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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Introprospector</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-24T18:36:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Gray_gibbon&amp;diff=168611</id>
		<title>v0.34:Gray gibbon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Gray_gibbon&amp;diff=168611"/>
		<updated>2012-03-26T03:57:59Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:49, 6 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6-7&lt;br /&gt;
|fat=6-7&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Grey gibbons''' are one of the many types of gibbon modeled in Dwarf Fortress. Pairs of grey gibbons will occasionally wander onto [[forest|jungle]] maps.&lt;br /&gt;
&lt;br /&gt;
Grey gibbons are very small, and don't produce much [[food|meat]] when butchered. With a fairly high [[Kennel|pet]] [[value]] of 500, they may be worth more to you alive than dead.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Crop&amp;diff=168609</id>
		<title>v0.34:Crop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Crop&amp;diff=168609"/>
		<updated>2012-03-26T03:47:03Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:32, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''(This article is about plants. If you want information about trees, see [[Tree]].)''&lt;br /&gt;
&lt;br /&gt;
'''Crops''' (or more accurately '''plants''') can either be [[farming|farmed]], traded for, or acquired by plant gathering. Farming happens at farm plots. There are two types of crops: above ground and subterranean. The seeds of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). &lt;br /&gt;
&lt;br /&gt;
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note &amp;quot;4&amp;quot;, below.) &lt;br /&gt;
&lt;br /&gt;
Most plants can be brewed into alcohols, each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products. Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.&lt;br /&gt;
&lt;br /&gt;
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without container, seeds are stored individually or in bags which can then be put into barrels. Note that while any number of seeds fits in one barrel, there is a limit of 200 total seeds of any one type; it may be advisable to have a one-tile stockpile that accepts only seeds next to your farm(s).&lt;br /&gt;
&lt;br /&gt;
Plump helmets and pig tails can be harvested 25 days after sowing. All other crops need about 42 days.&lt;br /&gt;
 &lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; ale|drinkv=10|prod=Pig tail thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; beer|drinkv=10|cook=p|prod=Dwarven wheat flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons3|1|1||}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; rum|drinkv=10|cook=p|prod=Dwarven sugar (m)&amp;lt;br /&amp;gt;Dwarven syrup (l)|prodv=20☼&amp;lt;br /&amp;gt;100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons3|1|1|1|}}|biome=Wet cavern|value=4|cook=p|prod=Quarry bush leaves (b)&amp;lt;br /&amp;gt;Rock nut paste (m)&amp;lt;br /&amp;gt;Rock nut press cake (s)&amp;lt;br /&amp;gt;Rock nut oil (s)|prodv=25☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;5}}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Wet cavern|value=4|prod=Dimple [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Muck root/4|tile=τ|color=0:1|biome=Wetland/Wet|value=1|drink=Swamp&amp;lt;br /&amp;gt;whiskey|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Bloated tuber/4|tile=Φ|color=6:0|biome=Wetland/Dry|value=2|drink=Tuber&amp;lt;br /&amp;gt; beer|drinv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Kobold bulb/4|tile=Φ|color=0:1|biome=Wetland/Wet|value=5|prod=[[Gnomeblight]] (e)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not freezing/Dry|value=1|drink=Prickle&amp;lt;br /&amp;gt;berry wine|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Wild strawberry|tile=:|color=4:0|biome=Not freezing/Dry|value=4|drink=Strawberry&amp;lt;br /&amp;gt;wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not freezing/Dry|value=4|drink=Longland&amp;lt;br /&amp;gt;beer|drinkv=10|cook=p|prod=Longland flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Valley herb/4|tile=ÿ|color=2:1|seasons={{seasons3|1|||}}|biome=Temperate grassland/Dry|value=10|cook=y|prod=[[Golden salve]] (v)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not freezing/Wet|value=1|drink=Sewer&amp;lt;br /&amp;gt; brew|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not freezing/Wet|value=4|drink=Fisher&amp;lt;br /&amp;gt;berry wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not freezing/Wet|value=4|drink=River&amp;lt;br /&amp;gt; spirits|prod=Rope reed thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not freezing/Dry|value=4|prod=Emerald [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not freezing/Dry|value=1|prod=Redroot [[dye]] (m)|prodv=10}}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not freezing/Dry|align=Evil|value=1|drink=Gutter&amp;lt;br /&amp;gt; cruor|drinkv=5|prod=Sliver [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not freezing/Wet|align=Good|value=9|drink=Sunshine|drinkv=25|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not freezing/Dry|align=Savage|value=1|drink=Whip wine|drinkv=15|cook=p|prod=Whip vine flour (m)|prodv=25}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. [[v0.31_Talk:Cook#No_Seeds|Cooking leaves no seeds for re-planting.]]&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:&lt;br /&gt;
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): At [[quern]] or [[millstone]], using [[milling]].&lt;br /&gt;
::*'''b''': process to bag ([[quarry bush]]): At [[farmer's workshop]], using [[plant processing]].&lt;br /&gt;
::*'''s''': press paste into oil ([[quarry bush]]): At [[screw press]].&lt;br /&gt;
::*'''l''': process to barrel ([[sweet pod]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''p''': process plant ([[pig tail]], [[rope reed]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''v''': process to vial ([[valley herb]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''e''': extract plant essence ([[kobold bulb]]): At [[still]], using [[plant gathering]].&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=165472</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=165472"/>
		<updated>2012-03-05T01:19:06Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Defense against Vampires */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:59, 20 February 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Vampires are [[night creature]]s that live off of blood, cursed in world generation by profaning against certain gods. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves.&lt;br /&gt;
&lt;br /&gt;
Vampirism is believed to be spreadable (in [[fortress mode]]) by drinking water that has been [[contaminant|contaminated]] by vampire blood.  Also, in [[adventurer mode]], if you drink vampire blood, this will immediately change your character into a vampire.&lt;br /&gt;
&lt;br /&gt;
Having a vampire as the last &amp;quot;dwarf&amp;quot; standing in fortress mode will not trigger a &amp;quot;game-over&amp;quot; screen -- in fact, they may be preferable to regular dwarves because they don't need to eat, drink, or sleep.&lt;br /&gt;
&lt;br /&gt;
== Vampires In Fortress mode ==&lt;br /&gt;
&lt;br /&gt;
In a fortress, a vampire acts similar to any other dwarf, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting normally. They can be assigned to [[burrow]]s, be given or claim rooms, possess items, and even be drafted into a military squad just like a normal dwarf. The exception of course is that rather than partaking of a fortress's provisions, they help themselves to the blood of the unwary to sustain their unnatural existence, living long and dark lives. Vampires will from time to time drink the blood of dwarves that they catch sleeping, whomever they can get their &amp;lt;strike&amp;gt;hands upon&amp;lt;/strike&amp;gt; fangs into. This often kills the victim, but sometimes leaves them alive but weakened and unaware of what has happened to them.&lt;br /&gt;
&lt;br /&gt;
If they are caught in the act of draining a victim, the crime will be reported in the [[justice]] screen as a murder; if such a corpse is discovered it will be listed as a murder with no suspects. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. Vampires routinely lie about their past so as to avoid identification by others, going so far as to adopt a false name when entering a new fortress. 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.&lt;br /&gt;
&lt;br /&gt;
== Identifying a Vampire ==&lt;br /&gt;
In Fortress mode, the presence of a vampire will be indicated by either the appearance of dwarves who have mysteriously acquired the 'pale' or 'faint' statuses without having apparently been wounded, or more obviously the discovery of a corpse which has been drained of all its blood.&lt;br /&gt;
&lt;br /&gt;
None of your starting 7 dwarves will ever be a vampire.  Vampires are created as historical entities during world generation, and your starting 7 are created independently of that process.&lt;br /&gt;
&lt;br /&gt;
Vampires who migrate to your fortress are sometimes indicated by an abnormally massive list of former group associations in their [[thought|Thoughts and Preferences]] screen, indicating that they are much longer lived than normal. Although this could result in false positives, it is a decent litmus test in cases where two dwarves accuse each other, as vampires will sometimes counteraccuse those who catch them sucking blood in order to avoid suspicion. Furthermore, they are likely to have very large lists of relatives, none of whom can be found within the fortress itself (in stark contrast to the parents, siblings or cousins whom most dwarves will share their home with). Their biographies also indicate that they 'have the appearance of somebody who is (x) years old', which is a very good indicator of a vampire.  They may also have an unusually large number of children, indicating their long lives.  Note, however, that lacking relatives within the fortress is not an automatic indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
If a specific dwarf is suspected of vampirism, his/her personality can be scrutinized for abnormalities. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs.  In the case of older vampires, particularly those who have immigrated, in the line which speaks about needing alcohol to get through the working day a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some,&amp;quot; indicating that they have been sober of alcohol for a time.&lt;br /&gt;
&lt;br /&gt;
Vampire immigrants frequently have very high social skills, and one or more skills at the &amp;quot;Great&amp;quot; level.  By itself, this may not be sufficient evidence to prove a dwarf is a vampire, but it is a frequent indicator.  Their high social skills often help them assume positions of authority, such as [[Mayor]], and it is possible (albeit not necessarily sensible) to use them as a highly-trained broker.&lt;br /&gt;
&lt;br /&gt;
You can also check for vampires empirically: lock the possible vampire into a room or burrow without food or alcohol. If the dwarf does not get hungry or thirsty, he or she is a vampire. Or, somewhat less subtly, you can wait for one to be caught in the act by a room full of witnesses.&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, *if* it became a vampire through being cursed, and happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense against Vampires ==&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 convicted vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. In this case, it is advisable to take [[justice]] into one's own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.&lt;br /&gt;
&lt;br /&gt;
== Uses for Vampires ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends who he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without relationships.&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, ''your fortress becomes effectively eternal'', since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up they make exceedingly effective [[manager|managers]]/[[record keeper|record keepers]] (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).&lt;br /&gt;
&lt;br /&gt;
As another bonus, you can use him for a sleepless, un-eating and drinking dwarf who is always ready for some lever pulling, even if the rest of your dwarves die. You could even fill your fort with bridges, link them all to a lever in his isolation cell, and pull the lever repeatedly to remove any enemies short of a dragon.&lt;br /&gt;
== Dealing with Vampires ==&lt;br /&gt;
&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;
==Vampires abroad==&lt;br /&gt;
In the wider world, vampires continue the sort of behavior they exhibit in a fortress: deception and predation. 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;
==Creating new vampires==&lt;br /&gt;
New vampires are created whenever a dwarf drinks the blood of a vampire so by contaminating the well with blood and cutting of the booze supply one can create a large population of vampires.&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165471</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165471"/>
		<updated>2012-03-05T01:17:55Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do vampires produce ghosts if improperly memorialized? Considering converting my fortress into vampires with a tainted well. --[[User:Introprospector|Introprospector]] 01:17, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Skill&amp;diff=165466</id>
		<title>v0.34 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Skill&amp;diff=165466"/>
		<updated>2012-03-05T00:13:22Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Created page with &amp;quot;A rusty novice qualifies to work in a mason's workshop that is set to only accept dabbling dwarves. Perhaps this information could be mentioned, with testing of course. Also, wha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A rusty novice qualifies to work in a mason's workshop that is set to only accept dabbling dwarves. Perhaps this information could be mentioned, with testing of course. Also, what does &amp;quot;Permanent skill loss&amp;quot; mean? Will a dwarf suffering from permanent skill loss never be able to work above a certain level, or is there a just a decrease in experience that is recoverable through training? --[[User:Introprospector|Introprospector]] 00:13, 5 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Creature&amp;diff=165464</id>
		<title>v0.34:Creature</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Creature&amp;diff=165464"/>
		<updated>2012-03-04T23:38:48Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:18, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, '''creatures''' are defined as any (for the sake of this article, non-[[vermin]]) beings you can interact with. They come in all shapes and sizes, and range from the civilized races like [[dwarf|Dwarves]] to evil monsters like [[giant cave spider|giant cave spiders]]. Various creatures will interact with your fortress in many different ways.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up ingame.&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly. [[Undead]] creatures are always hostile.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The average size of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. More or less equals the creature's weight in grams. These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (ie. incredible skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
&lt;br /&gt;
'''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
&lt;br /&gt;
'''Biome:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main Races====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o PLACE A CREATURE IN ~MULTIPLE~ CATEGORIES IF THEY FIT INTO THEM (with the exception of Hidden Fun Stuff)&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
WORK IN PROGRESS PLEASE DON'T DELETE!!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dwarf]]|symbol=☺|color=3:0:0|hostile=No|food=No|size=60,000|value=Not tameable|biome=Fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elf]]|symbol=e|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Forest retreats|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goblin]]|symbol=g|color=7:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Dark fortresses|note=Trading race, Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Human]]|symbol=U|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=Towns and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kobold]]|symbol=k|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races is randomized for every game world.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civ.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Animalman Races====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you. They wield some weapons and can join adventurers.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amphibian man]]|symbol=a|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Antman]]|symbol=a|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bat man]]|symbol=b|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave fish man]]|symbol=f|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave swallow man]]|symbol=s|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Olm man]]|symbol=o|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reptile man]]|symbol=r|color=2:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rodent man]]|symbol=r|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Serpent man]]|symbol=s|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether a animalman civilization treats you as hostile or not seems random, though this has not been tested.&amp;lt;/small&amp;gt;{{verify}}&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Antmen body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--I am not sure about hostility. A antmen colony I found was hostile but I heard some others are not hostile. Maybe its random? Needs testing. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Domestic Animals====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alpaca]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cat]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chicken]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cow]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dog]]|symbol=d|color=6:0:0|food=Yes|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Donkey]]|symbol=D|color=6:0:0|food=Yes|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goat]]|symbol=g|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Guineafowl]]|symbol=g|color=0:0:1|food=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horse]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Llama]]|symbol=L|color=7:0:1|food=Yes|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mule]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pig]]|symbol=p|color=5:0:1|food=Yes|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rabbit]]|symbol=r|color=6:0:0|food=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sheep]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wagon]]|symbol=W|color=6:0:0|food=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Bronze colossus]]|symbol=C|color=6:0:0|food=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dragon]]|symbol=D|color=2:0:0|food=Yes|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hydra]]|symbol=H|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Roc]]|symbol=R|color=7:0:1|food=Yes|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Semi-Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cyclops]]|symbol=C|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ettin]]|symbol=E|color=6:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant]]|symbol=G|color=3:0:0|food=Yes|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Minotaur]]|symbol=M|color=6:0:0|food=Yes|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Nonexistent====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Centaur]]|symbol=C|color=6:0:0|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimera]]|symbol=C|color=2:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Griffon]]|symbol=G|color=7:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
====Mountain====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dark gnome]]|symbol=g|color=3:0:0|food=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant eagle]]|symbol=E|color=6:0:0|food=Yes|hostile=Yes|size=100,000|value=700|biome=Savage mountains|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hoary marmot]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain gnome]]|symbol=g|color=0:0:1|food=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain goat]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yeti]]|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tundra====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blizzard man]]|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra and temperate grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ice wolf]]|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Muskox]]|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Polar bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Werewolf]]|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolf]]|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yeti]]|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Glacier====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blizzard man]]|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Evil tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ice wolf]]|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Polar bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yeti]]|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Desert====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant desert scorpion]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=Prone to rage}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nightwing]]|symbol=N|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=All desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=All desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Vulture]]|symbol=v|color=4:0:0|food=Yes|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Plains====&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Savanna''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Badger]]|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Groundhog]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Ogre]]|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Rhesus macaque]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Savanna''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cheetah]]|symbol=c|color=6:0:1|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gazelle]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cheetah]]|symbol=C|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giraffe]]|symbol=G|color=6:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Tropical savanna and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=Prone to rage}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Ogre]]|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhinoceros]]|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Vulture]]|symbol=v|color=4:0:0|food=Yes|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Warthog]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Grassland''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Badger]]|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra and temperate grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Groundhog]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Muskox]]|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Ogre]]|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Rhesus macaque]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Werewolf]]|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Grassland''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cheetah]]|symbol=c|color=6:0:1|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gazelle]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cheetah]]|symbol=C|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Ogre]]|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhinoceros]]|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Vulture]]|symbol=v|color=4:0:0|food=Yes|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Warthog]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Shrubland''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Badger]]|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cougar]]|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Groundhog]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Ogre]]|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Rhesus macaque]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolf]]|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Shrubland''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Bonobo]]|symbol=b|color=0:0:1|food=Yes|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cheetah]]|symbol=c|color=6:0:1|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimpanzee]]|symbol=c|color=0:0:1|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cougar]]|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant]]|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cheetah]]|symbol=C|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=450,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giraffe]]|symbol=G|color=6:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Tropical savanna and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Ogre]]|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhinoceros]]|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=225,000|value=200|biome=Most tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Tigerman]]|symbol=T|color=6:0:1|food=No|hostile=Yes|size=120,000|value=200|biome=Savage tropical areas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Warthog]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Wetland====&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Marsh''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beak dog]]|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes{{verify}}|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capybara]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Giant capybara]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slugman]]|symbol=s|color=6:0:0|hostile=No|food=No|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snailman]]|symbol=s|color=7:0:0|hostile=No|food=No|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Marsh''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beak dog]]|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Capybara]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Giant capybara]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slugman]]|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snailman]]|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Swamp''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Capybara]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Giant capybara]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grimeling]]|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slugman]]|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snailman]]|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Swamp''=====&lt;br /&gt;
Note: This also may include mangrove swamps.&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Capybara]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Giant capybara]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=450,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorilla]]|symbol=G|color=0:0:1|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest and swamp|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grimeling]]|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slugman]]|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snailman]]|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=225,000|value=200|biome=Most tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Tigerman]]|symbol=T|color=6:0:1|food=No|hostile=Yes|size=120,000|value=200|biome=Savage tropical areas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Forest====&lt;br /&gt;
&lt;br /&gt;
=====''Taiga''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Badger]]|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black bear]]|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=300|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Deer]]|symbol=d|color=6:0:0|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fox]]|symbol=f|color=4:0:0|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grizzly bear]]|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moose]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Raccoon]]|symbol=r|color=7:0:0|food=Yes|hostile=No|size=7,000|value=25|biome=Taiga and temperate forest|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sasquatch]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest and taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Werewolf]]|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, taiga, temperate forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolf]]|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate forest''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Badger]]|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black bear]]|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=300|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cougar]]|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Deer]]|symbol=d|color=6:0:0|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Foul blendec]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fox]]|symbol=f|color=4:0:0|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic panda]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=650,000|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grizzly bear]]|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moose]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Panda]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Raccoon]]|symbol=r|color=7:0:0|food=Yes|hostile=No|size=7,000|value=25|biome=Taiga and temperate forest|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sasquatch]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest and taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Satyr]]|symbol=s|color=6:0:0|food=No|hostile=No|size=60,000|value=Not tameable|biome=Most good forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Werewolf]]|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, taiga, temperate forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolf]]|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Forest''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bilou]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-crested gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-handed gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bonobo]]|symbol=b|color=0:0:1|food=Yes|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimpanzee]]|symbol=c|color=0:0:1|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant]]|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cougar]]|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Foul blendec]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=Yes|hostile|size=20,030|value=500|biome=Any wetland, tropical forrest, temperate forrest, desert, shrublan, savanna, grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=450,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorilla]]|symbol=G|color=6:0:0|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest and swamp|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray gibbon]]|symbol=g|color=0:0:1|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Mandrill]]|symbol=m|color=1:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Orangutan]]|symbol=O|color=6:0:0|food=Yes|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Pileated gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Satyr]]|symbol=s|color=6:0:0|food=No|hostile=No|size=60,000|value=Not tameable|biome=Most good forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Siamang]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Silvery gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slugman]]|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snailman]]|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Strangler]]|symbol=s|color=0:0:1|food=Yes|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=225,000|value=200|biome=Most tropical lands|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Tigerman]]|symbol=T|color=6:0:1|food=No|hostile=Yes|size=120,000|value=200|biome=Most tropical lands|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[White-browed gibbon]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[White-handed gibbon]]|symbol=g|color=6:0:0|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
====Magma====&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire imp]]|symbol=i|color=6:0:1|food=Yes|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma crab]]|symbol=C|color=0:0:1|hostile=No|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cavern====&lt;br /&gt;
&lt;br /&gt;
=====''First layer''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=200,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave crocodile]]|symbol=C|color=7:0:0|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Draltha]]&lt;br /&gt;
|symbol=D|color=6:0:1|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Drunian]]|symbol=d|color=7:0:0|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns|note=Steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk bird]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bat]]&lt;br /&gt;
|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=100,000|value=750|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave spider]]|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=100,000|value=2,500|biome=Caverns|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave swallow]]|symbol=C|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=700|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant earthworm]]&lt;br /&gt;
|symbol=W|color=7:0:0|food=Yes|hostile=No|size=1,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mole]]&lt;br /&gt;
|symbol=m|color=6:0:0|food=Yes|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant olm]]&lt;br /&gt;
|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rat]]&lt;br /&gt;
|symbol=R|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=500|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant toad]]&lt;br /&gt;
|symbol=T|color=2:0:0|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorlak]]|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gremlin]]|symbol=g|color=2:0:1|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Helmet snake]]&lt;br /&gt;
|symbol=s|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=30|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Large rat]]|symbol=r|color=0:0:1|food=Yes|hostile=No|size=25,000|value=250|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Molemarian]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Naked mole dog]]|symbol=n|color=4:0:1|food=Yes|hostile=No|size=60,000|value=350|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond grabber]]|symbol=p|color=1:0:1|food=Yes|hostile=Yes|size=30,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troglodyte]]|symbol=t|color=6:0:0|food=No|hostile=Yes|size=6,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troll]]|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Second layer''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=200,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave ogre]]|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bugbat]]&lt;br /&gt;
|symbol=b|color=5:0:0|food=Yes|hostile=No|size=10,000|value=20|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave crocodile]]|symbol=C|color=7:0:0|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crundle]]&lt;br /&gt;
|symbol=c|color=4:0:0|food=Yes|hostile=Yes|size=10,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Draltha]]&lt;br /&gt;
|symbol=D|color=6:0:1|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Drunian]]|symbol=d|color=7:0:0|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns|note=Steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk bird]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Floating guts]]|symbol=%|color=7:0:0|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bat]]&lt;br /&gt;
|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=100,000|value=750|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave spider]]|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=100,000|value=2,500|biome=Caverns|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave swallow]]|symbol=C|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=700|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant earthworm]]&lt;br /&gt;
|symbol=W|color=7:0:0|food=Yes|hostile=No|size=1,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mole]]&lt;br /&gt;
|symbol=m|color=6:0:0|food=Yes|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant olm]]&lt;br /&gt;
|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rat]]&lt;br /&gt;
|symbol=R|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=500|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant toad]]&lt;br /&gt;
|symbol=T|color=2:0:0|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorlak]]|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green devourer]]&lt;br /&gt;
|symbol=G|color=2:0:1|food=Yes|hostile=Yes|size=70,000|value=200|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gremlin]]|symbol=g|color=2:0:1|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Helmet snake]]&lt;br /&gt;
|symbol=s|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=30|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jabberer]]|symbol=J|color=5:0:1|food=Yes|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manera]]|symbol=m|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Molemarian]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Plump helmet man]]|symbol=m|color=5:0:0|food=No|hostile=No|size=50,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond grabber]]|symbol=P|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reacher]]|symbol=R|color=7:0:0|food=Yes|hostile=Yes|size=70,000|value=100|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rutherer]]&lt;br /&gt;
|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=600|biome=Caverns|note=Exotic Mount}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troglodyte]]|symbol=t|color=6:0:0|food=No|hostile=Yes|size=6,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troll]]|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Voracious cave crawler]]|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Third layer''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amethyst man]]|symbol=M|color=5:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave ogre]]|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blood man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bugbat]]&lt;br /&gt;
|symbol=b|color=5:0:0|food=Yes|hostile=No|size=10,000|value=20|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave blob]]|symbol=o|color=6:0:1|food=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave dragon]]|symbol=D|color=7:0:1|hostile=Yes|food=Yes|size=15,000,000|value=10,000|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave floater]]|symbol=f|color=6:0:1|hostile=No|food=No|size=40,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Creeping eye]]|symbol=e|color=7:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crundle]]&lt;br /&gt;
|symbol=c|color=4:0:0|food=Yes|hostile=Yes|size=10,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk bird]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flesh ball]]&lt;br /&gt;
|symbol=o|color=6:0:0|food=Yes|hostile=No|size=70,000|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Floating guts]]|symbol=%|color=7:0:0|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gabbro man]]|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorlak]]|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green devourer]]&lt;br /&gt;
|symbol=G|color=2:0:1|food=Yes|hostile=Yes|size=70,000|value=200|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gremlin]]|symbol=g|color=2:0:1|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hungry head]]&lt;br /&gt;
|symbol=h|color=0:0:1|food=Yes|hostile=Yes|size=5,000|value=50|biome=Caverns|note=Flying}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Iron man]]|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jabberer]]|symbol=J|color=5:0:1|food=Yes|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Molemarian]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mud man]]|symbol=M|color=6:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Plump helmet man]]|symbol=m|color=5:0:0|food=No|hostile=No|size=50,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reacher]]|symbol=R|color=7:0:0|food=Yes|hostile=Yes|size=70,000|value=100|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rutherer]]&lt;br /&gt;
|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=600|biome=Caverns|note=Exotic Mount}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Voracious cave crawler]]|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
Note: This does not include subterranean sea creatures.&lt;br /&gt;
====Ocean====&lt;br /&gt;
&lt;br /&gt;
=====''Arctic Ocean''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue shark]]|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefin tuna]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cod]]|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Conger eel]]|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emperor penguin]]|symbol=p|color=7:0:1|food=Yes|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Frill shark]]|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Halibut]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Little penguin]]|symbol=p|color=1:0:1|food=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Merperson]]|symbol=M|color=3:0:1|food=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Penguin]]|symbol=p|color=0:0:1|food=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea monster]]|symbol=M|color=0:0:1|food=Yes|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea serpent]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sturgeon]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Walrus]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whale]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Ocean''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Angelshark]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Basking shark]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue shark]]|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefin tuna]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cod]]|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common skate]]|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Conger eel]]|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Frill shark]]|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great white shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Halibut]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hammerhead shark]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Marlin]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=800,000|value=500|biome=Tropical and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Merperson]]|symbol=M|color=3:0:1|food=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nurse shark]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocean sunfish]]|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opah]]|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea monster]]|symbol=M|color=0:0:1|food=Yes|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea serpent]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Shortfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spiny dogfish]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spotted wobbegong]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sturgeon]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swordfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whale]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Ocean''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Angelshark]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blacktip reef shark]]|symbol=S|color=0:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue shark]]|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefin tuna]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bull shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coelacanth]]|symbol=c|color=1:0:1|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common skate]]|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Frill shark]]|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant grouper]]|symbol=G|color=1:0:0|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great barracuda]]|symbol=B|color=2:0:0|food=Yes|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great white shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hammerhead shark]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manta ray]]|symbol=►|color=7:0:0|food=Yes|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Marlin]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=800,000|value=500|biome=Tropical and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Merperson]]|symbol=M|color=3:0:1|food=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Milkfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocean sunfish]]|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opah]]|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea monster]]|symbol=M|color=0:0:1|food=Yes|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea serpent]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Shortfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spiny dogfish]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spotted wobbegong]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stingray]]|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swordfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tiger shark]]|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whale]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whale shark]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whitetip reef shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lakes====&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Lake''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Carp]]|symbol=α|color=3:0:0|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leechman]]|symbol=l|color=0:0:1|hostile=yes|food=Yes|size=50,000|value=Not tameable|biome=Freshwater lakes|note=No bones, sucks blood}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longnose gar]]|symbol=g|color=6:0:0|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pike]]|symbol=α|color=2:0:0|food=Yes|hostile=No|size=35,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Lake''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Carp]]|symbol=α|color=3:0:0|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hippo]]|symbol=H|color=7:0:0|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leechman]]|symbol=l|color=0:0:1|hostile=yes|food=Yes|size=50,000|value=Not tameable|biome=Freshwater lakes|note=No bones, sucks blood}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Milkfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stingray]]|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerfish]]|symbol=α|color=3:0:1|food=Yes|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater rivers and lakes|note=}}&lt;br /&gt;
|}&lt;br /&gt;
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====River====&lt;br /&gt;
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=====''Temperate River''=====&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longnose gar]]|symbol=g|color=6:0:0|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pike]]|symbol=α|color=2:0:0|food=Yes|hostile=No|size=35,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus]]|symbol=p|color=6:0:0|food=No|hostile=No|size=2,000|value=10|biome=All rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sturgeon]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical River''=====&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hippo]]|symbol=H|color=7:0:0|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Milkfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus]]|symbol=p|color=6:0:0|food=No|hostile=No|size=2,000|value=10|biome=All rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stingray]]|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerfish]]|symbol=α|color=3:0:1|food=Yes|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater rivers and lakes|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Fun Stuff==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
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{{CreatureCurrent table row|name=[[Demon]]|symbol=&amp;amp;|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome=[[Hell]]|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Forgotten beast]]|symbol=Any|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Night creature]]|symbol=Ñ|color=2:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Titan]]|symbol=Any|color=7:0:1|food=N/A|hostile=N/A|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Melt_item&amp;diff=165462</id>
		<title>v0.34:Melt item</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Melt_item&amp;diff=165462"/>
		<updated>2012-03-04T23:29:06Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Alternatives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it's recommended that you designate one smelter as your &amp;quot;melting&amp;quot; smelter (or one/metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up a individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job {{k|o}} at a [[Smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
For every unit of [[material size]] an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are &amp;quot;stored&amp;quot; at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal or [[alloy]] melted.&lt;br /&gt;
&lt;br /&gt;
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others.  Some items are available cheap from traders, or are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.&lt;br /&gt;
&lt;br /&gt;
====Melting armor &amp;amp; weapons====&lt;br /&gt;
&lt;br /&gt;
Fortresses will often accumulate armor and/or weapons that they don't need, either from [[invader]]s, from [[caravan]]s ''(with or without [[trade|trading]] for them, ahem)'', or from unsuccessful, low-skilled early efforts at forging your own.&lt;br /&gt;
&lt;br /&gt;
Rather than let these gather dust or [[trade]] them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Armor &amp;lt;br /&amp;gt;Item &amp;lt;br /&amp;gt; melted!! Percent &amp;lt;br /&amp;gt;Return !! Absolute&amp;lt;br /&amp;gt; Return&amp;lt;br /&amp;gt; (in bars)&lt;br /&gt;
|-&lt;br /&gt;
|  [[Armor#Headgear|cap]] || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Headgear|helm]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper Body|chain armor]] || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper Body|plate armor]] || 30% || .9*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Hands|gauntlet]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower Body|leggings]] || 50% || .5&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower Body|greaves]]  || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Foot Protection|high boot]]  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Foot Protection|low boot]]  || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Shield|shield]]  || 40% || .4&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Shield|buckler]]  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Note that these items take more than 1 bar to make initially.)''&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Weapon&amp;lt;br /&amp;gt;melted!! Return&amp;lt;br /&amp;gt;(in bars)&lt;br /&gt;
|-&lt;br /&gt;
| large dagger, whip  || .1&lt;br /&gt;
|-&lt;br /&gt;
|  blowgun, scourge || .2&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace, scimitar,&amp;lt;br /&amp;gt; short sword, spear, war hammer  || .3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, longsword,&amp;lt;br /&amp;gt; pick, pike || .4&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword || .5&lt;br /&gt;
|-&lt;br /&gt;
|  stack of # arrows, bolts || # /100, rounded up*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4.  A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars.  You could &amp;quot;create&amp;quot; metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)'' &lt;br /&gt;
&lt;br /&gt;
Due to the low return, many players opt to install weapons into [[weapon trap]]s instead, especially if the weapon is of any [[quality]].''&lt;br /&gt;
&lt;br /&gt;
==== Training metalsmith skills / Maximizing return  ====&lt;br /&gt;
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*.  If you are short on metal, producing items, melting them and re-producing them may be necessary.  If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:&lt;br /&gt;
&lt;br /&gt;
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Skill&amp;lt;br /&amp;gt; to be &amp;lt;br /&amp;gt;Trained!!  Best &amp;lt;br /&amp;gt;Percent &amp;lt;br /&amp;gt; Return !! Recommended &amp;lt;br /&amp;gt;Item(s) &amp;lt;br /&amp;gt;Melted&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[weaponsmith]] || 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || [[Trap component|enormous corkscrew]]s,&amp;lt;br /&amp;gt;[[Trap component|giant axe blade]]s,&amp;lt;br /&amp;gt;[[Trap component|menacing spike]]s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[armorsmith]] || 50% ||[[Armor|leggings]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metal crafter]] || 60% &amp;lt;br /&amp;gt;(2/10 each)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[goblet]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metal crafter]] || 50% || [[chain]] &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metalsmith]] || 100% || [[Road|Metal buildings]] {{bug|4899}} &amp;lt;br /&amp;gt; (Requires no melt job)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) Some [[other weapon]]s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.&lt;br /&gt;
::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar.&lt;br /&gt;
&lt;br /&gt;
===== Alternatives =====&lt;br /&gt;
One alternative to the production/melting process is to train many dwarves up to novice in the skill you need by lowering the maximum skill level in the workshop profiles to dabbling. Once that is done wait for a [[Strange mood]]. The artifact produced will bump the lucky dwarf up to legendary +1, potentially saving you lots of time and resources. You will still need to melt down the low quality items produced by the dabbling masses. This works for other skills as well.&lt;br /&gt;
&lt;br /&gt;
The downsides of this is that it may take very long depending on the number of dwarves, number of available workshops as well as the random onset of strange moods.&lt;br /&gt;
&lt;br /&gt;
===Buying items to melt===&lt;br /&gt;
[[Merchant]]s will often offer metal items, metals that you might want but can't find or produce.  This chart shows the [[Value#Items_with_both_material_and_quality|base value]] of a given item, without [[Value#Material_multipliers|material multiplier]], and then a &amp;quot;cost&amp;quot; relative to its yield, so you know what the &amp;quot;best buys&amp;quot; are if you want (or are forced) to go down this road.&lt;br /&gt;
&lt;br /&gt;
For instance, a [[cap]] has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a &amp;quot;relative cost&amp;quot; of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar.  ''(And it turns out, that's a pretty poor return on investment!)''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ''The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the ''relative'' cost/yield of each item remains constant. ''&lt;br /&gt;
&lt;br /&gt;
:''In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal.  For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet.  So a [[copper]] (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a [[steel]] (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same ''relative'' value compared to any other item of the same metal - more than a low boot, and less than a weapon.''&lt;br /&gt;
&lt;br /&gt;
Note also that [[quality]] and [[decorate]]d items can greatly increase the relative cost.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Item &amp;lt;br /&amp;gt; Bought !! Base &amp;lt;br /&amp;gt;Value !! Absolute &amp;lt;br /&amp;gt; Return !! Relative &amp;lt;br /&amp;gt; Cost/Bar&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[cap]] || 10 || .1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[helm]] || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| chain armor || 60 || .6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| plate armor || 100 || .9 || 111&lt;br /&gt;
|-&lt;br /&gt;
| [[gauntlets|gauntlet]] || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| [[leggings]] || 15 || .5 || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[greaves]]  || 30 || .6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| high [[boot]]  || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| low [[boot]]  || 15 || .1 || 150&lt;br /&gt;
|-&lt;br /&gt;
| [[shield]]  || 15 || .4 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| [[buckler]]  || 10 || .2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace,&amp;lt;br /&amp;gt; scimitar, short sword,&amp;lt;br /&amp;gt; spear, war hammer || 10 || .3 || 33.3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, &amp;lt;br /&amp;gt;longsword, pick, pike || 10 || .4 || 25&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword &amp;lt;br /&amp;gt; [[trap weapon]]s || 10 || .5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|  stack of 25 bolts, arrows || 25 || .3 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| [[cage]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 10 || 1.0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[anvil]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;  || 100 || 1.0 || 100&lt;br /&gt;
|- &lt;br /&gt;
| [[craft]]s ||  ||  || (poor, tbd)&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::Notes:&lt;br /&gt;
:::1) You're ''buying'', so you want a ''low'' cost/bar.&lt;br /&gt;
:::2) Cages are offered in only [[copper]], [[lead]], [[nickel]], [[tin]], or [[zinc]].  All [[furniture]] returns 1 bar for each item melted, but only cages are offered for trade.&lt;br /&gt;
:::3) Anvils are offered in only [[iron]] or [[steel]].&lt;br /&gt;
&lt;br /&gt;
Your top &amp;quot;best buys&amp;quot; for melting objects down for the metal are '''cages''', '''weapons''', and '''leggings''', in roughly that order, followed by '''helms''' and '''shields''', and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is &amp;quot;too expensive&amp;quot; is up to you and how badly you need that metal, and how much how fast.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Melt_item&amp;diff=165461</id>
		<title>v0.34:Melt item</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Melt_item&amp;diff=165461"/>
		<updated>2012-03-04T23:28:19Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Training metalsmith skills / Maximizing return */ Fixed some red links. May need verification on the minimum skill level needed for the onset of a strange mood.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it's recommended that you designate one smelter as your &amp;quot;melting&amp;quot; smelter (or one/metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up a individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job {{k|o}} at a [[Smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
For every unit of [[material size]] an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are &amp;quot;stored&amp;quot; at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal or [[alloy]] melted.&lt;br /&gt;
&lt;br /&gt;
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others.  Some items are available cheap from traders, or are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.&lt;br /&gt;
&lt;br /&gt;
====Melting armor &amp;amp; weapons====&lt;br /&gt;
&lt;br /&gt;
Fortresses will often accumulate armor and/or weapons that they don't need, either from [[invader]]s, from [[caravan]]s ''(with or without [[trade|trading]] for them, ahem)'', or from unsuccessful, low-skilled early efforts at forging your own.&lt;br /&gt;
&lt;br /&gt;
Rather than let these gather dust or [[trade]] them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Armor &amp;lt;br /&amp;gt;Item &amp;lt;br /&amp;gt; melted!! Percent &amp;lt;br /&amp;gt;Return !! Absolute&amp;lt;br /&amp;gt; Return&amp;lt;br /&amp;gt; (in bars)&lt;br /&gt;
|-&lt;br /&gt;
|  [[Armor#Headgear|cap]] || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Headgear|helm]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper Body|chain armor]] || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper Body|plate armor]] || 30% || .9*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Hands|gauntlet]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower Body|leggings]] || 50% || .5&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower Body|greaves]]  || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Foot Protection|high boot]]  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Foot Protection|low boot]]  || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Shield|shield]]  || 40% || .4&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Shield|buckler]]  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Note that these items take more than 1 bar to make initially.)''&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Weapon&amp;lt;br /&amp;gt;melted!! Return&amp;lt;br /&amp;gt;(in bars)&lt;br /&gt;
|-&lt;br /&gt;
| large dagger, whip  || .1&lt;br /&gt;
|-&lt;br /&gt;
|  blowgun, scourge || .2&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace, scimitar,&amp;lt;br /&amp;gt; short sword, spear, war hammer  || .3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, longsword,&amp;lt;br /&amp;gt; pick, pike || .4&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword || .5&lt;br /&gt;
|-&lt;br /&gt;
|  stack of # arrows, bolts || # /100, rounded up*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4.  A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars.  You could &amp;quot;create&amp;quot; metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)'' &lt;br /&gt;
&lt;br /&gt;
Due to the low return, many players opt to install weapons into [[weapon trap]]s instead, especially if the weapon is of any [[quality]].''&lt;br /&gt;
&lt;br /&gt;
==== Training metalsmith skills / Maximizing return  ====&lt;br /&gt;
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*.  If you are short on metal, producing items, melting them and re-producing them may be necessary.  If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:&lt;br /&gt;
&lt;br /&gt;
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Skill&amp;lt;br /&amp;gt; to be &amp;lt;br /&amp;gt;Trained!!  Best &amp;lt;br /&amp;gt;Percent &amp;lt;br /&amp;gt; Return !! Recommended &amp;lt;br /&amp;gt;Item(s) &amp;lt;br /&amp;gt;Melted&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[weaponsmith]] || 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || [[Trap component|enormous corkscrew]]s,&amp;lt;br /&amp;gt;[[Trap component|giant axe blade]]s,&amp;lt;br /&amp;gt;[[Trap component|menacing spike]]s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[armorsmith]] || 50% ||[[Armor|leggings]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metal crafter]] || 60% &amp;lt;br /&amp;gt;(2/10 each)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[goblet]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metal crafter]] || 50% || [[chain]] &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metalsmith]] || 100% || [[Road|Metal buildings]] {{bug|4899}} &amp;lt;br /&amp;gt; (Requires no melt job)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) Some [[other weapon]]s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.&lt;br /&gt;
::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar.&lt;br /&gt;
&lt;br /&gt;
===== Alternatives =====&lt;br /&gt;
One alternative to the production/melting process is to train many dwarves up to novice in the skill you need by lowering the maximum skill level in the workshop profiles to dabbling. Once that is done wait for a [[Strange mood]]. The artifact produced will bump the lucky dwarf up to legendary +1, potentially saving you lots of time and resources. You will still need to melt down the low quality items produced by the dabbling masses. This works for other skills as well.&lt;br /&gt;
&lt;br /&gt;
The downsides of this is that it may take very long depending on the number of dwarves, available workshops as well as the random onset of strange moods.&lt;br /&gt;
&lt;br /&gt;
===Buying items to melt===&lt;br /&gt;
[[Merchant]]s will often offer metal items, metals that you might want but can't find or produce.  This chart shows the [[Value#Items_with_both_material_and_quality|base value]] of a given item, without [[Value#Material_multipliers|material multiplier]], and then a &amp;quot;cost&amp;quot; relative to its yield, so you know what the &amp;quot;best buys&amp;quot; are if you want (or are forced) to go down this road.&lt;br /&gt;
&lt;br /&gt;
For instance, a [[cap]] has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a &amp;quot;relative cost&amp;quot; of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar.  ''(And it turns out, that's a pretty poor return on investment!)''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ''The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the ''relative'' cost/yield of each item remains constant. ''&lt;br /&gt;
&lt;br /&gt;
:''In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal.  For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet.  So a [[copper]] (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a [[steel]] (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same ''relative'' value compared to any other item of the same metal - more than a low boot, and less than a weapon.''&lt;br /&gt;
&lt;br /&gt;
Note also that [[quality]] and [[decorate]]d items can greatly increase the relative cost.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Item &amp;lt;br /&amp;gt; Bought !! Base &amp;lt;br /&amp;gt;Value !! Absolute &amp;lt;br /&amp;gt; Return !! Relative &amp;lt;br /&amp;gt; Cost/Bar&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[cap]] || 10 || .1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[helm]] || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| chain armor || 60 || .6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| plate armor || 100 || .9 || 111&lt;br /&gt;
|-&lt;br /&gt;
| [[gauntlets|gauntlet]] || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| [[leggings]] || 15 || .5 || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[greaves]]  || 30 || .6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| high [[boot]]  || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| low [[boot]]  || 15 || .1 || 150&lt;br /&gt;
|-&lt;br /&gt;
| [[shield]]  || 15 || .4 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| [[buckler]]  || 10 || .2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace,&amp;lt;br /&amp;gt; scimitar, short sword,&amp;lt;br /&amp;gt; spear, war hammer || 10 || .3 || 33.3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, &amp;lt;br /&amp;gt;longsword, pick, pike || 10 || .4 || 25&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword &amp;lt;br /&amp;gt; [[trap weapon]]s || 10 || .5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|  stack of 25 bolts, arrows || 25 || .3 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| [[cage]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 10 || 1.0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[anvil]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;  || 100 || 1.0 || 100&lt;br /&gt;
|- &lt;br /&gt;
| [[craft]]s ||  ||  || (poor, tbd)&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::Notes:&lt;br /&gt;
:::1) You're ''buying'', so you want a ''low'' cost/bar.&lt;br /&gt;
:::2) Cages are offered in only [[copper]], [[lead]], [[nickel]], [[tin]], or [[zinc]].  All [[furniture]] returns 1 bar for each item melted, but only cages are offered for trade.&lt;br /&gt;
:::3) Anvils are offered in only [[iron]] or [[steel]].&lt;br /&gt;
&lt;br /&gt;
Your top &amp;quot;best buys&amp;quot; for melting objects down for the metal are '''cages''', '''weapons''', and '''leggings''', in roughly that order, followed by '''helms''' and '''shields''', and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is &amp;quot;too expensive&amp;quot; is up to you and how badly you need that metal, and how much how fast.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Backpack&amp;diff=165115</id>
		<title>v0.34:Backpack</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Backpack&amp;diff=165115"/>
		<updated>2012-02-26T10:39:06Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to DF2012:Equipment#Backpacks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Equipment#Backpacks]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Adventure_Mode&amp;diff=165114</id>
		<title>v0.34:Adventure Mode</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Adventure_Mode&amp;diff=165114"/>
		<updated>2012-02-26T10:35:19Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to DF2012:Adventure mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Adventure mode]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Gem_setter&amp;diff=165111</id>
		<title>v0.34:Gem setter</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Gem_setter&amp;diff=165111"/>
		<updated>2012-02-26T10:23:17Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Training gem setters for maximizing value gain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:33, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:1&lt;br /&gt;
| skill      = Gem Setter&lt;br /&gt;
| profession = [[Jeweler]]&lt;br /&gt;
| job name   = [[Gem setting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Encrust ammo with ''gem name''&lt;br /&gt;
* Encrust finished goods with ''gem name''&lt;br /&gt;
* Encrust furniture with ''gem name''&lt;br /&gt;
| workshop = [[Jeweler's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Gem setter''' is the skill associated with the '''gem setting''' [[labor]]. Gem setters [[decoration|encrust]] [[furniture]], [[finished goods]] and [[ammo]] with cut [[gem]]s. It is not currently possible to decorate [[weapon]]s and [[armor]] with gems, unless the armor is made of [[cloth]]. A high level of gem setting allows a dwarf to set gems faster and with better quality, making the decorated items more valuable.&lt;br /&gt;
&lt;br /&gt;
Rough gems, which are found by [[miner]]s, have to be converted to cut gems by a [[gem cutter]] before a gem setter can use them. Large gems, which are sometimes created instead of a cut gems, can not be used for setting as they are finished goods. (You might be lucky enough to be the proud owner of a magnificent                               &amp;lt;&amp;lt;☼Large ''(Insert rare gem name here)''☼&amp;gt;&amp;gt; (This is a masterful quality large ''(Insert rare gem name here)''. This object is adorn with hanging rings of ''(Insert worthless gem name here)''.&lt;br /&gt;
&lt;br /&gt;
Because there is a very wide variety of gems in most regions and some types of gems have pretty high [[material value]], adding decorations of different types of gems is a good way to create items with very high value for [[trade]] or [[noble]]s.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
Jewelers can be easily trained by ordering them to cut/set non-gem stone.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Melt_item&amp;diff=165110</id>
		<title>v0.34:Melt item</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Melt_item&amp;diff=165110"/>
		<updated>2012-02-26T10:20:50Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Training metalsmith skills / Maximizing return */  Bug 130 is no longer relevant. Reverted back to last known good information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it's recommended that you designate one smelter as your &amp;quot;melting&amp;quot; smelter (or one/metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up a individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job {{k|o}} at a [[Smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
For every unit of [[material size]] an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are &amp;quot;stored&amp;quot; at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal or [[alloy]] melted.&lt;br /&gt;
&lt;br /&gt;
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others.  Some items are available cheap from traders, or are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.&lt;br /&gt;
&lt;br /&gt;
====Melting armor &amp;amp; weapons====&lt;br /&gt;
&lt;br /&gt;
Fortresses will often accumulate armor and/or weapons that they don't need, either from [[invader]]s, from [[caravan]]s ''(with or without [[trade|trading]] for them, ahem)'', or from unsuccessful, low-skilled early efforts at forging your own.&lt;br /&gt;
&lt;br /&gt;
Rather than let these gather dust or [[trade]] them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Armor &amp;lt;br /&amp;gt;Item &amp;lt;br /&amp;gt; melted!! Percent &amp;lt;br /&amp;gt;Return !! Absolute&amp;lt;br /&amp;gt; Return&amp;lt;br /&amp;gt; (in bars)&lt;br /&gt;
|-&lt;br /&gt;
|  [[Armor#Headgear|cap]] || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Headgear|helm]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper Body|chain armor]] || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper Body|plate armor]] || 30% || .9*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Hands|gauntlet]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower Body|leggings]] || 50% || .5&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower Body|greaves]]  || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Foot Protection|high boot]]  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Foot Protection|low boot]]  || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Shield|shield]]  || 40% || .4&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Shield|buckler]]  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Note that these items take more than 1 bar to make initially.)''&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Weapon&amp;lt;br /&amp;gt;melted!! Return&amp;lt;br /&amp;gt;(in bars)&lt;br /&gt;
|-&lt;br /&gt;
| large dagger, whip  || .1&lt;br /&gt;
|-&lt;br /&gt;
|  blowgun, scourge || .2&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace, scimitar,&amp;lt;br /&amp;gt; short sword, spear, war hammer  || .3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, longsword,&amp;lt;br /&amp;gt; pick, pike || .4&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword || .5&lt;br /&gt;
|-&lt;br /&gt;
|  stack of # arrows, bolts || # /100, rounded up*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4.  A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars.  You could &amp;quot;create&amp;quot; metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)'' &lt;br /&gt;
&lt;br /&gt;
Due to the low return, many players opt to install weapons into [[weapon trap]]s instead, especially if the weapon is of any [[quality]].''&lt;br /&gt;
&lt;br /&gt;
==== Training metalsmith skills / Maximizing return  ====&lt;br /&gt;
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*.  If you are short on metal, producing items, melting them and re-producing them may be necessary.  If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:&lt;br /&gt;
&lt;br /&gt;
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Skill&amp;lt;br /&amp;gt; to be &amp;lt;br /&amp;gt;Trained!!  Best &amp;lt;br /&amp;gt;Percent &amp;lt;br /&amp;gt; Return !! Recommended &amp;lt;br /&amp;gt;Item(s) &amp;lt;br /&amp;gt;Melted&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[weaponsmith]] || 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || [[enormous corkscrew]]s,&amp;lt;br /&amp;gt;[[giant axe blade]]s,&amp;lt;br /&amp;gt;[[menacing spike]]s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[armorsmith]] || 50% ||[[leggings]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metal crafter]] || 60% &amp;lt;br /&amp;gt;(2/10 each)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[goblet]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metal crafter]] || 50% || [[chain]] &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metalsmith]] || 50% || [[Bucket]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) Some [[other weapon]]s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.&lt;br /&gt;
::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar.&lt;br /&gt;
&lt;br /&gt;
===Buying items to melt===&lt;br /&gt;
[[Merchant]]s will often offer metal items, metals that you might want but can't find or produce.  This chart shows the [[Value#Items_with_both_material_and_quality|base value]] of a given item, without [[Value#Material_multipliers|material multiplier]], and then a &amp;quot;cost&amp;quot; relative to its yield, so you know what the &amp;quot;best buys&amp;quot; are if you want (or are forced) to go down this road.&lt;br /&gt;
&lt;br /&gt;
For instance, a [[cap]] has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a &amp;quot;relative cost&amp;quot; of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar.  ''(And it turns out, that's a pretty poor return on investment!)''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ''The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the ''relative'' cost/yield of each item remains constant. ''&lt;br /&gt;
&lt;br /&gt;
:''In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal.  For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet.  So a [[copper]] (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a [[steel]] (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same ''relative'' value compared to any other item of the same metal - more than a low boot, and less than a weapon.''&lt;br /&gt;
&lt;br /&gt;
Note also that [[quality]] and [[decorate]]d items can greatly increase the relative cost.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Item &amp;lt;br /&amp;gt; Bought !! Base &amp;lt;br /&amp;gt;Value !! Absolute &amp;lt;br /&amp;gt; Return !! Relative &amp;lt;br /&amp;gt; Cost/Bar&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[cap]] || 10 || .1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[helm]] || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| chain armor || 60 || .6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| plate armor || 100 || .9 || 111&lt;br /&gt;
|-&lt;br /&gt;
| [[gauntlets|gauntlet]] || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| [[leggings]] || 15 || .5 || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[greaves]]  || 30 || .6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| high [[boot]]  || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| low [[boot]]  || 15 || .1 || 150&lt;br /&gt;
|-&lt;br /&gt;
| [[shield]]  || 15 || .4 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| [[buckler]]  || 10 || .2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace,&amp;lt;br /&amp;gt; scimitar, short sword,&amp;lt;br /&amp;gt; spear, war hammer || 10 || .3 || 33.3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, &amp;lt;br /&amp;gt;longsword, pick, pike || 10 || .4 || 25&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword &amp;lt;br /&amp;gt; [[trap weapon]]s || 10 || .5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|  stack of 25 bolts, arrows || 25 || .3 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| [[cage]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 10 || 1.0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[anvil]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;  || 100 || 1.0 || 100&lt;br /&gt;
|- &lt;br /&gt;
| [[craft]]s ||  ||  || (poor, tbd)&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::Notes:&lt;br /&gt;
:::1) You're ''buying'', so you want a ''low'' cost/bar.&lt;br /&gt;
:::2) Cages are offered in only [[copper]], [[lead]], [[nickel]], [[tin]], or [[zinc]].  All [[furniture]] returns 1 bar for each item melted, but only cages are offered for trade.&lt;br /&gt;
:::3) Anvils are offered in only [[iron]] or [[steel]].&lt;br /&gt;
&lt;br /&gt;
Your top &amp;quot;best buys&amp;quot; for melting objects down for the metal are '''cages''', '''weapons''', and '''leggings''', in roughly that order, followed by '''helms''' and '''shields''', and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is &amp;quot;too expensive&amp;quot; is up to you and how badly you need that metal, and how much how fast.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Anvil&amp;diff=165109</id>
		<title>v0.34:Anvil</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Anvil&amp;diff=165109"/>
		<updated>2012-02-26T10:18:39Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:27, 20 January 2011 (UTC)}}{{av}}'''Anvils''' are required to build [[forge]]s, either conventional or [[magma forge|magma powered]]. At least one is absolutely required if your fortress intends to do ''any'' metalworking whatsoever, including [[weaponsmith]]ing, [[armorsmith]]ing, [[blacksmith]]ing and [[Metal crafter|metal crafting]].  &lt;br /&gt;
&lt;br /&gt;
Smithing an anvil uses the blacksmithing skill.&lt;br /&gt;
&lt;br /&gt;
Since the only way to ''make'' an anvil is with a metalsmith's forge, your first anvil must be sourced from outside of your colony, either before embark or by later trading. Anvils require three [[metal]] [[bar]]s to be [[smith]]ed at a forge - once you have one to begin with. As this is an infinite loop, the origins of the first anvil are hard to discern.[[#Anvil_Origins?|*]]&lt;br /&gt;
&lt;br /&gt;
== Acquiring an Anvil ==&lt;br /&gt;
&lt;br /&gt;
A standard (no quality) iron anvil is included by default in [[starting build|starting equipment]], arriving with your dwarves in your [[wagon (embark)|wagon]], though it is possible for no anvils to be available during the embark screen. If you choose not to bring an anvil, you are refunded the 100 point cost, to be used for other purchases of items or skills.  You will then have to [[trade]] for your first anvil with the dwarven (autumn) or [[human]] [[caravan]]s that usually (but not always!) carry one or more [[iron]] anvils (at a cost of 100☼), and/or [[steel]] anvils. If this fails the first time around, you may also request one from the [[dwarven liaison]], if you are willing to pay an increased price to guarantee that at least one anvil arrives with next year's caravan. &lt;br /&gt;
&lt;br /&gt;
Once you have an anvil and have built a [[forge]], [[smith]]ing an anvil requires one bar of metal. &lt;br /&gt;
&lt;br /&gt;
Tearing down a forge retrieves the anvil used to build it, which can then be stored, traded, [[melt]]ed, or re-used to build another forge.&lt;br /&gt;
&lt;br /&gt;
== Anvil Properties == &lt;br /&gt;
&lt;br /&gt;
Anvils may be made of [[iron]], [[steel]] or [[adamantine]]. Rarely, dwarves in [[strange mood]]s will make anvils out of other metals; due to a bug, the game permits them to be used in any forge regardless of their [[fire-safe|fire]] or [[magma-safe|magma]] safety.  The material used does not seem to affect the performance of the forge, nor does the anvil's quality.&lt;br /&gt;
&lt;br /&gt;
Anvils are considered [[furniture]] and will be stored in a furniture [[stockpile]] if not utilized in a forge.&lt;br /&gt;
&lt;br /&gt;
== Anvil Origins? ==&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
* One theory of the anvils origin is that a dwarf struck by a [[strange mood]] made one of [[stone]] or [[bone]]. Another more radical theory put forward by dwarven philosopher [[Main:Urist|Urist]] McTaggart is that the first one was made of [[wood]] in a similar manner. This was deemed a heresy and he was later sentenced to be hammered for being an [[elf]] sympathizer by an angry [[mayor]] who had a strange fondness for [[glass]].&lt;br /&gt;
* Recently unearthed documents seem to indicate that the anvil was the first major tool produced by the earliest dwarven societies.  It is generally accepted that humans first created the plow, and oral histories record that the first accomplishment of the [[elves]] was the domestication of forest animals.&amp;lt;br/&amp;gt;There are questions regarding the implications of this revelation, however.  Skeptics question how the anvil was created without a [[hammer]], how the metal was shaped, and what social, cultural, or environmental pressures could have required the invention of what is, when reduced to its most basic nature, a flat surface used to position objects scheduled to be struck repeatedly.&amp;lt;br/&amp;gt;Dwarven scholars suggest that the first anvils were made of [[stone]], not metal, and were little more than flattened stone [[block]]s, chipped with flint or [[obsidian]].  This possibility has sparked an interest among dwarf nerds in attempting to recreate stone anvil replicas, but such enterprises are generally regarded with indifference by dwarven society at large.&lt;br /&gt;
* One researcher posits that all anvils originate from the FirstAnvil.  Where does it come from?  The FirstAnvil, of course.  It's [http://en.wikipedia.org/wiki/Turtles_all_the_way_down anvils all the way down.]&lt;br /&gt;
* The dwarven philosopher Urist McStotle has recently suggested that the existence of Anvils is evidence that dwarven civilisation will eventually develop a method of visiting (or at the very least, sending anvils to) the past.&lt;br /&gt;
* Regardless of dwarven theories some humans believe that there must have been early technologies to produce an anvil without the usage of a hammer or an anvil. While improving the production of anvils through the dissemination and use of anvils over the centuries, the original method was forgotten. Dwarven philosophers argue that dwarven technology has always been driven by perfection from the beginning and nothing was developed over time. Besides, dwarven history never forgets.&lt;br /&gt;
* The first anvil was given as a gift from the god of smithing. Engraved with the secrets of mineralogy and metalworking, it taught dwarves everything they know of finding, smelting and shaping metals. There is considerable theological debate going on over WHICH god of smithing was responsible.&lt;br /&gt;
* The first anvil is the only remnant of the previous kalpa. Every time Armok the World Eater unmakes the universe, He leaves one anvil behind. The dwarves inevitably find it and use it to make more anvils, one of which is carried over to the next world, completing the cycle.&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Blacksmith&amp;diff=165108</id>
		<title>v0.34 Talk:Blacksmith</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Blacksmith&amp;diff=165108"/>
		<updated>2012-02-26T10:17:16Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Created page with &amp;quot;There are also other types of &amp;quot;Smiths&amp;quot;. Perhaps some clarification is needed with a link to weapon and armor smiths. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are also other types of &amp;quot;Smiths&amp;quot;. Perhaps some clarification is needed with a link to weapon and armor smiths. --[[User:Introprospector|Introprospector]] 10:17, 26 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Smithing&amp;diff=165107</id>
		<title>Smithing</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Smithing&amp;diff=165107"/>
		<updated>2012-02-26T10:15:19Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to Metalsmith&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[metalsmith]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Smith&amp;diff=165106</id>
		<title>v0.34:Smith</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Smith&amp;diff=165106"/>
		<updated>2012-02-26T10:15:00Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to Metalsmith&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[metalsmith]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Bar&amp;diff=165105</id>
		<title>v0.34:Bar</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Bar&amp;diff=165105"/>
		<updated>2012-02-26T10:12:46Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Bar unit weirdness */  I don't think any of that information is still relevant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|12:57, 19 September 2010 (UTC)}}{{av}}&lt;br /&gt;
:''For built horizontal and vertical bars, see [[Bars]].''&lt;br /&gt;
&lt;br /&gt;
==Bars==&lt;br /&gt;
A '''bar''' is a sub-type of building material (interchangeable with a [[block]] for that purpose), and is the base individual unit of [[metal]], [[charcoal]], [[coke]], [[potash]], [[ash]], [[pearlash]], and [[soap]].  All [[metal]]s are created as bars at a [[smelter]], whether processed from [[ore]]s, [[alloy]]ed with other metals, or [[melt]]ed down from existing metal items.&lt;br /&gt;
&lt;br /&gt;
With the exception of non-[[fire-safe]] materials, all bars are as durable as others - a wall made from bars of ash, charcoal or soap will last as long one made from bars of [[steel]].&lt;br /&gt;
&lt;br /&gt;
Bars are not an end-product, but are used for various other tasks:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
! Bar of... !! Used for...&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[ash]] || making [[lye]] or [[potash]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[fuel|charcoal&amp;lt;br /&amp;gt;or coke]]|| powering standard [[forge]]s, [[smelter]]s, [[kiln]]s, and [[glass furnace]]s,&amp;lt;br /&amp;gt;and making [[pig iron]] and [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metal]] || [[smith]]ing &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[pearlash]] || making clear or crystal [[glass]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[potash]] || [[fertilizer|fertilizing]] [[farm plot]]s or making [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[soap]] || [[health care]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All types of bars can also be used to build [[workshop]]s, [[road]]s, [[bridge]]s, and other [[construction]]s, as well as built as [[bars|horizontal or vertical bars]]. (Be aware that some purposes suggest the use of [[fire-safe]] materials.)  However, different bars require different [[labor]]s to use in such construction projects - [[smith]]ing for metal bars and [[mason]]ry for all others (including bars of soap).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bars&amp;quot; of [[adamantine]] metal are referred to as &amp;quot;wafers&amp;quot;, but when used as building material they function the same as any other bars.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[block]]&lt;br /&gt;
* [[stack]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Table&amp;diff=165104</id>
		<title>v0.34:Table</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Table&amp;diff=165104"/>
		<updated>2012-02-26T10:11:12Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{furniture|name=Table&lt;br /&gt;
|tile=╤&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;
* [[dining room|Dining Room]]&lt;br /&gt;
* [[meeting hall|Meeting Hall]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tables are created using one [[wood]] log at a [[Carpenter's workshop]], one [[stone]] at a [[Mason's workshop]], one [[sand]] bag at a [[Glass furnace]] or one metal [[bar]] at a [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Dwarves use tables to eat [[food]] from, which avoids the generation of a negative thought for eating due to a lack of tables. Each table should be paired with an adjacent [[chair]], placed so that no table is without access to a chair and no chair is attempted to be used by more than one dwarf, as dwarves get a different negative thought about eating from a table without a corresponding chair. Furthermore, if a [[dining room]] is designated from a table, it will give a positive thought to dwarves who eat within the designated dining room area. The positive thought is scaled to the [[quality]] of the dining room, which is one of the easiest ways of regularly giving your dwarves positive thoughts.&lt;br /&gt;
&lt;br /&gt;
Tables are also used as an input, along with [[mechanism]] and [[rope]]s, at the [[Mechanic's workshop]] to make a [[traction bench]]. With three quality-rated items in a single tile, this can be a good way of rapidly increasing the value of a room, although the traction bench won't be used unless in a designated [[hospital]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Table&amp;diff=165103</id>
		<title>v0.34:Table</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Table&amp;diff=165103"/>
		<updated>2012-02-26T10:10:43Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{furniture|name=Table&lt;br /&gt;
|tile=╤&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;
* [[dining room|Dining Room]]&lt;br /&gt;
* [[meeting hall|Meeting Hall]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tables are created using one [[wood]] log at a [[Carpenter's workshop]], one [[stone]] at a [[Mason's workshop]], one [[sand]] bag at a [[Glass furnace]] or one metal [[bar]] at a [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Dwarves use tables to eat [[food]] from, which avoids the generation of a negative thought for eating due to a lack of tables. Each table should be paired with an adjacent [[chair]], placed so that no table is without access to a chair and no chair is attempted to be used by more than one dwarf, as dwarves get a different negative thought about eating from a table without a corresponding chair. Furthermore, if a [[dining room]] is designated from a table, it will give a positive thought to dwarves who eat within the designated dining room area. The positive thought is scaled to the [[quality]] of the dining room, which is one of the easiest ways of regularly giving your dwarves positive thoughts.&lt;br /&gt;
&lt;br /&gt;
Tables are also used as an input, along with [[mechanism]] and [[rope]]s, at the [[Mechanic's workshop]] to make a [[traction bench]]. With three quality-rated items in a single tile, this can be a good way of rapidly increasing the value of a room, although the traction bench won't be used unless in a designated [[hospital]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Door&amp;diff=165102</id>
		<title>v0.34:Door</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Door&amp;diff=165102"/>
		<updated>2012-02-26T10:09:38Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Materials */  bug 130 is fixed in current version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy|withoutbugsection=1}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of [[furniture]] used mainly to control the movement of dwarves, [[pet]]s and liquids and define the exits of [[room]]s. A door must be built next to a [[wall]] or other form of support.&lt;br /&gt;
&lt;br /&gt;
There is a way to place 3 or more doors side by side. (X = Wall, o = Door, _ = Empty Tile) Build 2 walls, with 2 spaces inbetween, (X__X) build doors inside those spaces,(XooX) and delete one wall,(Xoo_) construct a wall beside the wall you destroyed,(Xoo_X) and place a door between the other 2 doors and your new wall (XoooX). Repeat ad nauseam. Note that the deleted wall must be a constructed wall for this to work.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of [[stone]], [[metal]], [[glass]], and [[wood]]. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While [[stone]], [[wood]], and [[glass]] doors require only a single building material, [[metal]] doors require 3 bars to produce.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. [[Dwarf|Dwarves]], [[animals]], both wild and tame, and most [[invader]]s will all be unable to pass ([[Thief|thieves]] can pick the locks of forbidden doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous [[Dog|Wardogs]].}) This setting has been known to cause game lag{{bug|797}}. &lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to [[lever]]s or [[pressure plate]]s to open on command. Doors also halt the movement of liquids in the manner of [[floodgate]]s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in. Such will also jam mechanically linked doors, needing to be cleared out and the lever or pressure plate triggered again to shut.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
If invaders move past a door, they &amp;quot;take&amp;quot; the door and you have to move a dwarf onto the door to be able to forbid it again.&lt;br /&gt;
&lt;br /&gt;
Artifact doors are indestructible {{verify}}&lt;br /&gt;
&lt;br /&gt;
See also: [[Floor hatch]]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Danger_room&amp;diff=165031</id>
		<title>v0.34 Talk:Danger room</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Danger_room&amp;diff=165031"/>
		<updated>2012-02-25T08:23:46Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Created page with &amp;quot;I heard that danger rooms were nerfed in the current version.  Please confirm. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I heard that danger rooms were nerfed in the current version.&lt;br /&gt;
&lt;br /&gt;
Please confirm. --[[User:Introprospector|Introprospector]] 08:23, 25 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Strange_mood&amp;diff=165030</id>
		<title>v0.34:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Strange_mood&amp;diff=165030"/>
		<updated>2012-02-25T08:01:29Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Fixed almost all red links. Made &amp;quot;profession&amp;quot; point to &amp;quot;skill&amp;quot;. They are different, but I thought that would be a reasonably appropriate way to handle it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: All controllable civilizations are currently able to enter strange moods, though in earlier versions of DF the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that is muttering nonsense has already gathered everything it needs&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf (bonus if its a noble), drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]]. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls{{verify}}, or vermin remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw [[turtle]]s, [[mussel]]s, [[oyster]]s, or [[cave lobster]]s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them, since traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Version 0.31.12 and beyond should have much fewer shell requests.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0;topicseen]&lt;br /&gt;
* The item to be built is not set at the beginning of the mood.  Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact. If you want to receive artifact adamantine breastplate, make sure to have adamantine nearby and forbid/move away any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items. If other items of that type are available, dwarf will immediately switch to them.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
{{version|0.31.10}}&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Main:Planepacked|Planepacked]] glitch.&lt;br /&gt;
* If a dwarf dies because of failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - moody [[metalsmith]]s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal.  Weaponsmiths and armorers are likely to insist on adamantine wafers should any exist in your fortress, forbidden or not, regardless of the particular dwarf's preferences{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over moody dwarf's material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| rock bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]{{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]], possibly [[Skull]], [[Horn]], [[Ivory]] &lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, caused by stones and metals having been joined into a single &amp;quot;inorganic&amp;quot; material type in version 0.31 - they are actually asking for metal bars.&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
Moody metalworkers may occasionally require a specific type of metal as their artifact's primary material - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[Skill|profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[skill|profession]]'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[skill|profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[skill|profession]]s (including Peasant).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| Anyone Else&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]], [[Metal crafter]] and [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object; carpenters, a wood object, etc. engravers and stone crafters will turn out a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[Trap components|weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.&lt;br /&gt;
&lt;br /&gt;
Unless the mood was a Possession, the dwarf will gain 20,000 points of [[experience]] in the skill used to produce the artifact, enough to boost them to Legendary.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Trap_components&amp;diff=165029</id>
		<title>v0.34:Trap components</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Trap_components&amp;diff=165029"/>
		<updated>2012-02-25T07:59:56Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to DF2012:Trap component&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Trap_component]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Weapon_trap&amp;diff=165028</id>
		<title>v0.34:Weapon trap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Weapon_trap&amp;diff=165028"/>
		<updated>2012-02-25T07:57:37Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to DF2012:Trap#Weapon Trap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Trap#Weapon_Trap]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Artifact&amp;diff=165027</id>
		<title>v0.34:Artifact</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Artifact&amp;diff=165027"/>
		<updated>2012-02-25T07:50:29Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to DF2012:Item quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Item quality]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Remains&amp;diff=165026</id>
		<title>v0.34:Remains</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Remains&amp;diff=165026"/>
		<updated>2012-02-25T07:42:30Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Created page with &amp;quot;{{Quality}}{{av}}  The corpses of vermin are called 'remains'. Remains automatically disappear after a given time to simulate decomposition.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The [[Corpse|corpses]] of vermin are called 'remains'. Remains automatically disappear after a given time to simulate decomposition.&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Status_icon&amp;diff=165024</id>
		<title>v0.34:Status icon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Status_icon&amp;diff=165024"/>
		<updated>2012-02-25T07:15:49Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Masterwork pages shouldn't have red links. Added a little info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:39, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:icons.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Status icons''' are symbols that flash when a creature is under a certain effect. When a creature has multiple status icons, they will flash in succession.&lt;br /&gt;
&lt;br /&gt;
{{Tile|☺|4:1}}&lt;br /&gt;
flashes to...&lt;br /&gt;
* {{Tile|☺|4:0}} '''[[Legendary]]:''' The dwarf has a skill that has reached Legendary level. Take care of these fellows.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|0:1}} '''[[Immigration|Migrant]]:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|3:1}} '''No Job:''' The creature has no job and no destination. Tame animals will get this while they are being dragged to a [[restraint]], [[cage]], or [[butcher's shop]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|4:1}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|-|2:1}}{{Tile|\|2:1}}{{Tile|&amp;amp;#124;|2:1}}{{Tile|/|2:1}}{{Tile|-|2:1}} '''Multiple Creatures:''' More than one creature is on the same tile. The game will switch between them using this animated line.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|6:0}} '''Hungry:''' The dwarf needs [[food]] badly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|1:1}} '''Thirsty:''' The dwarf needs [[water]] or [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|7:0}} '''Drowsy:''' The dwarf wants [[sleep]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|4:1}} '''Unhappy:''' The dwarf's unhappy thoughts are piling up. Not a good sign for a fortress, as this can lead to tantrums.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Z|0:1}} '''[[Sleep|Sleeping]]:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.  A dwarf is considered unconscious while sleeping and has all the effects thereof, but not the unconsciousness icon.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|7:1}} '''[[Strange mood|Fey Mood]]:''' The dwarf will find a workshop, get materials, and make an artifact. After this, it will have a skill increase to [[Legendary]], along with attributes. If it cannot find the required workshop or items, it will wait until it goes insane, berserk, or melancholy.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|5:1}} '''Possessed:''' The same thing as [[Strange mood|fey Mood]], but without the skill increase.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|7:0}} '''Secretive Mood:''' The same thing as [[Strange mood|fey Mood]], though with more cryptic clues.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|5:0}} '''Fell Mood:''' Similar to a [[Strange mood|fey Mood]], except the individual will murder a fellow dwarf and [[Butcher's shop|butcher]] the corpse for materials.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|0:1}} '''Macabre Mood:''' Similar to a fell mood, though not requiring the death of a dwarf.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|6:1}} '''[[Tantrum]]:''' The dwarf has finally had enough, and has lost his temper. The dwarf stops all work, and proceeds to throw things, destroy buildings and hurt other dwarves. This is not a permanent state, but extremely annoyed dwarves will tantrum repeatedly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|3:1}} '''[[Insanity|Insane]]:''' Dwarves may eventually go crazy and babble, leading to this icon (usually because they couldn't complete an artifact). Dwarf moves erratically around while randomly removing and dropping articles of clothing until he/she dies of hunger or thirst. A form of madness.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|1:1}} '''[[Insanity|Melancholy]]:''' When a dwarf has sad thoughts for a very long time, it may lead to this. Dwarf sulks around very slowly until he/she dies of hunger or thirst, or tries to kill himself by drowning or chasm. A form of madness.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|4:1}} '''[[Insanity|Berserk]]:''' If a dwarf is extremely unhappy for too long, he/she may snap and enter a homicidal rage, attacking everyone in sight. A form of madness, and extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|4:0}} '''Enraged:''' When a creature is faced with insurmountable odds, particularly after another creature nearby is killed, it may become angry and attack with rushes and powerful hits.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|2:1}} '''Martial Trance:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. [[Main:Toady One|Toady One]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000037 said]: ''You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).'' Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:5:1}} '''[[Wrestling]]:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|6:7:1}} '''Minor [[Wound|Injury]]:''' Any wound that leaves only one hand in working condition, including severings.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|4:7:1}} '''Major [[Wound|Injury]]:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permanently as he goes about his day.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move. Caused by poison or severe brain damage.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|3:1}} '''Stunned:''' Dwarves can be stunned because of pain, and may lead to unconsciousness. Cave spider bites also cause periodic stunning. May also occur from a fall, usually from a dodge or a [[cave-in]], or as a result of minor [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|2:1}} '''Nausea:''' Can be caused by [[cave adaptation]], and will cause [[vomit]], or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|7:0}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|7:1}} '''Unconscious:''' A bad sign for a dwarf, since (other than sleeping) they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.  Regardless of the cause, any creature that falls unconscious on a [[trap]] will trigger it, with messy and/or humorous results.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|4:7:1}} '''Fevered:''' This dwarf has a fever.  Exact results of a fever are unknown, but may indicate other health problems.&lt;br /&gt;
&lt;br /&gt;
In addition to the above symbols, creatures [[hauling]] an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
&lt;br /&gt;
==Non-flashing==&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:6:1}} '''Prone:''' The creature is lying on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. Also happens in combat. Prone creatures move and work significantly slower. Make sure to remember to {{k|s}}tand up if this happens in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:3:1}} '''Airborne:''' The creature has been thrown by a wrestling move, flung into the air by a raising drawbridge, fallen off a cliff, gone over a waterfall or gotten smashed by a blunt weapon and is flying backwards from the force of the blow. It's impossible to {{k|v}}iew a creature in this state (though it is possible to loo{{k|k}}) &amp;amp;ndash; but you'd probably be better off covering your eyes, anyway.  Creatures that are flying under their own power are displayed normally.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|1:1:1}} '''[[Swimmer#Drowning|Drowning]]:''' The creature is drowning. Large [[fish]] normally appear this way, except when in shallow water (in which case they are air-drowning).&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:7:1}} '''Webbed:''' The icon that shows when a creature walks into a [[giant cave spider]]'s web.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|0:5:0}} '''Last seen:''' Indicates a hidden tile that contained a creature when last visible. Adventure mode only.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:4:1}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress.  Legendary dwarves and foes will still alternate colors after death.&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Legendary&amp;diff=165023</id>
		<title>v0.34:Legendary</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Legendary&amp;diff=165023"/>
		<updated>2012-02-25T07:02:39Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to DF2012:Skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Skill]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Sun_berry&amp;diff=164695</id>
		<title>v0.34 Talk:Sun berry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Sun_berry&amp;diff=164695"/>
		<updated>2012-02-23T02:44:57Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Created page with &amp;quot;Are the [good] and [evil] tags fixed yet? Does anybody know?--~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are the [good] and [evil] tags fixed yet? Does anybody know?--[[User:Introprospector|Introprospector]] 02:44, 23 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Giant_bat&amp;diff=164686</id>
		<title>v0.34 Talk:Giant bat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Giant_bat&amp;diff=164686"/>
		<updated>2012-02-23T01:26:22Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Created page with &amp;quot;I had a giant bat that was mounted by a goblin fly over my wall.  Perhaps flyer path finding was fixed? Certainly spooked my dorfs.--~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had a giant bat that was mounted by a goblin fly over my wall.&lt;br /&gt;
&lt;br /&gt;
Perhaps flyer path finding was fixed? Certainly spooked my dorfs.--[[User:Introprospector|Introprospector]] 01:26, 23 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Puddingstone&amp;diff=164526</id>
		<title>v0.34:Puddingstone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Puddingstone&amp;diff=164526"/>
		<updated>2012-02-21T10:18:13Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* In Real Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:11, 11 November 2010 (UTC)}}{{stonelookup/0|wiki=Puddingstone (rock)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Puddingstone''' is a sedimentary stone which occurs as large clusters within [[conglomerate]]. Unlike other mineral inclusions, puddingstone ''will'' support an [[aquifer]] if one is present within its surrounding layer.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Puddingstone is a type of poorly sorted conglomerate; that is, it is a stone composed of stone grains that are of various sizes rather than of mostly the same size and is usually cemented together with quartz [[sandstone]].&lt;br /&gt;
&lt;br /&gt;
Despite its name, it does not taste like pudding.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave-in&amp;diff=159775</id>
		<title>v0.31 Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave-in&amp;diff=159775"/>
		<updated>2012-02-09T03:05:10Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* constructed wall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==constructed wall==&lt;br /&gt;
If a constructed (not natural) wall colapses in a cavein will the wall settle as is or will it turn into unmined stone?--[[Special:Contributions/89.121.176.82|89.121.176.82]] 06:17, 8 February 2012 (UTC)&lt;br /&gt;
:It will revert to its building material. --[[User:Timrem|Timrem]] 07:45, 8 February 2012 (UTC)&lt;br /&gt;
::At the moment of colaps or after impact?--[[Special:Contributions/89.121.176.82|89.121.176.82]] 08:18, 8 February 2012 (UTC)&lt;br /&gt;
:::The two moments are one in the same as far as game time goes. Cave-ins don't actually fall, they just transport downwards as far as possible before running into something. The process takes a total of 1 frame. If you're wondering if it still deletes the things under it, it does. I think. --[[User:Introprospector|Introprospector]] 03:05, 9 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cave-in sand ==&lt;br /&gt;
I created a cave-in to get a terrain tile of sand to level -100 (or so), to set up an efficient glass making operation using magma furnaces. When the sand tile reached the bottom floor, it turned into sandy clay (or loamy sand or something, I don't really remember) and couldn't be used for sand gathering. Should I add this to the article or should I wait for someone to confirm this? I couldn't find a page that details the correct etiquette on this wiki. /[[User:Josj|Josj]] 13:02, 26 April 2010 (UTC)&lt;br /&gt;
:It's sort of a known behavior, to the extent that it was known back in version 40d. --[[User:Quietust|Quietust]] 13:10, 26 April 2010 (UTC)&lt;br /&gt;
::I'll put it in the article. It would've helped me, so it can't be that out of place. /[[User:Josj|Josj]] 13:26, 26 April 2010 (UTC)&lt;br /&gt;
:If there is useful information that you know of that isn't in an article, add it.  That is etiquette :).  If you add it and it looks out of place someone will probably improve it at some point. Obviously, making sure it's confirmed by someone else is important, and also don't put in theories on a whim, but otherwise, go for it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lack of cave-in? ==&lt;br /&gt;
&lt;br /&gt;
In 31.03, I started digging and accidentally created several floors with no walls or supports between them:&lt;br /&gt;
&lt;br /&gt;
Level X:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
.....&lt;br /&gt;
.░░░.&lt;br /&gt;
.░░░.&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level X-1 (floor below):&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
.....&lt;br /&gt;
.░░░.&lt;br /&gt;
.░░░.&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The . is empty space, nothing below it. The ░ is floor (not wall) where my dwarves can walk around. There's no supports or walls holding the floors up, so why isn't level X falling?&lt;br /&gt;
:Ah, it was the stairs, which I did not mark. Turns out that up/down stairs function as supports between levels.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:15, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Init disabling ==&lt;br /&gt;
&lt;br /&gt;
When you disable caveins in the init file, does that just mean that the bad effects of a cavein (killing dwarves, etc) are disabled, or does the material actually not fall? --[[User:Calculator|Calculator]] 01:41, 23 June 2010 (UTC)&lt;br /&gt;
:It means cave-ins are disabled. That is, the material will not fall. Besides, sometimes killing dwarves is a good thing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conflicts and questions==&lt;br /&gt;
From the page:&lt;br /&gt;
Any creature caught underneath or on top of the falling material is crushed and badly injured, if not killed.&lt;br /&gt;
Any creature caught directly underneath (on the same tile underneath) a cave-in is killed, no exception.&lt;br /&gt;
&lt;br /&gt;
That doesn't make sense to me.  The first one agrees with my experience, the second doesn't.  I've (in 40d) seen constructions collapse directly on creatures and not had them killed. I'm removing the second one.&lt;br /&gt;
&lt;br /&gt;
Does anybody know where the lava pump by cave-in went?  I cann't find it anymore.--[[User:Kwieland|Kwieland]] 02:03, 28 August 2010 (UTC)&lt;br /&gt;
:I'm pretty sure the first bit was intended to mean &amp;quot;in the general area underneath the cave-in&amp;quot;, such that the cave-in dust would be able to knock it around. Also, are you '''absolutely''' certain you've seen a creature survive having a cave-in land directly on top of it, even in 40d? --[[User:Quietust|Quietust]] 02:25, 28 August 2010 (UTC)&lt;br /&gt;
::Yes, definitely. I had a setup that had Z+1 level with a bunch of floors, supported by a support that was linked to a lever.  When I pulled the lever, the floors collapsed on a party of orcs. (I think, I was using the orc mod).  I had forgotten that Z-1 was mined out, so when the support was pulled, the Z=0 floor collapsed down to Z-1.  The reason I remember was because all of a sudden I had 10 orcs in the middle of my fort!--[[User:Kwieland|Kwieland]] 15:00, 2 September 2010 (UTC)&lt;br /&gt;
:::Are you certain that '''all''' of the orcs were '''directly''' beneath the cave-in? Any that were off to the side could have easily been sucked down by the dust cloud. I ask because I've used constructed floor cave-ins in Arena mode (by using wall cave-ins to destroy the bridge above the upper-right area) and they instantly kill '''everything''', including bronze colossuses wearing full suits of adamantine armor (and even a squad of one hundred trolls, likewise wearing adamantine). --[[User:Quietust|Quietust]] 16:12, 2 September 2010 (UTC)&lt;br /&gt;
::::Yeah, it was a single squad, and they were all below it when it was triggered (I had them boxed in, there wasn't anywhere else they could go.)  The floor that caved in was just constructed floor tiles, though, if you think that matters. Does multiple Z levels matter?  The floor that they were on collapsed down as well.  Maybe I'll have to see if I can reproduce it.  If you want to change the page around, go for it.  It seems like my experience is an isolated thing.  It also doesn't seem likely to be a 40d 2010 difference.  I just checked it by building a floor trap above ground (linked to a support) and designating meeting zones on the two different levels.  It doesn't matter if the dwarfs were in the middle layer or on the bottom.  All were killed instantly.  Who knows. I cannot reproduce it, so it must be a faulty memory!--[[User:Kwieland|Kwieland]] 17:37, 8 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Complicated shape of falling piece==&lt;br /&gt;
We need to make a cave-in trap and have two projects&lt;br /&gt;
&lt;br /&gt;
1st. Support/floor stack:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▓╞+++++++++++++++++╡▓ - floor tiles, connected with bridges to solid ground&lt;br /&gt;
▓         I          &lt;br /&gt;
▓         I         &lt;br /&gt;
▓         I - support/floor/support stack&lt;br /&gt;
▓         I         &lt;br /&gt;
▓         I - support linked to lever/pressure plate&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2nd. Walls stack and single support:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▓╞+++++++++++++++++╡▓ - floor tiles, connected with bridges to solid ground&lt;br /&gt;
▓         ║ &lt;br /&gt;
▓         ║ &lt;br /&gt;
▓         ║ - walls above each other&lt;br /&gt;
▓         ║ &lt;br /&gt;
▓         I - support linked to lever/pressure plate&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, when you remove the support, both constructions fall down. But 1st falls several floors down (5 at the picture), while 2nd falls only 1 floor down and then it's pillar collides with bottom. Is there any difference in resulting damage made to poor invaders? The second one can be constructed much faster. [[User:Peregarrett|Peregarrett]] 09:29, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Caving-in the toplevel/terrain from inside ==&lt;br /&gt;
&lt;br /&gt;
On the subject of Cave-Ins from the Inside, I'd like to add to the steps provided that one should remove the row of up-stairs on the borderline after the channeling exercise, as they hold up the floor above, despite there not being any floor directly over them. Of course, caution should advised especially if the cave-in will be very large, to avoid (or enjoy) the Fun.&lt;br /&gt;
&lt;br /&gt;
== Cave-in onto SMR and constructions ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that cast obsidian falling onto constructed up stairs will not destroy the construction, but will settle on the level above, similar to constructed walls.  I would guess that constructed up/down stairs have the same effect.&lt;br /&gt;
Also cave-ins that land on natural floor or natural down stairs directly above a block of SMR will settle on it, but channeling out the tile so the surface is marked 'Magma flow' will allow cave-ins to drop through and vanish. If somebody else could confirm it then it would be useful to add to the main page. [[User:Dorf3000|Dorf3000]] 09:28, 31 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fight Report ==&lt;br /&gt;
&lt;br /&gt;
I caved in a section of above ground terrain, and, when it showed up in a the fight report, it said &amp;quot;The miner is caught in a cloud of boiling magma!&amp;quot; I'm just a little confused. [[User:Taerh|Taerh]] 16:27, 25 February 2011 (UTC)&lt;br /&gt;
:Looking at the raws it appears the cloud of dust generated from caved-in stone/earth is considered a gas. The gaseous form of both soil and stone is called &amp;quot;boiling magma&amp;quot;. From a mechanical point of view it makes sense but it leads to some strange messages in game. [[User:Vattic|Vattic]] 16:42, 25 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cavein onto support ==&lt;br /&gt;
&lt;br /&gt;
A recent error in mining caused me to have a cavein down a z-level onto two different pillars. Both pillars survived, supporting the collapsed rock above them as they would if they were a natural wall. No units or items were present in this case, but I suspect that they would have survived, or only been affected by the dust from the surrounding tiles. I suspect more testing is in order here... &lt;br /&gt;
&lt;br /&gt;
Before:&lt;br /&gt;
&lt;br /&gt;
.....&amp;lt;br /&amp;gt;&lt;br /&gt;
.III.&amp;lt;br /&amp;gt;&lt;br /&gt;
.III.&amp;lt;br /&amp;gt;&lt;br /&gt;
..... &amp;lt;-Ooops, mined out more than I should have...&amp;lt;br /&amp;gt;&lt;br /&gt;
..S..&amp;lt;br /&amp;gt;&lt;br /&gt;
I.I.I&amp;lt;br /&amp;gt;&lt;br /&gt;
IIIII&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
After:&amp;lt;br /&amp;gt;&lt;br /&gt;
.....&amp;lt;br /&amp;gt;&lt;br /&gt;
.....&amp;lt;br /&amp;gt;&lt;br /&gt;
..I..&amp;lt;br /&amp;gt;&lt;br /&gt;
..I.. &amp;lt;br /&amp;gt;&lt;br /&gt;
.ISI.&amp;lt;br /&amp;gt;&lt;br /&gt;
IIIII&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=159703</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=159703"/>
		<updated>2012-02-04T12:23:51Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy|withoutbugsection=1}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of [[furniture]] used mainly to control the movement of dwarves, [[pet]]s and liquids and define the exits of [[room]]s. A door must be built next to a [[wall]] or other form of support.&lt;br /&gt;
&lt;br /&gt;
There is a way to place 3 or more doors side by side. (X = Wall, o = Door, _ = Empty Tile) Build 2 walls, with 2 spaces inbetween, (X__X) build doors inside those spaces,(XooX) and delete one wall,(Xoo_) construct a wall beside the wall you destroyed,(Xoo_X) and place a door between the other 2 doors and your new wall (XoooX). Repeat ad nauseam. Note that the deleted wall must be a constructed wall for this to work.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of [[stone]], [[metal]], [[glass]], and [[wood]]. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While [[stone]], [[wood]], and [[glass]] doors require only a single building material, [[metal]] doors are intended to require 3 [[bar]]s; due to a bug, however, they only require one bar{{bug|130}}.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. [[Dwarf|Dwarves]], [[animals]], both wild and tame, and most [[invader]]s will all be unable to pass ([[DF2010:Thief|thieves]] can pick the locks of forbidden doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous [[Dog|Wardogs]].}) This setting has been known to cause game lag{{bug|797}}. &lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to [[lever]]s or [[pressure plate]]s to open on command. Doors also halt the movement of liquids in the manner of [[floodgate]]s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in. Such will also jam mechanically linked doors, needing to be cleared out and the lever or pressure plate triggered again to shut.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
If invaders move past a door, they &amp;quot;take&amp;quot; the door and you have to move a dwarf onto the door to be able to forbid it again.&lt;br /&gt;
&lt;br /&gt;
Artifact doors are indestructible {{verify}}&lt;br /&gt;
&lt;br /&gt;
See also: [[Floor hatch]]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=159702</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=159702"/>
		<updated>2012-02-04T12:23:23Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy|withoutbugsection=1}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of [[furniture]] used mainly to control the movement of dwarves, [[pet]]s and liquids and define the exits of [[room]]s. A door must be built next to a [[wall]] or other form of support.&lt;br /&gt;
&lt;br /&gt;
There is a way to place 3 or more doors side by side. (X = Wall, o = Door, _ = Empty Tile) Build 2 walls, with 2 spaces inbetween, (X__X) build doors inside those spaces,(XooX) and delete one wall,(Xoo_) construct a wall beside the wall you destroyed,(Xoo_X) and place a door between the other 2 doors and your new wall (XoooX). Repeat ad nauseam. Note that the deleted wall must be a constructed wall for this to work.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of [[stone]], [[metal]], [[glass]], and [[wood]]. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While [[stone]], [[wood]], and [[glass]] doors require only a single building material, [[metal]] doors are intended to require 3 [[bar]]s; due to a bug, however, they only require one bar{{bug|130}}.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. [[Dwarf|Dwarves]], [[animals]], both wild and tame, and most [[invader]]s will all be unable to pass ([[DF2010:Thief|thieves]] can pick the locks of forbidden doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous [[Dog|Wardogs]].}) This setting has been known to cause game lag{{bug|797}}. &lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to [[lever]]s or [[pressure plate]]s to open on command. Doors also halt the movement of liquids in the manner of [[floodgate]]s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in. Such will also jam mechanically linked doors, needing to be cleared out and the lever or pressure plate triggered again to shut.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
If invaders move past a door, they &amp;quot;take&amp;quot; the door and you have to move a dwarf onto the door to be able to forbid it again.&lt;br /&gt;
&lt;br /&gt;
Artifact doors are indestructible {{verify}}&lt;br /&gt;
See also: [[Floor hatch]]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Poop&amp;diff=159669</id>
		<title>Poop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Poop&amp;diff=159669"/>
		<updated>2012-02-02T09:09:18Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to DF2010:Refuse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[CV:refuse]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Melt_item&amp;diff=159622</id>
		<title>v0.31:Melt item</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Melt_item&amp;diff=159622"/>
		<updated>2012-01-29T20:53:47Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it's recommended that you designate one smelter as your &amp;quot;melting&amp;quot; smelter (or one/metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up a individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job {{k|o}} at a [[Smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
For every unit of [[material size]] an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are &amp;quot;stored&amp;quot; at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal or [[alloy]] melted.&lt;br /&gt;
&lt;br /&gt;
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others.  Some items are available cheap from traders, or are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.&lt;br /&gt;
&lt;br /&gt;
====Melting armor &amp;amp; weapons====&lt;br /&gt;
&lt;br /&gt;
Fortresses will often accumulate armor and/or weapons that they don't need, either from [[invader]]s, from [[caravan]]s ''(with or without [[trade|trading]] for them, ahem)'', or from unsuccessful, low-skilled early efforts at forging your own.&lt;br /&gt;
&lt;br /&gt;
Rather than let these gather dust or [[trade]] them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Armor &amp;lt;br /&amp;gt;Item &amp;lt;br /&amp;gt; melted!! Percent &amp;lt;br /&amp;gt;Return !! Absolute&amp;lt;br /&amp;gt; Return&amp;lt;br /&amp;gt; (in bars)&lt;br /&gt;
|-&lt;br /&gt;
|  [[Armor#Headgear|cap]] || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Headgear|helm]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper Body|chain armor]] || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper Body|plate armor]] || 30% || .9*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Hands|gauntlet]] || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower Body|leggings]] || 50% || .5&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower Body|greaves]]  || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Foot Protection|high boot]]  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Foot Protection|low boot]]  || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Shield|shield]]  || 40% || .4&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Shield|buckler]]  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Note that these items take more than 1 bar to make initially.)''&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Weapon&amp;lt;br /&amp;gt;melted!! Return&amp;lt;br /&amp;gt;(in bars)&lt;br /&gt;
|-&lt;br /&gt;
| large dagger, whip  || .1&lt;br /&gt;
|-&lt;br /&gt;
|  blowgun, scourge || .2&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace, scimitar,&amp;lt;br /&amp;gt; short sword, spear, war hammer  || .3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, longsword,&amp;lt;br /&amp;gt; pick, pike || .4&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword || .5&lt;br /&gt;
|-&lt;br /&gt;
|  stack of # arrows, bolts || # /100, rounded up*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4.  A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars.  You could &amp;quot;create&amp;quot; metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)'' &lt;br /&gt;
&lt;br /&gt;
Due to the low return, many players opt to install weapons into [[weapon trap]]s instead, especially if the weapon is of any [[quality]].''&lt;br /&gt;
&lt;br /&gt;
==== Training metalsmith skills / Maximizing return  ====&lt;br /&gt;
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*.  If you are short on metal, producing items, melting them and re-producing them may be necessary.  If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:&lt;br /&gt;
&lt;br /&gt;
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Skill&amp;lt;br /&amp;gt; to be &amp;lt;br /&amp;gt;Trained!!  Best &amp;lt;br /&amp;gt;Percent &amp;lt;br /&amp;gt; Return !! Recommended &amp;lt;br /&amp;gt;Item(s) &amp;lt;br /&amp;gt;Melted&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[weaponsmith]] || 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || [[enormous corkscrew]]s,&amp;lt;br /&amp;gt;[[giant axe blade]]s,&amp;lt;br /&amp;gt;[[menacing spike]]s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[armorsmith]] || 50% ||[[leggings]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metal crafter]] || 60% &amp;lt;br /&amp;gt;(2/10 each)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || [[goblet]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metal crafter]] || 50% || [[chain]] &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[metalsmith]] || 100% {{bug|130}} || [[cage]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) Some [[other weapon]]s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.&lt;br /&gt;
::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar.&lt;br /&gt;
&lt;br /&gt;
===Buying items to melt===&lt;br /&gt;
[[Merchant]]s will often offer metal items, metals that you might want but can't find or produce.  This chart shows the [[Value#Items_with_both_material_and_quality|base value]] of a given item, without [[Value#Material_multipliers|material multiplier]], and then a &amp;quot;cost&amp;quot; relative to its yield, so you know what the &amp;quot;best buys&amp;quot; are if you want (or are forced) to go down this road.&lt;br /&gt;
&lt;br /&gt;
For instance, a [[cap]] has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a &amp;quot;relative cost&amp;quot; of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar.  ''(And it turns out, that's a pretty poor return on investment!)''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ''The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the ''relative'' cost/yield of each item remains constant. ''&lt;br /&gt;
&lt;br /&gt;
:''In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal.  For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet.  So a [[copper]] (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a [[steel]] (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same ''relative'' value compared to any other item of the same metal - more than a low boot, and less than a weapon.''&lt;br /&gt;
&lt;br /&gt;
Note also that [[quality]] and [[decorate]]d items can greatly increase the relative cost.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
! Item &amp;lt;br /&amp;gt; Bought !! Base &amp;lt;br /&amp;gt;Value !! Absolute &amp;lt;br /&amp;gt; Return !! Relative &amp;lt;br /&amp;gt; Cost/Bar&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[cap]] || 10 || .1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| [[helm]] || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| chain armor || 60 || .6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| plate armor || 100 || .9 || 111&lt;br /&gt;
|-&lt;br /&gt;
| [[gauntlets|gauntlet]] || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| [[leggings]] || 15 || .5 || 30&lt;br /&gt;
|-&lt;br /&gt;
| [[greaves]]  || 30 || .6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| high [[boot]]  || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| low [[boot]]  || 15 || .1 || 150&lt;br /&gt;
|-&lt;br /&gt;
| [[shield]]  || 15 || .4 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| [[buckler]]  || 10 || .2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace,&amp;lt;br /&amp;gt; scimitar, short sword,&amp;lt;br /&amp;gt; spear, war hammer || 10 || .3 || 33.3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, &amp;lt;br /&amp;gt;longsword, pick, pike || 10 || .4 || 25&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword &amp;lt;br /&amp;gt; [[trap weapon]]s || 10 || .5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|  stack of 25 bolts, arrows || 25 || .3 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| [[cage]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 10 || 1.0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[anvil]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;  || 100 || 1.0 || 100&lt;br /&gt;
|- &lt;br /&gt;
| [[craft]]s ||  ||  || (poor, tbd)&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::Notes:&lt;br /&gt;
:::1) You're ''buying'', so you want a ''low'' cost/bar.&lt;br /&gt;
:::2) Cages are offered in only [[copper]], [[lead]], [[nickel]], [[tin]], or [[zinc]].  All [[furniture]] returns 1 bar for each item melted, but only cages are offered for trade.&lt;br /&gt;
:::3) Anvils are offered in only [[iron]] or [[steel]].&lt;br /&gt;
&lt;br /&gt;
Your top &amp;quot;best buys&amp;quot; for melting objects down for the metal are '''cages''', '''weapons''', and '''leggings''', in roughly that order, followed by '''helms''' and '''shields''', and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is &amp;quot;too expensive&amp;quot; is up to you and how badly you need that metal, and how much how fast.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=159616</id>
		<title>v0.31:Mass pitting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Mass_pitting&amp;diff=159616"/>
		<updated>2012-01-29T08:50:03Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Consolidated messy information into a short blurb. Added section &amp;quot;The Pit&amp;quot; with uses listed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:11, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mass pitting''' refers to [[Activity_zone#Pit.2FPond|pitting]] many [[cage]]d creatures at one time without having to build each cage and link it to a lever. This allows you to recycle many cages quickly, freeing them up for reuse in [[Trap#Cage_Trap|cage traps]] in minimal time.&lt;br /&gt;
&lt;br /&gt;
=Mass Pitting System=&lt;br /&gt;
:Also called the '''Mass Cage Recycling System'''.&lt;br /&gt;
Here's a simple design that keeps you from having to build cages before releasing hostile creatures from them. This is safe for most hostiles, but see warnings below.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
&lt;br /&gt;
#Dig out a room and another room of at least the same size directly below it.&lt;br /&gt;
#In the upper room channel out 6 openings into the lower room which are spaced exactly 2 tiles away from each other.&lt;br /&gt;
#Build floor hatches and place them over all of the openings.&lt;br /&gt;
#Place one big animal stockpile over the room such that every tile in the stockpile is adjacent (orthogonally and diagonally) to one of the hatches. Disable empty cages on the stockpile.&lt;br /&gt;
#Create '''one''' large [[Activity_zone#Pit.2FPond|pit zone]] that covers '''all''' of the openings such that all of them are part of the same pit zone. This is critical to prevent hostiles from being led around and spooking your civilians.&lt;br /&gt;
#Disable all other animal stockpiles except for one empty-cage-only stockpile somewhere.&lt;br /&gt;
#See [[Mass_pitting#The_Pit|The Pit]] below for some suggestions on what to drop your invaders into.&lt;br /&gt;
&lt;br /&gt;
The top room should end up looking like this:&lt;br /&gt;
&lt;br /&gt;
:{| style=&amp;quot;border-spacing: 0; margin: 0.1em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|¢|0:6:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
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|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{| style=&amp;quot;margin: 0.1em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{Tile|&amp;amp;#61;|7:0:0}} is the stockpile&lt;br /&gt;
|-&lt;br /&gt;
|{{Tile|¢|0:6:0}} is a hatch cover&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bottom room can look like whatever you want as long as all of the openings you channeled out lead into it from the ceiling.&lt;br /&gt;
&lt;br /&gt;
Obviously you can scale up the top part with more or fewer hatch openings to get larger or smaller stockpile areas, but with six hatches you can empty out 48 cages very quickly, without spooking dwarves, which is enough for many people.&lt;br /&gt;
&lt;br /&gt;
Variations of this design exist, but they all use the same basic principle, that is, all hostiles must be no more than one tile away from a suitable pit. Dwarves must not be ordered to haul the hostile across any distance or else they will become startled and release the dangerous creature.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|Warning!|&amp;quot;Thief&amp;quot; type creatures, flyers, or large creatures like titans will escape using this system. If in doubt, build the cage manually or have sufficient military hanging around the top stockpile area.}}&lt;br /&gt;
&lt;br /&gt;
Before pitting your captives, you may wish to [[Cage#How_to_disarm_hostiles_in_cages|disarm them]] -- depending on what you've built for them to fall into.&lt;br /&gt;
&lt;br /&gt;
Now, wait for the stockpile above to fill and assign creatures to the pit all in one shot. Being pitted through the hatches will keep dwarves from being spooked by hostile creatures below and with all cages directly adjacent to pits creatures can be dumped in instantly without having to be led around.&lt;br /&gt;
&lt;br /&gt;
A mass of dwarves will pile into the room, pit the creatures at the about same time, and haul the empty cages off to your empty cage stockpile. The poor pathetic creatures they pitted will then be left to the mercy of whatever is at the bottom of the pits.&lt;br /&gt;
&lt;br /&gt;
==The Pit==&lt;br /&gt;
&lt;br /&gt;
After your dwarves have dumped out the cages the inhabitants will be dropped into the room below. Here you can find some suggestions on it's construction:&lt;br /&gt;
&lt;br /&gt;
====Drowning chamber====&lt;br /&gt;
&lt;br /&gt;
Fill up the room below with water and watch as the invaders drown. Requires only some buckets and a water source. May be difficult or troublesome to recover anything dropped into the waters below.&lt;br /&gt;
&lt;br /&gt;
====Lava Pool====&lt;br /&gt;
&lt;br /&gt;
Alternatively you can fill the room with magma and watch as the hostiles are instantly incinerated! Requires an [[aqueduct]] and/or magma safe materials.&lt;br /&gt;
&lt;br /&gt;
====Empty Room====&lt;br /&gt;
&lt;br /&gt;
Leaving the room down below empty has it's benefits. When your melee military has nothing better to do then beating [[Cage#How_to_disarm_hostiles_in_cages|unarmed]] goblins will train fighting skills quickly. Be sure to haul off corpses before [[miasma]] begins forming =)&lt;br /&gt;
&lt;br /&gt;
====Fortifications====&lt;br /&gt;
&lt;br /&gt;
[[Image:Pitting_room.png|thumb|right|200px|Marksdwarf training room]]&lt;br /&gt;
By lining the pit room with fortifications you are able to safely train your marksdwarves. This provides a feasible and quick alternative to the slow process of using archery targets. By ordering your military to use [[bone]] [[bolts]] and leaving your hostiles fully armored even a small group of goblins will live to be used as target practice for months. Miasma produced during this time may give dwarves unhappy [[thoughts]]. To avoid this stagger fortifications with solid walls in such a way that diagonal gaps are between you and the rot.&lt;br /&gt;
&lt;br /&gt;
Remember that goblin marksmen will still be able to shoot through fortifications if they are armed sufficiently. To avoid this exclude or [[Cage#How_to_disarm_hostiles_in_cages|disarm]] them.&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Pitting_room.png&amp;diff=159613</id>
		<title>File:Pitting room.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Pitting_room.png&amp;diff=159613"/>
		<updated>2012-01-29T08:21:52Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What I drop my hostiles into. For use with [[Mass pitting]]. Bridges are linked to the lever in order to block line of sight in case the room needs maintenance or if anything goes awry. Walls are staggered to prevent [[miasma]] from giving my marksdwaves unhappy thoughts. The route and nearby ammo stockpile allow the system to be automated.&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Pitting_room.png&amp;diff=159612</id>
		<title>File:Pitting room.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Pitting_room.png&amp;diff=159612"/>
		<updated>2012-01-29T08:16:59Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: What I drop my hostiles into. For use with Mass pitting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What I drop my hostiles into. For use with [[Mass pitting]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=159611</id>
		<title>v0.31 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=159611"/>
		<updated>2012-01-29T07:10:05Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Fully Automated Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swimming training ==&lt;br /&gt;
&lt;br /&gt;
The page text says that &amp;quot;[t]raining your little ones just requires a place of constantly or temporarily 4-6/7 water. To keep them there you can use military orders or make rooms like a meeting hall.&amp;quot; However, I have found that filling a room with water and then making it a meeting hall does ''not'' work for swimming training -- dwarves with no swimming skill refuse to enter the room. And I don't want to draft my initial 7 dwarves into the military yet, since they have so much civilian work to do getting my fortress built.&lt;br /&gt;
&lt;br /&gt;
One approach that should work, though I have not yet tested it, would be to get idle dwarves into a meeting hall, lock the doors, and then have Urist McLeverpuller empty a carefully-measured reservoir into the room.&lt;br /&gt;
&lt;br /&gt;
:Yeah, that works (at least in 40d), but in 40d they don't really gain swimming experience all that fast.  It took quite a while even to get to novice - like months of game time.  Don't know if it is the same now or not.&lt;br /&gt;
&lt;br /&gt;
:: Make a burrow within a room which is nothing but water and force them in this way? Will they refuse then? Needs testing.... [[User:Djsmiley2k|Djsmiley2k]]&lt;br /&gt;
&lt;br /&gt;
It doesn't appear swimming training is even remotely easy anymore.  I ordered my military into a chamber, flooded it, and they were swept up in 5-6 level water.  They gained a tiny bit of swimming experience, but then absolutely would not move further, so they got no further experience.  It would be grueling leveling up swimming for your dwarves this way, since you'd have to empty and reflood chambers every single time you wanted them to gain even a little bit of experience.  Maybe someone has a better, or at least better-explained, way.  [[User:Dkarrde|Dkarrde]]&lt;br /&gt;
&lt;br /&gt;
==Isn't it ironic==&lt;br /&gt;
&lt;br /&gt;
That an article about Swimmer starts with '''Drowning'''?--[[User:Kwieland|Kwieland]] 01:40, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== utility ==&lt;br /&gt;
&lt;br /&gt;
Can a skilled swimmer use any other skills in water? Do hunters hunt waterlife, do trappers or mechanics place traps, can ballista fire underwater? Other than the attribute gain and reducing the risk of drowing, how can this skill be used? [[User:Uzu Bash|Uzu Bash]] 20:25, 15 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:when I assigned my military to kill a deer, one of the squad members followed the deer into the water. The deer lived, but the he drowned. might have helped if he was a novice swimmer.&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
I had an adventure pass out underwater twice and live.  The character was an adequate swimmer, but began to drown due to 'extreme pain'.  Once it went down to a red coloured pain the character could swim normally again.&lt;br /&gt;
*Possibly adventurers don't need to breathe while unconscious? I had a companion suffer a broken upper spine resulting in the 'Winded' status. He gave in to pain, stayed passed out for a LONG time, and when he came to he immediately suffocated.--[[User:MightyJAK|MightyJAK]] 19:49, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== water preference toggle ==&lt;br /&gt;
&lt;br /&gt;
What effect does this have, if any? [[User:Uzu Bash|Uzu Bash]] 01:22, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== most recent edit by 209.184.114.93==&lt;br /&gt;
&amp;quot;..encases you in ice and ''leaves your frozen corpse'' as a valuable find for archeologists.&amp;quot; Is this a joke, or is your corpse actually preserved? I thought it was replaced by a solid block of ice, ala the dwarven atom smasher...--[[User:MightyJAK|MightyJAK]] 17:01, 19 April 2011 (UTC)&lt;br /&gt;
:In Fortress mode, digging out the tile will reveal the original contents. --[[User:Quietust|Quietust]] 19:57, 19 April 2011 (UTC)&lt;br /&gt;
::Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had ''cryogenic'' freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --[[User:MightyJAK|MightyJAK]] 20:46, 19 April 2011 (UTC)&lt;br /&gt;
:::With Toady's new update for reanimation of the dead, cryogenics is closer then you'd think...&lt;br /&gt;
&lt;br /&gt;
== Swimming speed in Adventurer Mode ==&lt;br /&gt;
Is it just me or does swimming speed actually surpass land speed at legendary? or at least it seems to do so for me with my peasant adventurer... Note, his base land speed is only around 730 or so. - TrueWolves&lt;br /&gt;
&lt;br /&gt;
This ended up happening with all my adventurer's by legendary, their swimming speed passes their land speed (To rather scary effect with a Superelvenly agile elf with legendary swimming) - TrueWolves&lt;br /&gt;
&lt;br /&gt;
== Fully Automated Training ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm new to DF, would it be possible for there to be a image of this in action? Or better explanation. Must involve pumps?--[[Special:Contributions/78.146.188.24|78.146.188.24]] 01:35, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded, I would greatly appreciate if anyone could be so kind as to add a diagram to this section of the article, please! :) --[[User:Kittenykat|Kittenykat]] 00:34, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::After some trial and error I came up with this working design: [http://i.imgur.com/XgDpU.png] (I don't know how to make diagrams, so took a screenshot, tileset and all.)&lt;br /&gt;
&lt;br /&gt;
::Key points: 1) Pump intake has to be done through a U-bend with floor grates on the pool side, because wall grates are buggy and don't stop dwarves from being pulled through. Due to the way pressure is implemented, water doesn't actually rise on the other side, so a second pump is needed. &lt;br /&gt;
::2) The water flow has to be throttled so it almost never raises above 3 on the walkable ledge; neglecting this would at best kill FPS, and at worst stop everything from working due to overflooding. The zigzagged corridor on the middle level does exactly this: note the 7-&amp;gt;5-&amp;gt;0 water level decrease. &lt;br /&gt;
::3) The meeting area has to be accessed from above (here via a ramp) to avoid spilling. Between it and the pump I've put a row of wall grates (should also help FPS, because the pump output tile does quite often cross the 3-4 depth boundary). &lt;br /&gt;
&lt;br /&gt;
::It is best to forbid doors to the machine area during operation. The tiny pump stack in the bottom left corner is used for initial filling. --[[Special:Contributions/217.71.235.212|217.71.235.212]] 17:58, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Err... I know you're trying, and I appreciate it, but all that went right over my head. :( Though it doesn't help that I don't know what's what in your tileset image, or that I haven't worked with pumps yet.. &amp;gt;_&amp;gt;' I'll try to figure it out - however, in the meantime, a simplified diagram is still needed on the article page if anyone could be so kind as to create one! :) (P.S. I fixed your formatting and your missing signature.) --[[User:Kittenykat|Kittenykat]] 18:55, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Automated swimming could be accomplished with the use of a [[repeater|dwarven repeater]]. Set the delay sufficiently far apart and have the output pump target your meeting area. I'll see if I can set up an example.--[[User:Introprospector|Introprospector]] 07:10, 29 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Tree_farm&amp;diff=159581</id>
		<title>v0.31:Tree farm</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Tree_farm&amp;diff=159581"/>
		<updated>2012-01-27T05:35:21Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to DF2010:Tree farming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Tree farming]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=159566</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=159566"/>
		<updated>2012-01-25T12:16:39Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Tree farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:10, 26 April 2011 (UTC)}}{{Buggy}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of [[wood]].  The density of growth is determined by the [[biome]], and those are visible on the pre-[[embark]] screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that [[preference]]s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same [[z-level]], many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured [[block]]s floating in the air. Deciduous trees will change colour to red or yellow in [[autumn]] ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in [[winter]] ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting or Removing===&lt;br /&gt;
Trees are a type of [[map tile]] that forms a solid barrier, like [[stone]].  Trees (but not saplings) will block movement, and prevent designation of [[channel]]ing, [[wall]]s and other [[construction]]s. Saplings on soil cavern floors will, however, block the construction of farm plots unless there is also a dusting or pile of mud beneath them. [[Caravan]]s can be especially vulnerable to being blocked by trees, since [[wagon]]s require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them (creatures cannot walk &amp;quot;on top of&amp;quot; trees), though both creatures and items can get stuck on top of trees if they manage to be thrown there.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu option &amp;quot;chop {{k|t}}rees&amp;quot;, which will instruct [[dwarves]] with the [[wood cutting]] [[labor]] enabled to grab an [[axe]] and begin chopping down the tree. Once cut down, they become one [[wood]] log, which is movable and can be hauled by enabling the wood hauling labor on any dwarf and designating a wood [[stockpile]] ([[Wood hauling]] is enabled by default).&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy [[traffic]], but not by flooding - they can survive for extended periods of time and can grow to maturity once the water level drops to 4/7{{verify}} or lower.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this.&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least 1 unmined tile within a 2-tile radius, similar to [WET] trees and shrubs near rivers and ponds); underground trees not only ignore this restriction for dry subterranean soil (since version 0.31.19) but will also grow on muddy subterranean stone.&lt;br /&gt;
&lt;br /&gt;
==Tree farming==&lt;br /&gt;
&lt;br /&gt;
While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a [[cavern]] to allow spores in is a decent method of growing trees safely. See [[tree farming]] for more information.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Acacia]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Alder]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Ash (tree)|Ash]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Birch]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Black-cap]]|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Blood thorn]]|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1.250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Cacao tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Candlenut]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Cedar]]|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Chestnut]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Feather tree]]|tile={{tile|♣|7:1}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Fungiwood]]|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Glumprong]]|tile={{tile|┤|5:0}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Goblin-cap]]|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Highwood]]|tile={{tile|¶|2:0}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Kapok]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Larch]]|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mango tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mahogany]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Maple]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest&amp;lt;br /&amp;gt;Temperate Grassland&amp;lt;br /&amp;gt;Temperate Savanna&amp;lt;br /&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mangrove]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Nether-cap]]|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Oak]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Palm]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Pine]]|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Rubber tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Saguaro]]|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Spore tree]]|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tower-cap]]|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tunnel tube]]|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Willow]]|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate&amp;lt;br /&amp;gt;Any Tropical Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br /&amp;gt;Tropical Saltwater Swamp&amp;lt;br /&amp;gt;Tropical Freshwater Marsh&amp;lt;br /&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Good/evil plants/trees don't appear ([[feather tree]]s, glumprongs, [[sliver barb]]s, and [[Sun berry|sun berries]]){{Bug|4133}}&lt;br /&gt;
&lt;br /&gt;
*Any adventurer landing on top of a tree will be trapped and unable to excape {{Bug|0000521}}&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Tree_farming&amp;diff=159564</id>
		<title>v0.31:Tree farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Tree_farming&amp;diff=159564"/>
		<updated>2012-01-25T12:04:14Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|12:04, 25 January 2012 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Many miners extend tree farm.png|thumb|right|350px|Extending a tree farm in a soil layer.]]&lt;br /&gt;
'''Tree Farming''' is the process of creating an environment in which saplings can safely germinate and mature into [[tree|trees]]. Since planting trees is not possible, a more indirect approach must be used. This technique may be used to supplement a thriving [[wood industry]]. Tree farms require a large area and may not produce fast enough for impatient gamers due to the time requirements involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
&lt;br /&gt;
Creating a tree farm is generally straightforward, but depends on your situation and needs. Walling off an outside area may suffice, but if your fortress isn't in a thickly forested area then this may not suffice.&lt;br /&gt;
&lt;br /&gt;
===Soil Layers===&lt;br /&gt;
&lt;br /&gt;
The fastest way to clear out a large area is by digging out your soil layers while leaving the floors in tact. Since soil is easy mined and requires no [[irrigation]] system this is the best option for those that it is available to. &lt;br /&gt;
&lt;br /&gt;
===Deep Underground===&lt;br /&gt;
[[Image:Underground tree farm.jpg|thumb|right|200px|Freshly irrigated tree farm next to a volcano]]&lt;br /&gt;
&lt;br /&gt;
If the above options are not for you then your best bet is to dig out a large underground space and flood it. Locate a suitable level and set your miners to work. It may be beneficial to use many unskilled dwarves since the stone produced will need to be hauled away afterward. While your miners and haulers are hard at work set up an irrigation system. Large amounts of water will need to be utilized since evaporation is a significant force when dealing with copious amounts of liquid spread over open areas. Rivers and lakes make excellent sources, but be wary of slowing frame rates especially with lakes. Once every tile has been covered then you can opt to recycle the water by dropping it down onto a similarly opened out space below the first level. This way you may dig out larger farms without requiring more water.&lt;br /&gt;
&lt;br /&gt;
==Use and production==&lt;br /&gt;
&lt;br /&gt;
Freshly watered or sporulated farms will require about a year of growing before trees pop up. In this time a few may show up early, but the majority will mature as a group within the span of a month of in game time. After it is clear cut trees will show up slightly more frequently and steadily at time progresses. It's important to leave it be as it works, so don't try to micromanage it!&lt;br /&gt;
&lt;br /&gt;
Tree farms can double as suitable pastures, but trampling may lead to lowered wood production in the area occupied by grazers.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on soil that is occupied by rocky boulders, items, buildings or stockpiles. Removal of these obstructions will increase the area saplings can grow on.&lt;br /&gt;
&lt;br /&gt;
Saplings of underground trees will not form in artificial areas until a cavern has been breached. Underground saplings will die if exposed to the surface.&lt;br /&gt;
&lt;br /&gt;
A sapling must fulfill a few requirements in relation to the environment in order to mature. Saplings will not mature if there are many others of the same species in the area around it. On top of this, surface trees must meet a certain density requirement based on the biome your fortress is in. If there are too many mature trees in an area then growth will be halted. Underground trees always grow with uniform density.&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Tree_farming&amp;diff=159563</id>
		<title>v0.31:Tree farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Tree_farming&amp;diff=159563"/>
		<updated>2012-01-25T12:02:01Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}{{av}}&lt;br /&gt;
[[Image:Many miners extend tree farm.png|thumb|right|350px|Extending a tree farm in a soil layer.]]&lt;br /&gt;
'''Tree Farming''' is the process of creating an environment in which saplings can safely germinate and mature into [[tree|trees]]. Since planting trees is not possible, a more indirect approach must be used. This technique may be used to supplement a thriving [[wood industry]]. Tree farms require a large area and may not produce fast enough for impatient gamers due to the time requirements involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
&lt;br /&gt;
Creating a tree farm is generally straightforward, but depends on your situation and needs. Walling off an outside area may suffice, but if your fortress isn't in a thickly forested area then this may not suffice.&lt;br /&gt;
&lt;br /&gt;
===Soil Layers===&lt;br /&gt;
&lt;br /&gt;
The fastest way to clear out a large area is by digging out your soil layers while leaving the floors in tact. Since soil is easy mined and requires no [[irrigation]] system this is the best option for those that it is available to. &lt;br /&gt;
&lt;br /&gt;
===Deep Underground===&lt;br /&gt;
[[Image:Underground tree farm.jpg|thumb|right|200px|Freshly irrigated tree farm next to a volcano]]&lt;br /&gt;
&lt;br /&gt;
If the above options are not for you then your best bet is to dig out a large underground space and flood it. Locate a suitable level and set your miners to work. It may be beneficial to use many unskilled dwarves since the stone produced will need to be hauled away afterward. While your miners and haulers are hard at work set up an irrigation system. Large amounts of water will need to be utilized since evaporation is a significant force when dealing with copious amounts of liquid spread over open areas. Rivers and lakes make excellent sources, but be wary of slowing frame rates especially with lakes. Once every tile has been covered then you can opt to recycle the water by dropping it down onto a similarly opened out space below the first level. This way you may dig out larger farms without requiring more water.&lt;br /&gt;
&lt;br /&gt;
==Use and production==&lt;br /&gt;
&lt;br /&gt;
Freshly watered or sporulated farms will require about a year of growing before trees pop up. In this time a few may show up early, but the majority will mature as a group within the span of a month of in game time. After it is clear cut trees will show up slightly more frequently and steadily at time progresses. It's important to leave it be as it works, so don't try to micromanage it!&lt;br /&gt;
&lt;br /&gt;
Tree farms can double as suitable pastures, but trampling may lead to lowered wood production in the area occupied by grazers.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on soil that is occupied by rocky boulders, items, buildings or stockpiles. Removal of these obstructions will increase the area saplings can grow on.&lt;br /&gt;
&lt;br /&gt;
Saplings of underground trees will not form in artificial areas until a cavern has been breached. Underground saplings will die if exposed to the surface.&lt;br /&gt;
&lt;br /&gt;
A sapling must fulfill a few requirements in relation to the environment in order to mature. Saplings will not mature if there are many others of the same species in the area around it. On top of this, surface trees must meet a certain density requirement based on the biome your fortress is in. If there are too many mature trees in an area then growth will be halted. Underground trees always grow with uniform density.&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Tree_farm&amp;diff=159561</id>
		<title>Tree farm</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Tree_farm&amp;diff=159561"/>
		<updated>2012-01-25T11:58:24Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Redirected page to DF2010:Tree farming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[CV:tree farming]]&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Tree_farming&amp;diff=159560</id>
		<title>v0.31:Tree farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Tree_farming&amp;diff=159560"/>
		<updated>2012-01-25T11:57:38Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: Woot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality}}{{av}}&lt;br /&gt;
[[Image:Many miners extend tree farm.png|thumb|right|350px|Extending a tree farm in a soil layer.]]&lt;br /&gt;
'''Tree Farming''' is the process of creating an environment in which saplings can safely germinate and mature into [[tree|trees]]. Since planting trees is not possible, a more indirect approach must be used. This technique may be used to supplement a thriving [[wood industry]]. Tree farms require a large area and may not produce fast enough for impatient gamers due to the time requirements involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
&lt;br /&gt;
Creating a tree farm is generally straightforward, but depends on your situation and needs. Walling off an outside area may suffice, but if your fortress isn't in a thickly forested area then this may not suffice.&lt;br /&gt;
&lt;br /&gt;
===Soil Layers===&lt;br /&gt;
&lt;br /&gt;
The fastest way to clear out a large area is by digging out your soil layers while leaving the floors in tact. Since soil is easy mined and requires no [[irrigation]] system this is the best option for those that it is available to. &lt;br /&gt;
&lt;br /&gt;
===Deep Underground===&lt;br /&gt;
[[Image:Underground tree farm.jpg|thumb|right|200px|Freshly irrigated tree farm next to a volcano]]&lt;br /&gt;
&lt;br /&gt;
If the above options are not for you then your best bet is to dig out a large underground space and flood it. Locate a suitable level and set your miners to work. It may be beneficial to use many unskilled dwarves since the stone produced will need to be hauled away afterward. While your miners and haulers are hard at work set up an irrigation system. Large amounts of water will need to be utilized since evaporation is a significant force when dealing with copious amounts of liquid spread over open areas. Rivers and lakes make excellent sources, but be wary of slowing frame rates especially with lakes. Once every tile has been covered then you can opt to recycle the water by dropping it down onto a similarly opened out space below the first level. This way you may dig out larger farms without requiring more water.&lt;br /&gt;
&lt;br /&gt;
==Use and production==&lt;br /&gt;
&lt;br /&gt;
Freshly watered or sporulated farms will require about a year of growing before trees pop up. In this time a few may show up early, but the majority will mature as a group within the span of a month of in game time. After it is clear cut trees will show up slightly more frequently and steadily at time progresses. It's important to leave it be as it works, so don't try to micromanage it!&lt;br /&gt;
&lt;br /&gt;
Tree farms can double as suitable pastures, but trampling may lead to lowered wood production in the area occupied by grazers.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on soil that is occupied by rocky boulders, items, buildings or stockpiles. Removal of these obstructions will increase the area saplings can grow on.&lt;br /&gt;
&lt;br /&gt;
Saplings of underground trees will not [[spores|form]] in artificial areas until a cavern has been breached. Underground saplings will die if exposed to the surface.&lt;br /&gt;
&lt;br /&gt;
A sapling must fulfill a few requirements in relation to the environment in order to mature. Saplings will not mature if there are many others of the same species in the area around it. On top of this, surface trees must meet a certain density requirement based on the biome your fortress is in. If there are too many mature trees in an area then growth will be halted. Underground trees always grow with uniform density.&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Many_miners_extend_tree_farm.png&amp;diff=159559</id>
		<title>File:Many miners extend tree farm.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Many_miners_extend_tree_farm.png&amp;diff=159559"/>
		<updated>2012-01-25T11:49:45Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Underground_tree_farm.jpg&amp;diff=159557</id>
		<title>File:Underground tree farm.jpg</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Underground_tree_farm.jpg&amp;diff=159557"/>
		<updated>2012-01-25T11:41:55Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Mud&amp;diff=159556</id>
		<title>v0.31:Mud</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Mud&amp;diff=159556"/>
		<updated>2012-01-25T10:52:36Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: woot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Mud''' is a [[contaminant]] produced when you flood an area with [[water]]. It is needed for underground [[farming]] on stone. Mud piles up against items, coloring the tile brown.&lt;br /&gt;
&lt;br /&gt;
Mud also occurs naturally in deep [[cavern|caverns]].&lt;br /&gt;
&lt;br /&gt;
''Note: Upon [[reclaim fortress mode|reclaiming a fortress]], '''every single bit of mud will disappear.'''''&lt;br /&gt;
&lt;br /&gt;
Mud can be removed by constructing something over the mud, then deconstructing it, or by smoothing/engraving stone. Mud on soil is removed easily by constructing a dirt road.&lt;br /&gt;
&lt;br /&gt;
One common way of creating mud is to [[irrigation|flood]] a good sized area from a lake, thus making mud.  Another way is to use a pit/pond from the [[Activity zone|activity zone menu]] and have a dwarf throw water over a channeled area into a dug-out area below.&lt;br /&gt;
&lt;br /&gt;
While water leaves &amp;quot;a dusting of mud&amp;quot;, the floors of underground pools in [[caverns]] are covered in &amp;quot;a pile of mud&amp;quot; which causes water drawn from them to be &amp;quot;laced with mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s, [[forgotten beast]]s, and [[demon]]s are occasionally made of mud. Due to a bug, killing them results in a glitchy liquid &amp;quot;pool of&amp;quot; instead of a solid &amp;quot;pile of mud&amp;quot;.{{bug|2548}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2010:hardcoded_materials.txt|MATERIAL|MUD}}}}&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Exploit&amp;diff=159553</id>
		<title>v0.31 Talk:Exploit</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Exploit&amp;diff=159553"/>
		<updated>2012-01-25T09:38:15Z</updated>

		<summary type="html">&lt;p&gt;Introprospector: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wouldn't call most of the 'exploits' real exploits. &lt;br /&gt;
Qantum storage, dwarven atomsmasher, yes. &lt;br /&gt;
All others, no. &lt;br /&gt;
If I tell someone:&amp;quot; You shall work all day on this and shall not do something&amp;quot; will make that one be good in whatever I told them to do. &lt;br /&gt;
And when I make traps, I tell all my friends about them, so they don't die in there. &lt;br /&gt;
And, stealing is stealing, it could be much easier than dumping items. --[[User:Niggy|Niggy]] 21:34, 29 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The traps are no exploit. Since enemies who know of the traps will ignore them, too. And blind dwarves still stumble into the traps, like a blind child did in one of my games. Ugly things happened to it. --[[Special:Contributions/194.156.172.204|194.156.172.204]] 08:53, 27 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should we mention that dwarves can quickly be brought to legendary by locking them in a room with a weak animal and giving them good armor and a crappy wooden weapon to fight it with? One can make a &amp;quot;tower of might&amp;quot;, a building designed specifically to train tons of dwarves at once, locking them in small fighting chambers until they are starving/dehydrated/over-exerted, in order to efficiently convert a fortress of 200+ dwarves into effectively invincible warriors that can take care of themselves if anything dangerous gets into the fort. The game already has a sparring system, which is much slower, leading one to believe Toady doesn't want training warriors to be so quick and easy. --[[User:Peglegpenguin|Peglegpenguin]] 01:16, 28 September 2010 (UTC)&lt;br /&gt;
:Heh, My fortress has gone through 22 of my dwarfs, all died thanks to elk birds. The next lot (I got some migrants while I only had 1 dwarf left alive. He was beginning to flood my fortress) were just training in the barracks, all novices when a [[troll]] appeared, and died without wounding anyone. The dwarfs were unarmed. Sadly all my dwarfs are permanently asleep(literally, they're still alive).&lt;br /&gt;
&lt;br /&gt;
I think that if &amp;quot;Manager Exercise Program&amp;quot; gets on this list then [[danger room|danger rooms]] should too, right? Well I added a section called &amp;quot;Quick trade goods&amp;quot;. This is something that I use in many of my fortresses and I consider it an exploit because it is so over powered, essentially making other trade goods scrap to get rid of when the elves come around.--[[User:Introprospector|Introprospector]] 09:38, 25 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Introprospector</name></author>
	</entry>
</feed>