt;br /&gt;
&lt;br /&gt;
If the player wishes to ensure a dwarf is buried in a particular spot, then they need to create a [[tomb]] from any burial building, assigning said tomb to the dwarf in question. It is important to note that the player cannot assign a burial receptacle to non-citizens, as well as already dead dwarves, even if they do not yet have a coffin already assigned to them. The only way to bury pets, caravan guards, and other dwarves is to use the &amp;quot;Use for Burial&amp;quot; option. This will cause the burial receptacle to be automatically assigned to a dwarf/pet as soon as the corpse is ''seen dead by another dwarf''.  (An announcement that they are missing is not sufficient.  If the body is in an out-of-the-way place, station a squad in your military next to the corpse and wait for the announcement that the body has been found before expecting a corpse to be buried.)&lt;br /&gt;
&lt;br /&gt;
To get a non-citizen into a particular burial receptacle, make sure that no other coffins are available for burial and ensure that the desired dwarf is next in line for burial. If said dwarf has already been buried, simply deconstruct his old coffin and he will be first in line for a new one.&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
It is not required to bury the dead; the player may also choose to build a [[memorial]]. One can even simply haul dwarven remains to a corpse [[stockpile]], throw them into [[magma]], or leave them to rot where they fell, though this has several serious consequences - a dwarf viewing the unburied body of any sentient species will receive a horrified thought. [[Friend]]s and [[relationship|relatives]] of the deceased will receive [[thought|unhappy thoughts]] if their loved ones remain unburied, especially if they decay (or [[magma|burn]]) away, and [[miasma]] will be generated if corpses rot inside the fortress. Particularly troubled souls may decide to [[ghost|come back for revenge]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Dwarves may insist on assigning a coffin, even when there are no remains left to bury. This can prevent you from burying the recently deceased until all the long lost caravanners have empty coffins of their own.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=225086</id>
		<title>Coffin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=225086"/>
		<updated>2016-06-02T19:34:54Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Usage */   I've seen lots of conversations about this before finding the answer on my own.  I had fastdwarf on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:12, 19 April 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Coffin&lt;br /&gt;
|tile=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]&lt;br /&gt;
'''Burial Receptacles''' are [[container]]s for deceased dwarves and [[pet|pets]] that are used to store their [[corpse]]s and other [[remains]]. Somewhat confusingly, they have different names depending on the material used to build them, but thankfully they all function identically and all are produced with the Burial Receptacle ({{k|n}}) option via the [[building|build]] menu.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Materials Used&lt;br /&gt;
|-&lt;br /&gt;
| Coffin&lt;br /&gt;
| Stone, Glass&lt;br /&gt;
|-&lt;br /&gt;
| Casket&lt;br /&gt;
| Wood&lt;br /&gt;
|-&lt;br /&gt;
| Sarcophagus&lt;br /&gt;
| Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
After the item is built, the player can access its [[building]] menu ({{k|q}}) to allow it to be used for burial (it defaults to ''No''), as well as whether it should be used for {{k|c}}itizens and/or {{k|p}}ets (the default for the latter can be changed in [[d_init.txt]]). A burial receptacle is in use when the message, ''&amp;quot;This is the resting place of __________&amp;quot;'', is displayed, and it is possible to view its contents via the View Items in Buildings option, accessed with {{k|t}}.&lt;br /&gt;
&lt;br /&gt;
If the player wishes to ensure a dwarf is buried in a particular spot, then they need to create a [[tomb]] from any burial building, assigning said tomb to the dwarf in question. It is important to note that the player cannot assign a burial receptacle to non-citizens, as well as already dead dwarves, even if they do not yet have a coffin already assigned to them. The only way to bury pets, caravan guards, and other dwarves is to use the &amp;quot;Use for Burial&amp;quot; option. This will cause the burial receptacle to be automatically assigned to a dwarf/pet as soon as the corpse is seen dead.  (An announcement that they are missing is not sufficient.  If the body is in an out-of-the-way place, station a squad in your military next to the corpse and wait for the announcement that the body has been found before expecting a corpse to be buried.)&lt;br /&gt;
&lt;br /&gt;
To get a non-citizen into a particular burial receptacle, make sure that no other coffins are available for burial and ensure that the desired dwarf is next in line for burial. If said dwarf has already been buried, simply deconstruct his old coffin and he will be first in line for a new one.&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
It is not required to bury the dead; the player may also choose to build a [[memorial]]. One can even simply haul dwarven remains to a corpse [[stockpile]], throw them into [[magma]], or leave them to rot where they fell, though this has several serious consequences - a dwarf viewing the unburied body of any sentient species will receive a horrified thought. [[Friend]]s and [[relationship|relatives]] of the deceased will receive [[thought|unhappy thoughts]] if their loved ones remain unburied, especially if they decay (or [[magma|burn]]) away, and [[miasma]] will be generated if corpses rot inside the fortress. Particularly troubled souls may decide to [[ghost|come back for revenge]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Dwarves may insist on assigning a coffin, even when there are no remains left to bury. This can prevent you from burying the recently deceased until all the long lost caravanners have empty coffins of their own.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=225085</id>
		<title>Coffin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=225085"/>
		<updated>2016-06-02T19:33:57Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:12, 19 April 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Coffin&lt;br /&gt;
|tile=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]&lt;br /&gt;
'''Burial Receptacles''' are [[container]]s for deceased dwarves and [[pet|pets]] that are used to store their [[corpse]]s and other [[remains]]. Somewhat confusingly, they have different names depending on the material used to build them, but thankfully they all function identically and all are produced with the Burial Receptacle ({{k|n}}) option via the [[building|build]] menu.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Materials Used&lt;br /&gt;
|-&lt;br /&gt;
| Coffin&lt;br /&gt;
| Stone, Glass&lt;br /&gt;
|-&lt;br /&gt;
| Casket&lt;br /&gt;
| Wood&lt;br /&gt;
|-&lt;br /&gt;
| Sarcophagus&lt;br /&gt;
| Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
After the item is built, the player can access its [[building]] menu ({{k|q}}) to allow it to be used for burial (it defaults to ''No''), as well as whether it should be used for {{k|c}}itizens and/or {{k|p}}ets (the default for the latter can be changed in [[d_init.txt]]). A burial receptacle is in use when the message, ''&amp;quot;This is the resting place of __________&amp;quot;'', is displayed, and it is possible to view its contents via the View Items in Buildings option, accessed with {{k|t}}.&lt;br /&gt;
&lt;br /&gt;
If the player wishes to ensure a dwarf is buried in a particular spot, then they need to create a [[tomb]] from any burial building, assigning said tomb to the dwarf in question. It is important to note that the player cannot assign a burial receptacle to non-citizens, as well as already dead dwarves, even if they do not yet have a coffin already assigned to them. The only way to bury pets, caravan guards, and other dwarves is to use the &amp;quot;Use for Burial&amp;quot; option. This will cause the burial receptacle to be automatically assigned to a dwarf/pet as soon as the corpse is seen dead.  (An announcement that they are missing is not sufficient.  If the body is in an out-of-the-way place, station a person in your military next to the corpse and wait for the announcement that the body has been found before expecting a corpse to be buried.)&lt;br /&gt;
&lt;br /&gt;
To get a non-citizen into a particular burial receptacle, make sure that no other coffins are available for burial and ensure that the desired dwarf is next in line for burial. If said dwarf has already been buried, simply deconstruct his old coffin and he will be first in line for a new one.&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
It is not required to bury the dead; the player may also choose to build a [[memorial]]. One can even simply haul dwarven remains to a corpse [[stockpile]], throw them into [[magma]], or leave them to rot where they fell, though this has several serious consequences - a dwarf viewing the unburied body of any sentient species will receive a horrified thought. [[Friend]]s and [[relationship|relatives]] of the deceased will receive [[thought|unhappy thoughts]] if their loved ones remain unburied, especially if they decay (or [[magma|burn]]) away, and [[miasma]] will be generated if corpses rot inside the fortress. Particularly troubled souls may decide to [[ghost|come back for revenge]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Dwarves may insist on assigning a coffin, even when there are no remains left to bury. This can prevent you from burying the recently deceased until all the long lost caravanners have empty coffins of their own.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Sand&amp;diff=224908</id>
		<title>Sand</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Sand&amp;diff=224908"/>
		<updated>2016-05-11T09:59:21Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Glass */  Keeping subjects together.  I searched a lot for the information I moved.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:11, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For the soil referred to as &amp;quot;sand&amp;quot;, see [[Sand (tan)]].''&lt;br /&gt;
&lt;br /&gt;
'''Sand''' is one of the many specific types of [[soil]] that can be found in Dwarf Fortress.  As all sand types are [[soil]]s, above ground [[farm plot]]s can be built on them without need for irrigation.  Sand can also be used to make [[glass]] (see below).&lt;br /&gt;
&lt;br /&gt;
There are five different colors of sand – [[yellow sand]], [[white sand]], [[black sand]], [[red sand]], and [[sand (tan)|tan sand]] – but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is often found in other [[biome]]s as well.&lt;br /&gt;
&lt;br /&gt;
Sandy clay, sandy clay loam, sandy loam, and loamy sand are '''not''' considered sand by the game and thus cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
When an underground [[tree]] grows on a muddy stone floor tile (after discovering a [[cavern]]) and is either trampled or cut down, the floor tile turns into a soil type appropriate to the [[biome]]. Although certain biomes lack soil layers altogether (such as mountains and glaciers), their geology data still contains at least one soil type which may be a type of sand. In the case of mountains, however, the same type of soil can also be revealed on the surface by clearing away the initial layer of [[grass]] (which will not regrow once removed).&lt;br /&gt;
&lt;br /&gt;
Sand, unlike normal soil, is always depicted using the {{Tile|≈|6:0}} and {{Tile|~|6:0}} symbols and cannot be furrowed, thus causing unpaved sand [[road]]s to be covered in grass and vegetation much more quickly.&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[tree|sapling]]s and [[shrub]]s can grow on sand, which causes the underlying sand to be temporarily unavailable for collection, giving the message &amp;quot;Urist McBagger cancels Collect Sand: Sand vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McBagger cancels Collect Sand: Need valid, active sand collection zone&amp;quot; if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a paved [[road]] ({{K|b}}-{{K|o}}) over the grass; the paved road will ''not'' prevent the sand from being collected.  You can also put a floor [[grate]] over a sand floor to prevent growth while allowing sand to be collected, but you must first remove the grass/sapling/sapling; you can do this by placing a dirt road ({{K|b}}-{{K|O}}) over it.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
:''see also: [[Glass industry|Glass industry]]''&lt;br /&gt;
Sand is used in the production of [[glass|green and clear glass]] items at a [[glass furnace]] ([[glass|crystal glass]] requires rough [[rock crystal]] in its place). To collect sand, first locate some appropriate sand tiles. They will appear as &amp;quot;[Color] Sand [Tile]&amp;quot; when inspected with the loo{{k|k}} tool. Next, set an [[activity zone]] over or next to the sand tiles by pressing {{k|i}} and then designating the sand tiles as an activity zone (note that sand can be collected from adjacent sand walls, even diagonally). Once you've done this, activate sand collection by pressing {{k|s}}; however, this will not yet result in any sand being collected. You must build a [[glass furnace]] and activate the collect sand task. Each Dwarf collecting sand will require a [[bag]], only one dwarf will collect sand per furnace, and no other tasks can be performed at the furnace while sand is being collected. Sand collection requires the &amp;quot;Item Hauling&amp;quot; [[labor]].  The bags of sand will not be taken to the glass furnace; they are left in the sand collection zone, until hauled or dumped or selected for a glass-making job.  Note that any sand tile holds an infinite amount of sand.&lt;br /&gt;
&lt;br /&gt;
Filled bags of sand are considered [[furniture]], and as such require the &amp;quot;Furniture Hauling&amp;quot; labor to move. Sand bags are stored in furniture [[stockpile]]s with &amp;quot;sand bags&amp;quot; enabled (located under &amp;quot;type&amp;quot;). Note: You must also allow all items under &amp;quot;Core Quality&amp;quot; and &amp;quot;Total Quality&amp;quot; unless you want them to only store certain quality type bags in your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Collected sand is listed under [[powder]] on the [[stocks]] menu.  However, if you attempt to dump the sand from this section, the dwarves will [http://www.bay12games.com/dwarves/mantisbt/view.php?id=3220 remove it from the bags] and drop it in useless piles on the floor (as if it were a [[contaminant]]) - this will also happen if you attempt to use {{K|d}}-{{K|b}}-{{K|d}} to mass designate sand bags for dumping. Going to the stocks screen and removing the dump order on the sand itself will make the dwarves dump the bags and not the contents, but this must be done before any dwarf can start a sand-dumping job.&lt;br /&gt;
&lt;br /&gt;
To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only &amp;quot;sand bags&amp;quot; enabled but with all materials and quality levels still permitted. It may be useful to construct several glass furnaces so that you can have several &amp;quot;collect sand&amp;quot; jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Not all embark locations have sand available. While this may prevent the establishment of a full glass industry, it does not outright prevent the making of glass at all - individual bags of sand may be purchased during [[embark]] for 1 point a piece (with a free [[bag]] included), and caravans will frequently bring several bags of sand with them each year (plus more if requested from the [[liaison]]). Additionally, while it is rare, some caverns may contain sand in small amounts.&lt;br /&gt;
&lt;br /&gt;
It is wise to always keep several bags of sand on hand in order to deal with [[strange mood]]s requiring glass. &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = cuggán&lt;br /&gt;
| elvish  = polefa&lt;br /&gt;
| goblin  = anga&lt;br /&gt;
| human   = zar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207912</id>
		<title>User talk:Cleuseau</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207912"/>
		<updated>2014-07-25T19:00:11Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magma-Safe==&lt;br /&gt;
In the future, please test your theories before stating them as fact and potentially misleading other players. The game itself requires the anvil to be magma-safe (and even says so if you try to build a magma forge without one), and that magma-safety check '''IS''' properly enforced since version 0.34.02. I even tested it just now by creating anvils made of Zinc, Gold, and Steel using a custom reaction, and the magma forge would only allow me to select the magma-safe Steel anvil (while a regular metalsmith's forge also allowed me to select the fire-safe Gold anvil, but not the fire-unsafe Zinc anvil). Just for fun, I also used DFHack (test build in 0.40.04) to trigger a strange mood and produce an artifact Tin anvil, and it also wasn't available for construction in a magma forge. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:14, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was only rephrasing what was already there in clearer language... or so I thought.&lt;br /&gt;
:The article stated that &amp;quot;they are rendered [[magma-safe]] by their extra dwarfiness, and may be used safely in a Magma Forge&amp;quot;, and that statement is incorrect because they cannot even be ''selected'' for use in a magma forge (and because while artifacts can't take damage, they are absolutely capable of being '''melted'''. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:39, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I made a clarifying change.  You sir, are wrong because the article is now harder to read.  Before my edits the article stated &amp;quot;Technically, the anvil must be magma-safe, but, except for rare [[strange mood]] creations, it is not currently possible to make an anvil from magma-unsafe materials. &amp;quot;  After it still supported that premise but in a more clear way.  So you are discouraging clarifying edits without contributing anything by undoing my work.&lt;br /&gt;
:Your &amp;quot;clarifying change&amp;quot; introduced a '''factual error''' into the article by stating that artifact anvils are magma-safe can can be used in a magma forge - artifacts are '''not''' (nor have they ever been) inherently magma-safe, and the game will '''not''' allow you to build a magma forge using a magma-unsafe anvil even if it's an artifact. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:47, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Technically, the anvil must be magma-safe, but, except for rare [[strange mood]] creations, it is not currently possible to make an anvil from magma-unsafe materials. &amp;quot; contains the factual error you refer to because &amp;quot;make&amp;quot; and &amp;quot;except&amp;quot; are ambiguous and it was before my edit.  Please see my newest revision.&lt;br /&gt;
:Custom reactions aren't considered in such a statement because they can create pretty much '''any''' type of item/material combination even if it's impossible to create it under normal circumstances. Also, talking back to wiki admins isn't likely to get yourself far in this community. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:57, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
You're extremely disconnected if you think &amp;quot;vanilla raws&amp;quot; is clear to the average user.  This is a pissing contest, you clearly don't like other people editing your wiki.  I'm done.&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207910</id>
		<title>User talk:Cleuseau</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207910"/>
		<updated>2014-07-25T18:52:49Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Magma-Safe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magma-Safe==&lt;br /&gt;
In the future, please test your theories before stating them as fact and potentially misleading other players. The game itself requires the anvil to be magma-safe (and even says so if you try to build a magma forge without one), and that magma-safety check '''IS''' properly enforced since version 0.34.02. I even tested it just now by creating anvils made of Zinc, Gold, and Steel using a custom reaction, and the magma forge would only allow me to select the magma-safe Steel anvil (while a regular metalsmith's forge also allowed me to select the fire-safe Gold anvil, but not the fire-unsafe Zinc anvil). Just for fun, I also used DFHack (test build in 0.40.04) to trigger a strange mood and produce an artifact Tin anvil, and it also wasn't available for construction in a magma forge. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:14, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was only rephrasing what was already there in clearer language... or so I thought.&lt;br /&gt;
:The article stated that &amp;quot;they are rendered [[magma-safe]] by their extra dwarfiness, and may be used safely in a Magma Forge&amp;quot;, and that statement is incorrect because they cannot even be ''selected'' for use in a magma forge (and because while artifacts can't take damage, they are absolutely capable of being '''melted'''. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:39, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I made a clarifying change.  You sir, are wrong because the article is now harder to read.  Before my edits the article stated &amp;quot;Technically, the anvil must be magma-safe, but, except for rare [[strange mood]] creations, it is not currently possible to make an anvil from magma-unsafe materials. &amp;quot;  After it still supported that premise but in a more clear way.  So you are discouraging clarifying edits without contributing anything by undoing my work.&lt;br /&gt;
:Your &amp;quot;clarifying change&amp;quot; introduced a '''factual error''' into the article by stating that artifact anvils are magma-safe can can be used in a magma forge - artifacts are '''not''' (nor have they ever been) inherently magma-safe, and the game will '''not''' allow you to build a magma forge using a magma-unsafe anvil even if it's an artifact. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:47, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Technically, the anvil must be magma-safe, but, except for rare [[strange mood]] creations, it is not currently possible to make an anvil from magma-unsafe materials. &amp;quot; contains the factual error you refer to because &amp;quot;make&amp;quot; and &amp;quot;except&amp;quot; are ambiguous and it was before my edit.  Please see my newest revision.&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207909</id>
		<title>User talk:Cleuseau</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207909"/>
		<updated>2014-07-25T18:52:19Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Magma-Safe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magma-Safe==&lt;br /&gt;
In the future, please test your theories before stating them as fact and potentially misleading other players. The game itself requires the anvil to be magma-safe (and even says so if you try to build a magma forge without one), and that magma-safety check '''IS''' properly enforced since version 0.34.02. I even tested it just now by creating anvils made of Zinc, Gold, and Steel using a custom reaction, and the magma forge would only allow me to select the magma-safe Steel anvil (while a regular metalsmith's forge also allowed me to select the fire-safe Gold anvil, but not the fire-unsafe Zinc anvil). Just for fun, I also used DFHack (test build in 0.40.04) to trigger a strange mood and produce an artifact Tin anvil, and it also wasn't available for construction in a magma forge. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:14, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was only rephrasing what was already there in clearer language... or so I thought.&lt;br /&gt;
:The article stated that &amp;quot;they are rendered [[magma-safe]] by their extra dwarfiness, and may be used safely in a Magma Forge&amp;quot;, and that statement is incorrect because they cannot even be ''selected'' for use in a magma forge (and because while artifacts can't take damage, they are absolutely capable of being '''melted'''. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:39, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I made a clarifying change.  You sir, are wrong because the article is now harder to read.  Before my edits the article stated &amp;quot;Technically, the anvil must be magma-safe, but, except for rare [[strange mood]] creations, it is not currently possible to make an anvil from magma-unsafe materials. &amp;quot;  After it still supported that premise but in a more clear way.  So you are discouraging clarifying edits without contributing anything by undoing my work.&lt;br /&gt;
:Your &amp;quot;clarifying change&amp;quot; introduced a '''factual error''' into the article by stating that artifact anvils are magma-safe can can be used in a magma forge - artifacts are '''not''' (nor have they ever been) inherently magma-safe, and the game will '''not''' allow you to build a magma forge using a magma-unsafe anvil even if it's an artifact. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:47, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Technically, the anvil must be magma-safe, but, except for rare [[strange mood]] creations, it is not currently possible to make an anvil from magma-unsafe materials. &amp;quot; contains the factual error you refer to because &amp;quot;make&amp;quot; is ambiguous and it was before my edit.  Please see my newest revision.&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Magma_forge&amp;diff=207907</id>
		<title>Magma forge</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Magma_forge&amp;diff=207907"/>
		<updated>2014-07-25T18:50:32Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: Undo revision 207888 by Quietust (talk)  Look better Quietust?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{Workshop|name=Magma forge|key=v|job=Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Trapper, Mechanic&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] &lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Trapper|Trapping]]&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Armor]]&lt;br /&gt;
*[[Chain]]s&lt;br /&gt;
*[[Crafts]] &lt;br /&gt;
*[[Goblet]]s (x3 from one metal bar)&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Anvil]]s&lt;br /&gt;
*[[Vial|Flask]]s (x3 from one metal bar)&lt;br /&gt;
*[[Coins]] (x500 from one metal bar)&lt;br /&gt;
*[[Stud|Studding]]&lt;br /&gt;
*[[Furniture]]&lt;br /&gt;
*[[Animal trap]]s&lt;br /&gt;
*[[Mechanisms]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''magma forge''' is a [[workshop]] used by [[dwarf|dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[ammunition]], [[armor]], [[furniture]], [[coins]], [[trap component]]s, metal crafts and [[siege engine|ballista arrow heads]] without the need for [[fuel]] to heat the forge.&lt;br /&gt;
&lt;br /&gt;
To build a magma forge, you must have [[magma-safe]] materials (non-magma-safe materials will not be shown on the material list), a normal [[anvil]] (see strange mood note blow), and a build site where at least one tile directly beneath one of its eight non-center tiles contains [[magma]] at a depth of 4/7 or greater. &lt;br /&gt;
&lt;br /&gt;
Note:  Normal anvils are magma-safe (Legendary or Strange mood or DFHack anvils must be [[magma-safe]] to be used in a magma forge).&lt;br /&gt;
&lt;br /&gt;
Placing an [[impassable tile]] of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out. While it is possible to construct a magma forge without open access to magma beneath any of its 9 squares, it will not operate (you will be unable to add tasks to the workshop). Note also that, like all workshops, the central tile must be floored, as it is required for a dwarf to use the workshop, and therefore cannot be the square used to access magma (you will be blocked from building the workshop).&lt;br /&gt;
&lt;br /&gt;
The option to build a magma forge will not display until have revealed magma on the map.&lt;br /&gt;
&lt;br /&gt;
==Workshop labors and skills==&lt;br /&gt;
Several different types of items can be created at a metalsmith's forge; dwarves will need the correct type of [[labor]] enabled for each.  The labors used at a forge are:&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- [[weapon|weapons]], [[trap]] components, [[bolt|bolts]], and [[ballista arrowhead|ballista arrowheads]]&lt;br /&gt;
*[[Armorsmith|Armoring]] (armorer) -- [[armor]]&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- [[Restraint|chains]], and everything in the &amp;quot;Other Objects&amp;quot; category ([[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], etc.), except anvils &lt;br /&gt;
*[[Blacksmith|Blacksmithing]] -- Anvils, [[block]]s, and all [[furniture]] except chains.&lt;br /&gt;
*[[Trapper|Trapping]] -- Animal Traps.&lt;br /&gt;
*[[Mechanic|Mechanics]] -- Mechanisms.&lt;br /&gt;
&lt;br /&gt;
==Cost of Items==&lt;br /&gt;
&lt;br /&gt;
The cost of a weapon or piece of armor in metal bars can be calculated by dividing its material size by three and rounding down, with no item costing less than one metal bar. The exception to this is some types of finished goods, which are created in different multiples from a single metal bar, depending on the skill of the Metal crafter. The table on the [[Melt]] page lists the cost of common items and their yields when melted.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Metalsmith's forge]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207905</id>
		<title>User talk:Cleuseau</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207905"/>
		<updated>2014-07-25T18:41:56Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Magma-Safe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magma-Safe==&lt;br /&gt;
In the future, please test your theories before stating them as fact and potentially misleading other players. The game itself requires the anvil to be magma-safe (and even says so if you try to build a magma forge without one), and that magma-safety check '''IS''' properly enforced since version 0.34.02. I even tested it just now by creating anvils made of Zinc, Gold, and Steel using a custom reaction, and the magma forge would only allow me to select the magma-safe Steel anvil (while a regular metalsmith's forge also allowed me to select the fire-safe Gold anvil, but not the fire-unsafe Zinc anvil). Just for fun, I also used DFHack (test build in 0.40.04) to trigger a strange mood and produce an artifact Tin anvil, and it also wasn't available for construction in a magma forge. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:14, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was only rephrasing what was already there in clearer language... or so I thought.&lt;br /&gt;
The article stated that &amp;quot;they are rendered [[magma-safe]] by their extra dwarfiness, and may be used safely in a Magma Forge&amp;quot;, and that statement is incorrect because they cannot even be ''selected'' for use in a magma forge (and because while artifacts can't take damage, they are absolutely capable of being '''melted'''. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:39, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I made a clarifying change.  You sir, are wrong because the article is now harder to read.  Before my edits the article stated &amp;quot;Technically, the anvil must be magma-safe, but, except for rare [[strange mood]] creations, it is not currently possible to make an anvil from magma-unsafe materials. &amp;quot;  After it still supported that premise but in a more clear way.  So you are discouraging clarifying edits without contributing anything by undoing my work.&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207892</id>
		<title>User talk:Cleuseau</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Cleuseau&amp;diff=207892"/>
		<updated>2014-07-25T18:25:16Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Magma-Safe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magma-Safe==&lt;br /&gt;
In the future, please test your theories before stating them as fact and potentially misleading other players. The game itself requires the anvil to be magma-safe (and even says so if you try to build a magma forge without one), and that magma-safety check '''IS''' properly enforced since version 0.34.02. I even tested it just now by creating anvils made of Zinc, Gold, and Steel using a custom reaction, and the magma forge would only allow me to select the magma-safe Steel anvil (while a regular metalsmith's forge also allowed me to select the fire-safe Gold anvil, but not the fire-unsafe Zinc anvil). Just for fun, I also used DFHack (test build in 0.40.04) to trigger a strange mood and produce an artifact Tin anvil, and it also wasn't available for construction in a magma forge. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:14, 25 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was only rephrasing what was already there in clearer language... or so I thought.&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Magma_forge&amp;diff=207887</id>
		<title>Magma forge</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Magma_forge&amp;diff=207887"/>
		<updated>2014-07-25T18:01:55Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: Simplify the anvil's requirements while keeping the trivia of strange mood anvils still working.  The previous wording confused the hell out of me.  Other minor edits too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{Workshop|name=Magma forge|key=v|job=Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Trapper, Mechanic&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] &lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Trapper|Trapping]]&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Armor]]&lt;br /&gt;
*[[Chain]]s&lt;br /&gt;
*[[Crafts]] &lt;br /&gt;
*[[Goblet]]s (x3 from one metal bar)&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Anvil]]s&lt;br /&gt;
*[[Vial|Flask]]s (x3 from one metal bar)&lt;br /&gt;
*[[Coins]] (x500 from one metal bar)&lt;br /&gt;
*[[Stud|Studding]]&lt;br /&gt;
*[[Furniture]]&lt;br /&gt;
*[[Animal trap]]s&lt;br /&gt;
*[[Mechanisms]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''magma forge''' is a [[workshop]] used by [[dwarf|dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[ammunition]], [[armor]], [[furniture]], [[coins]], [[trap component]]s, metal crafts and [[siege engine|ballista arrow heads]] without the need for [[fuel]] to heat the forge.&lt;br /&gt;
&lt;br /&gt;
To build a magma forge, you must have [[magma-safe]] materials (non-magma-safe materials will not be shown on the material list), an [[anvil]] (of any type, see note blow), and a build site where at least one tile directly beneath one of its eight non-center tiles contains [[magma]] at a depth of 4/7 or greater. &lt;br /&gt;
&lt;br /&gt;
Note:  All anvils are magma-safe.  This sounds misleading because, rare [[strange mood]] creations may be of materials other than iron, steel or adamantine, but they are rendered [[magma-safe]] by their extra dwarfiness, and may be used safely in a Magma Forge.&lt;br /&gt;
&lt;br /&gt;
Placing an [[impassable tile]] of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out. While it is possible to construct a magma forge without open access to magma beneath any of its 9 squares, it will not operate (you will be unable to add tasks to the workshop). Note also that, like all workshops, the central tile must be floored, as it is required for a dwarf to use the workshop, and therefore cannot be the square used to access magma (you will be blocked from building the workshop).&lt;br /&gt;
&lt;br /&gt;
The option to build a magma forge will not display until have revealed magma on the map.&lt;br /&gt;
&lt;br /&gt;
==Workshop labors and skills==&lt;br /&gt;
Several different types of items can be created at a metalsmith's forge; dwarves will need the correct type of [[labor]] enabled for each.  The labors used at a forge are:&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- [[weapon|weapons]], [[trap]] components, [[bolt|bolts]], and [[ballista arrowhead|ballista arrowheads]]&lt;br /&gt;
*[[Armorsmith|Armoring]] (armorer) -- [[armor]]&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- [[Restraint|chains]], and everything in the &amp;quot;Other Objects&amp;quot; category ([[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], etc.), except anvils &lt;br /&gt;
*[[Blacksmith|Blacksmithing]] -- Anvils, [[block]]s, and all [[furniture]] except chains.&lt;br /&gt;
*[[Trapper|Trapping]] -- Animal Traps.&lt;br /&gt;
*[[Mechanic|Mechanics]] -- Mechanisms.&lt;br /&gt;
&lt;br /&gt;
==Cost of Items==&lt;br /&gt;
&lt;br /&gt;
The cost of a weapon or piece of armor in metal bars can be calculated by dividing its material size by three and rounding down, with no item costing less than one metal bar. The exception to this is some types of finished goods, which are created in different multiples from a single metal bar, depending on the skill of the Metal crafter. The table on the [[Melt]] page lists the cost of common items and their yields when melted.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Metalsmith's forge]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=206548</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=206548"/>
		<updated>2014-07-15T21:21:23Z</updated>

		<summary type="html">&lt;p&gt;Cleuseau: /* Identification */   Wanted to put an image of an actual vampire but can't create new page so I am removing.&lt;/p&gt;
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&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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'''Vampires''' {{Tile|Ñ|4:0}} are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
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==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only [[human]] and [[dwarf|dwarven]] civilizations worship gods, and thus only their members can become vampires. By far most vampires will be human or dwarven, but since civilizations can have members not of their foundation race, the occasional vampiric [[goblin]] or [[elf]] will also occur. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, 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;
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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.&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 [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats 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 by the time they hit a population of 80, 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, except for differences too small to notice easily in any sizable population&amp;lt;sup&amp;gt;[which?]&amp;lt;/sup&amp;gt;, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and own items. They do not, however, eat, drink or sleep.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that when they go [[on break]]s they will use them for drinking 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'.&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;
&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 v0.34.11 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;
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;
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.&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 McUrist, 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, [[cheating|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;
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.&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. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained 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;
== 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. 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, doesn't 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]] shouldn't 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 can't 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;
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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]] to drop from 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;
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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;
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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;
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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.&lt;br /&gt;
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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;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled.  Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any 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 someone who is asleep.&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;
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Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
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== Adventure Mode ==&lt;br /&gt;
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=== Finding the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Finding a vampire in Adventure mode is quite simple.&lt;br /&gt;
&lt;br /&gt;
# Get a quest to kill a Vampire. Just keep doing quests and one will come along eventually.&lt;br /&gt;
# Get to the village/town where the vampire is said to be.&lt;br /&gt;
# Once at the village/town, ask a random villager or citizen about service. He/she will tell you of the vampire and mention where to start looking. Unfortunately, a vampire lurking in a city's sewers may be much harder to find as citizens will only tell you to look in the &amp;quot;sewers&amp;quot;, which can get rather large and twisty.&lt;br /&gt;
# Use process of elimination to locate the correct house. In each new house ask a villager about service. Pay attention to what direction villagers say to begin looking in each time you ask one about service until you find a villager inside a house that doesn't mention a direction in their service dialogue. That house contains the vampire.&lt;br /&gt;
# You may accuse everyone in that house of being a night creature until you find him, but in most cases, you will be able to recognize the vampire by his flashing sprite. He will announce his true name and become hostile to everyone around him.&lt;br /&gt;
&lt;br /&gt;
=== Killing the Vampire ===&lt;br /&gt;
&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.&lt;br /&gt;
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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;
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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;
== 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;
* Even though vampires do not need to eat, if you abandon a fortress with a vampire citizen, legends mode will still report &amp;quot;In the &amp;lt;season&amp;gt; of &amp;lt;year&amp;gt; the dwarf vampire &amp;lt;vampire's name&amp;gt; starved to death in &amp;lt;fortress name&amp;gt;&amp;quot; (Bug not yet reported due to account creation issues.)&lt;br /&gt;
* Drinking blood permanently lowers one's speed, due to uninhibited tooth and muscle growth.{{bug|5231}}&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Cleuseau</name></author>
	</entry>
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