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		<title>Aquifer</title>
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		<updated>2024-01-23T21:53:33Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aquifier_preview.png|thumb|300px|right|&amp;quot;This is what the in-game prompts were warning us about!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Photographed by Michael Behrens''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
An '''aquifer''' is a subterranean [[Stone layers|body of rock]] that holds groundwater. Once exposed it will start leaking [[water]], which can lead to a lot of [[Fun]] [[flood]]ing if left unmanaged. &lt;br /&gt;
&lt;br /&gt;
Aquifer tiles produce water in any ''neighboring'' open tiles – '''north, south, east, west,''' and '''below'''. The amount of water an aquifer produces depends on what type it is. '''Heavy aquifers''' are faster to produce water and much harder to manage compared to '''light aquifers'''. Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as [[damp stone|damp soil]] or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of &amp;quot;damp stone&amp;quot; before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell.&lt;br /&gt;
&lt;br /&gt;
== Types of aquifers ==&lt;br /&gt;
[[File:aqua_varied.png|thumb|150px|Embark screen: Area with a varied aquifer.]]&lt;br /&gt;
&lt;br /&gt;
The type of aquifers contained within the [[embark]] location can be reviewed in the [[embark screen]]. In addition to the heavy and light types of aquifer, DF can also display &amp;quot;Varied aquifer&amp;quot; if both types are present within the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced aquifers in those parts).&lt;br /&gt;
&lt;br /&gt;
=== Light aquifers ===&lt;br /&gt;
Light aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly. Light aquifers can be very useful for low-water applications such as slowly filling a cistern for wells, or feeding an atmospheric waterfall.&lt;br /&gt;
&lt;br /&gt;
An open tile will receive water from a light aquifer only if it is directly '''north of, south of, east of, west of, or below''' a tile of the aquifer  (not in the tile '''above''' them, nor in any diagonally-adjacent tiles). &lt;br /&gt;
The amount of water that the open tile receives is random, on average four per month, possibly reaching as low as two or as high as six. The same amount of water is received regardless of the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
Since water will leak into tiles '''below''' an aquifer, you must dig out and wall off or smooth the same tiles in every single damp Z-level you wish to utilize, or else find all lower z-levels flooded by an alarming downpour coming from a seemingly unknown source, that being the unmined or unsmoothed aquifer tiles above. It will seem as though the floor is leaking water, but it is actually coming through the ceiling. There is no need to smooth or construct floors, only solid tiles can leak water. However, if what you're trying to do is dig out a cistern, the most efficient way is to simply dig a large area out from directly under an aquifer layer, since every single tile will fill with water at a steady rate until it reaches 7/7. You'll know you're digging in the right level to make a cistern when every single tile you're trying to dig out is damp stone, but the layer below is dry.&lt;br /&gt;
&lt;br /&gt;
If you wish to excavate a large area within a light aquifer without painstakingly and continually walling it off, dig regular drains to an open area in a non-aquifer layer where the water can evaporate more quickly than it arrives. It will need to be much larger than the area of the aquifer dug out, however.&lt;br /&gt;
&lt;br /&gt;
Unlike heavy aquifers, light aquifer tiles do not drain away water.&lt;br /&gt;
&lt;br /&gt;
Although digging through light aquifer tiles is not very dangerous, your dwarves will continuously cancel designations with the &amp;quot;damp stone&amp;quot; warning with each new tile uncovered. The player must therefore repeatedly re-designate light aquifer squares to get the dwarves to mine it, making it a tedious affair. There is no way to turn off this automatic cancellation without using external tools such as [[DFHack]]. Alternately, once all desired tiles are revealed from above and designated for mining, when the &amp;quot;damp stone&amp;quot; alert pauses the mining activity, simply unpause for each alert (note that the unrevealed parts of designations will still be cancelled).&lt;br /&gt;
&lt;br /&gt;
=== Heavy aquifers ===&lt;br /&gt;
Unlike light aquifers, heavy aquifers produce water almost immediately, effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with heavy aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
&lt;br /&gt;
Empirically, heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible. Depending on the [[embark]] location's biomes, you may deploy to an area containing no aquifers, or up to several aquifers throughout your map.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer - digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
*[[claystone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Working in aquifers ==&lt;br /&gt;
When working in aquifers, some points to keep in mind include:&lt;br /&gt;
&lt;br /&gt;
*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations, and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Probing an aquifer ===&lt;br /&gt;
&lt;br /&gt;
You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer heavy aquifers.&lt;br /&gt;
&lt;br /&gt;
== Dealing with heavy aquifers ==&lt;br /&gt;
===Going around===&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the heavy aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density.  You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs, for instance, in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
&lt;br /&gt;
=== The double slit method ===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single heavy aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
&lt;br /&gt;
===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;. The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Chicken Run&amp;quot; technique ===&lt;br /&gt;
In versions of the game earlier than {{version|0.40.23}}, this term meant having a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer could fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.&lt;br /&gt;
&lt;br /&gt;
A limited but useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting cave-ins ===&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
&lt;br /&gt;
This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
&lt;br /&gt;
When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
&lt;br /&gt;
==== Cave-in example ====&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Side view]]&lt;br /&gt;
&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
==== Concentric ring method for multiple layers ====&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Chicken-Run&amp;quot; plug ====&lt;br /&gt;
&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
&lt;br /&gt;
The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
&lt;br /&gt;
While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
&lt;br /&gt;
=== The pump method ===&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
&lt;br /&gt;
Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
&lt;br /&gt;
A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
&lt;br /&gt;
Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
&lt;br /&gt;
===The freezing method===&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
&lt;br /&gt;
If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
&lt;br /&gt;
If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
&lt;br /&gt;
As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
&lt;br /&gt;
===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The drainage method===&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
&lt;br /&gt;
Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
&lt;br /&gt;
This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
&lt;br /&gt;
Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
&lt;br /&gt;
===The modding method===&lt;br /&gt;
{{Mod}}&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
&lt;br /&gt;
==== With Lazy Newb Pack====&lt;br /&gt;
Using the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] you can disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
&lt;br /&gt;
==== With DFHack ====&lt;br /&gt;
The [[Utility:DFHack|DFHack]] command &amp;lt;code&amp;gt;light-aquifers-only&amp;lt;/code&amp;gt; changes all heavy aquifers to light aquifers. If you prefer not having to deal with aquifers at all, the DFHack command &amp;lt;code&amp;gt;drain-aquifer&amp;lt;/code&amp;gt; removes the aquifer flag from all tiles in your current embark without requiring raw edits.  &lt;br /&gt;
&lt;br /&gt;
===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a heavy aquifer on your map, but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
# Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
# Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
#* filter any&lt;br /&gt;
#* paint aqua 0&lt;br /&gt;
#* range 4 4&lt;br /&gt;
# In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
# In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
# Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
&lt;br /&gt;
If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
&lt;br /&gt;
==== Command-line (Linux/OS X) ====&lt;br /&gt;
Note that this prevents light aquifers as well as heavy ones!&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
==== Text editor (all operating systems) ====&lt;br /&gt;
You can manually perform the command-line method above.&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”\data\vanilla\vanilla_materials\objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/data/save/“THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER].&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.&lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; Fun cavern creatures.&lt;br /&gt;
&lt;br /&gt;
=== A benefit of heavy aquifers? ===&lt;br /&gt;
Although annoying, heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z-level of the aquifer, then connecting it to a breached aquifer a level above, through a channel dug a level above that, will create a permanently flowing, compact, secure water/power source completely contained within the fortress.&lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer version split ==&lt;br /&gt;
&lt;br /&gt;
The aquifer split introduced in 0.47.01 uses the crude but effective random-appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.&lt;br /&gt;
&lt;br /&gt;
== Notes &amp;amp; Bugs ==&lt;br /&gt;
* As of {{version|0.47.01}}, there are two types of aquifers: '''light aquifer''' and '''heavy aquifer''', with light aquifers being by far the most common. Prior to this, all aquifers behaved as the &amp;quot;heavy&amp;quot; type.&lt;br /&gt;
* Aquifers south/west of the NW-SE diagonal in the local embark map are not displayed on the embark screen (but they're still present). {{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=290747</id>
		<title>Magma-safe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=290747"/>
		<updated>2023-02-14T02:30:06Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Undo revision 290745 by JuniperAndFriends (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt, burn, evaporate, or otherwise take damage when in close contact with [[magma]]. Most frequently, this comes into play when using [[floodgate]]s operated by [[mechanism]]s, or when operating a [[screw pump|magma pump]].&lt;br /&gt;
&lt;br /&gt;
For [[reaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 12000 and COLDDAM_POINT less than 12000) is considered magma-safe. &lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms, blocks or other pump components from a magma-safe material, you have several choices:&lt;br /&gt;
# You can specify a magma-safe rock for your [[mechanisms]] and other components at the workshops by clicking the detail (magnifying glass) icon next to the order.{{version|0.42.06}}&lt;br /&gt;
# Build your mechanisms out of [[iron]] or [[steel]].&lt;br /&gt;
# Build your pump components out of iron, steel, [[glass]], or [[nether-cap]].&lt;br /&gt;
# Place a [[stockpile]] with the desired stones around your [[mechanic's workshop]] and set it to &amp;quot;Give To a Pile/Workshop&amp;quot;.&lt;br /&gt;
# Use a [[burrow]] that contains only the workshop and the desired materials.&lt;br /&gt;
# Simply ensure that the desired materials are the closest available to your worker. This does not always work, but is usually good enough if you request several jobs, hoping that at least one uses the correct material.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a [[pressure plate]]), only the first mechanism (attached to the object that will be submerged) needs to be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using [[screw pump]]s to pump the magma over [[wall]]-barriers, or using water to form [[obsidian]] to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
This property is also relevant when choosing the appropriate method for disposing of unneeded items, which can impact [[FPS]] when in large numbers. Items made of non magma-safe materials can be simply dumped into magma, which is the easiest disposal method; however, magma-safe items will need more [[Dwarven atom smasher|drastic]] measures. For instance, wooden floodgate will hold back magma indefinitely if it stays closed (it'll only catch fire once it's opened), and a wooden drawbridge will only hold back magma if it's against its outer edge (e.g. if it raises to the right, then lava flowing from the left onto the &amp;quot;center&amp;quot; of the bridge will very quickly burn it up). &lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], and [[Stairs]]) of any material can never melt or burn - there is nothing wrong with a [[wood]]en magma reservoir.  Natural (i.e. non-constructed) [[ice]] walls/floors/ramps/stairs will melt if exposed to sufficient heat.&lt;br /&gt;
* [[Fortification]]s will allow the passage of [[magma]]; however, if fortifications fill up to 7/7 depth, magma creatures will be able to swim freely through them.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), [[door]]s, [[floodgate]]s, and raised [[bridge]]s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the center of the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* A [[pump]] made with magma-safe material for pipes, screws and blocks is fully magma-safe, and will not melt even when submerged in magma.  Pumps containing any item that is not magma safe will be destroyed after prolonged operation.&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The chance of striking a magma-safe stone is roughly around 32%, not including the natural abundance of certain stone. It is important to note whether or not your fortress may already have access to magma-safe resources before attempting to deliberately find some.&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes [[door]]s, [[floor hatch]]es, [[floodgate]]s, [[bridge]]s, [[screw pump]]s, [[pipe section]]s, and [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Where= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Alunite]]|Appear=[[File:alunite_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Anhydrite]]|Appear=[[File:anhydrite_sprite.png]] / {{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Where=[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Basalt]]|Appear=[[File:basalt_sprite.png]] / {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Bauxite]]|Appear=[[File:bauxite_sprite.png]] / {{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Calcite]]|Appear=[[File:calcite_sprite.png]] / {{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Where=[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|Notes=[[flux]] stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chert]]|Appear=[[File:chert_sprite.png]] / {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chromite]]|Appear=[[File:chromite_sprite.png]] / {{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Where=[[Olivine]]'''(V)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Dolomite]]|Appear=[[File:dolomite_sprite.png]] / {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone|Notes=[[Flux]], Highest melting point of any common stone.}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Gabbro]]|Appear=[[File:gabbro_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous intrusive layer|Igneous intrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Ilmenite]]|Appear=[[File:ilmenite_sprite.png]] / {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Where=[[Gabbro]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Kaolinite]]|Appear=[[File:kaolinite_sprite.png]] / {{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red, [[porcelain]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Mica]]|Appear=[[File:mica_sprite.png]] / {{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Where=All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Obsidian]]|Appear=[[File:obsidian_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone|Notes=value 3, can be &amp;quot;[[obsidian farming|manufactured]]&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Olivine]]|Appear=[[File:olivine_sprite.png]] / {{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Where=[[Gabbro]]'''(L)'''|Notes=green}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Orthoclase]]|Appear=[[File:orthoclase_sprite.png]] / {{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Where=All [[Igneous intrusive layer|Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|Notes=yellow}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Periclase]]|Appear=[[File:periclase_sprite.png]] / {{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Where=[[Marble]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Petrified wood]]|Appear=[[File:petrified_wood_sprite.png]] / {{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(S)'''|Notes=bright red&amp;lt;br&amp;gt;density = 2200&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Pitchblende]]|Appear=[[File:pitchblende_sprite.png]] / {{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Granite]]'''(S)'''|Notes=purple&amp;lt;br&amp;gt;density = 7600&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Quartzite]]|Appear=[[File:quartzite_sprite.png]] / {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Where=[[Metamorphic]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Rutile]]|Appear=[[File:rutile_sprite.png]] / {{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Where=All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Sandstone]]|Appear=[[File:sandstone_sprite.png]] / {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Talc]]|Appear=[[File:talc_sprite.png]] / {{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Where=[[Dolomite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Adamantine]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game&amp;lt;br&amp;gt;density = 200&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=Armor/weapons&amp;lt;br&amp;gt;density = 7850&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Nickel]]|Appear={{Raw Tile|X|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C&amp;lt;br&amp;gt;density = 8800&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Pig iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process&amp;lt;br&amp;gt;density = 7850&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Platinum]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal&amp;lt;br&amp;gt;density = 21,400&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Steel]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=Armor/weapons&amp;lt;br&amp;gt;density = 7850&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Divine metal]]|Appear={{Raw Tile|X|7:0:0}} {{Raw Tile|≡|7:0}}|Temp=None|Notes=Found only in [[vault]]s and in geodes deep underground&amp;lt;br&amp;gt;density = 1000&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Cassiterite]]|Appear=[[File:ore_silvery2_sprite.png]] / {{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Where=[[Granite]]'''(V)'''|Notes=Ore of [[tin]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Galena]]|Appear=[[File:ore_silvery_sprite.png]] / {{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(V)''', All [[Metamorphic]]'''(V)''', [[Granite]]'''(V)''', [[Limestone]]'''(V)'''|Notes=Ore of [[lead]] and [[silver]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Hematite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear=[[File:ore_red_sprite.png]] / {{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(V)''', All [[Igneous extrusive layer|Igneous extrusive]]'''(V)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Magnetite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear=[[File:ore_silvery2_sprite.png]] / {{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Native platinum]]|Appear=[[File:ore_silvery_sprite.png]] / {{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Where=[[Olivine]]'''(V)''', [[Magnetite]]'''(V)''', [[Chromite]]'''(S)'''|Notes=Ore of [[platinum]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''[[Sphalerite]]''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear=[[File:ore_magenta_sprite.png]] / {{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=''12,133°U (2165°F/1185°C)''|Where=All [[Metamorphic]]'''(V)'''|Notes=Ore of [[zinc]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Wood|Matl=[[Nether-cap]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|♠|1:0:0}} {{Raw Tile|▬|1:0:0}}|Temp=N/A|Where=[[Cavern]] (depth 3)|Notes=Naturally cold&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Raw adamantine]]|Appear=[[File:Raw_adamantine_sprite.png]] / {{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Where=The depths|Notes=Ore of [[adamantine]]}}&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Slade]]|Appear={{Raw Tile|░|0:0:1}} {{Raw Tile|*|0:1}}|Temp=None|Where=The depths|Notes=Intended to be unmineable}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl=[[Fire imp]]|Appear={{Raw Tile|ß|6:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Fire imp]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Dragon]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Fire imp]]|Appear={{Raw Tile|≡|7:1}}|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Dragon]]|Appear={{Raw Tile|≡|7:1}}|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Green glass]]|Appear=[[File:Green_glass_sprite.png]] / {{Raw Tile|X|2:2:1}} {{Raw Tile|■|2:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Clear glass]]|Appear=[[File:Clear_crystal_glass.png]] / {{Raw Tile|X|3:3:1}} {{Raw Tile|■|3:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Crystal glass]]|Appear=[[File:Clear_crystal_glass.png]] / {{Raw Tile|X|7:7:1}} {{Raw Tile|■|7:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Ash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Potash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Pearlash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
: 1) Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Click to look at items or mouse over the terrain for specific information.&lt;br /&gt;
: 2) '''°U''' = degrees in [[Main:Urist|Urist]], the measure of temperature within the ''Dwarf Fortress'' world. As far as is known, there is no functional difference between a material that melts at {{ct|12005}} or {{ct|55000}} &amp;amp;mdash; they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
: 3) There are three iron ores in the game (four if you count [[Goblinite]]). Of these, only [[hematite]] and [[magnetite]] are magma safe.&lt;br /&gt;
: 4) Sphalerite has ''no'' melting point, but ''sublimates'' at {{ct|12133}}. This still qualifies as being magma-safe.&lt;br /&gt;
: 5) [[Nether-cap]] logs have a fixed temperature of {{ct|10000}}, rendering them fully magma safe, except that nether-cap products [[dump]]ed into magma are destroyed.&lt;br /&gt;
: 6) For when weight is a consideration, one way or the other. Petrified Wood and Pitchblende are notable as the least and most dense non-economic magma-safe stones, with all the others listed above weighing very close to 2650, the generic &amp;quot;stone density&amp;quot;. See [[Density]] for full table and discussion. &lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Magma safe materials| }}&lt;br /&gt;
[[Ru:Magma-safe]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Olivine_sprite.png&amp;diff=290746</id>
		<title>File:Olivine sprite.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Olivine_sprite.png&amp;diff=290746"/>
		<updated>2023-02-14T02:29:08Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: JuniperAndFriends uploaded a new version of File:Olivine sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=290745</id>
		<title>Magma-safe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Magma-safe&amp;diff=290745"/>
		<updated>2023-02-14T02:20:56Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: /* Magma-safe material */ - Corrected the Olivine sprite.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt, burn, evaporate, or otherwise take damage when in close contact with [[magma]]. Most frequently, this comes into play when using [[floodgate]]s operated by [[mechanism]]s, or when operating a [[screw pump|magma pump]].&lt;br /&gt;
&lt;br /&gt;
For [[reaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 12000 and COLDDAM_POINT less than 12000) is considered magma-safe. &lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms, blocks or other pump components from a magma-safe material, you have several choices:&lt;br /&gt;
# You can specify a magma-safe rock for your [[mechanisms]] and other components at the workshops by clicking the detail (magnifying glass) icon next to the order.{{version|0.42.06}}&lt;br /&gt;
# Build your mechanisms out of [[iron]] or [[steel]].&lt;br /&gt;
# Build your pump components out of iron, steel, [[glass]], or [[nether-cap]].&lt;br /&gt;
# Place a [[stockpile]] with the desired stones around your [[mechanic's workshop]] and set it to &amp;quot;Give To a Pile/Workshop&amp;quot;.&lt;br /&gt;
# Use a [[burrow]] that contains only the workshop and the desired materials.&lt;br /&gt;
# Simply ensure that the desired materials are the closest available to your worker. This does not always work, but is usually good enough if you request several jobs, hoping that at least one uses the correct material.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a [[pressure plate]]), only the first mechanism (attached to the object that will be submerged) needs to be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using [[screw pump]]s to pump the magma over [[wall]]-barriers, or using water to form [[obsidian]] to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
This property is also relevant when choosing the appropriate method for disposing of unneeded items, which can impact [[FPS]] when in large numbers. Items made of non magma-safe materials can be simply dumped into magma, which is the easiest disposal method; however, magma-safe items will need more [[Dwarven atom smasher|drastic]] measures. For instance, wooden floodgate will hold back magma indefinitely if it stays closed (it'll only catch fire once it's opened), and a wooden drawbridge will only hold back magma if it's against its outer edge (e.g. if it raises to the right, then lava flowing from the left onto the &amp;quot;center&amp;quot; of the bridge will very quickly burn it up). &lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], and [[Stairs]]) of any material can never melt or burn - there is nothing wrong with a [[wood]]en magma reservoir.  Natural (i.e. non-constructed) [[ice]] walls/floors/ramps/stairs will melt if exposed to sufficient heat.&lt;br /&gt;
* [[Fortification]]s will allow the passage of [[magma]]; however, if fortifications fill up to 7/7 depth, magma creatures will be able to swim freely through them.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), [[door]]s, [[floodgate]]s, and raised [[bridge]]s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the center of the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* A [[pump]] made with magma-safe material for pipes, screws and blocks is fully magma-safe, and will not melt even when submerged in magma.  Pumps containing any item that is not magma safe will be destroyed after prolonged operation.&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The chance of striking a magma-safe stone is roughly around 32%, not including the natural abundance of certain stone. It is important to note whether or not your fortress may already have access to magma-safe resources before attempting to deliberately find some.&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes [[door]]s, [[floor hatch]]es, [[floodgate]]s, [[bridge]]s, [[screw pump]]s, [[pipe section]]s, and [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Where= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Alunite]]|Appear=[[File:alunite_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Anhydrite]]|Appear=[[File:anhydrite_sprite.png]] / {{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Where=[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Basalt]]|Appear=[[File:basalt_sprite.png]] / {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Bauxite]]|Appear=[[File:bauxite_sprite.png]] / {{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Calcite]]|Appear=[[File:calcite_sprite.png]] / {{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Where=[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|Notes=[[flux]] stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chert]]|Appear=[[File:chert_sprite.png]] / {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chromite]]|Appear=[[File:chromite_sprite.png]] / {{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Where=[[Olivine]]'''(V)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Dolomite]]|Appear=[[File:dolomite_sprite.png]] / {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone|Notes=[[Flux]], Highest melting point of any common stone.}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Gabbro]]|Appear=[[File:gabbro_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous intrusive layer|Igneous intrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Ilmenite]]|Appear=[[File:ilmenite_sprite.png]] / {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Where=[[Gabbro]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Kaolinite]]|Appear=[[File:kaolinite_sprite.png]] / {{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=dark red, [[porcelain]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Mica]]|Appear=[[File:mica_sprite.png]] / {{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Where=All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Obsidian]]|Appear=[[File:obsidian_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Where=[[Igneous extrusive layer|Igneous extrusive]] layer stone|Notes=value 3, can be &amp;quot;[[obsidian farming|manufactured]]&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Olivine]]|Appear=[[File:OlivineBoulder_Sprite.png]] / {{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Where=[[Gabbro]]'''(L)'''|Notes=green}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Orthoclase]]|Appear=[[File:orthoclase_sprite.png]] / {{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Where=All [[Igneous intrusive layer|Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|Notes=yellow}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Periclase]]|Appear=[[File:periclase_sprite.png]] / {{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Where=[[Marble]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Petrified wood]]|Appear=[[File:petrified_wood_sprite.png]] / {{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(S)'''|Notes=bright red&amp;lt;br&amp;gt;density = 2200&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Pitchblende]]|Appear=[[File:pitchblende_sprite.png]] / {{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Granite]]'''(S)'''|Notes=purple&amp;lt;br&amp;gt;density = 7600&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Quartzite]]|Appear=[[File:quartzite_sprite.png]] / {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Where=[[Metamorphic]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Rutile]]|Appear=[[File:rutile_sprite.png]] / {{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Where=All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Sandstone]]|Appear=[[File:sandstone_sprite.png]] / {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Sedimentary layer|Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Talc]]|Appear=[[File:talc_sprite.png]] / {{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Where=[[Dolomite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Adamantine]]|Appear={{Raw Tile|X|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game&amp;lt;br&amp;gt;density = 200&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)|Notes=Armor/weapons&amp;lt;br&amp;gt;density = 7850&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Nickel]]|Appear={{Raw Tile|X|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C&amp;lt;br&amp;gt;density = 8800&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Pig iron]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process&amp;lt;br&amp;gt;density = 7850&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Platinum]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal&amp;lt;br&amp;gt;density = 21,400&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Steel]]|Appear={{Raw Tile|X|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=Armor/weapons&amp;lt;br&amp;gt;density = 7850&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Divine metal]]|Appear={{Raw Tile|X|7:0:0}} {{Raw Tile|≡|7:0}}|Temp=None|Notes=Found only in [[vault]]s and in geodes deep underground&amp;lt;br&amp;gt;density = 1000&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Cassiterite]]|Appear=[[File:ore_silvery2_sprite.png]] / {{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Where=[[Granite]]'''(V)'''|Notes=Ore of [[tin]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Galena]]|Appear=[[File:ore_silvery_sprite.png]] / {{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Where=All [[Igneous extrusive layer|Igneous extrusive]]'''(V)''', All [[Metamorphic]]'''(V)''', [[Granite]]'''(V)''', [[Limestone]]'''(V)'''|Notes=Ore of [[lead]] and [[silver]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Hematite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear=[[File:ore_red_sprite.png]] / {{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(V)''', All [[Igneous extrusive layer|Igneous extrusive]]'''(V)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Magnetite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear=[[File:ore_silvery2_sprite.png]] / {{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Where=All [[Sedimentary layer|Sedimentary]]'''(L)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Native platinum]]|Appear=[[File:ore_silvery_sprite.png]] / {{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Where=[[Olivine]]'''(V)''', [[Magnetite]]'''(V)''', [[Chromite]]'''(S)'''|Notes=Ore of [[platinum]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''[[Sphalerite]]''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear=[[File:ore_magenta_sprite.png]] / {{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=''12,133°U (2165°F/1185°C)''|Where=All [[Metamorphic]]'''(V)'''|Notes=Ore of [[zinc]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Wood|Matl=[[Nether-cap]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|♠|1:0:0}} {{Raw Tile|▬|1:0:0}}|Temp=N/A|Where=[[Cavern]] (depth 3)|Notes=Naturally cold&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Raw adamantine]]|Appear=[[File:Raw_adamantine_sprite.png]] / {{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Where=The depths|Notes=Ore of [[adamantine]]}}&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Slade]]|Appear={{Raw Tile|░|0:0:1}} {{Raw Tile|*|0:1}}|Temp=None|Where=The depths|Notes=Intended to be unmineable}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl=[[Fire imp]]|Appear={{Raw Tile|ß|6:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Fire imp]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Dragon]]|Appear={{Raw Tile|²|7:1}}|Temp=None|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Fire imp]]|Appear={{Raw Tile|≡|7:1}}|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Soap|Matl=[[Dragon]]|Appear={{Raw Tile|≡|7:1}}|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Green glass]]|Appear=[[File:Green_glass_sprite.png]] / {{Raw Tile|X|2:2:1}} {{Raw Tile|■|2:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Clear glass]]|Appear=[[File:Clear_crystal_glass.png]] / {{Raw Tile|X|3:3:1}} {{Raw Tile|■|3:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=[[Glass|Crystal glass]]|Appear=[[File:Clear_crystal_glass.png]] / {{Raw Tile|X|7:7:1}} {{Raw Tile|■|7:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Ash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:0}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Potash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
{{MS table row|Type=Ash|Matl=[[Pearlash]]|Appear={{Raw Tile|X|7:7:1}} {{Raw Tile|≡|7:0:1}}|Temp=None|Notes=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
: 1) Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Click to look at items or mouse over the terrain for specific information.&lt;br /&gt;
: 2) '''°U''' = degrees in [[Main:Urist|Urist]], the measure of temperature within the ''Dwarf Fortress'' world. As far as is known, there is no functional difference between a material that melts at {{ct|12005}} or {{ct|55000}} &amp;amp;mdash; they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
: 3) There are three iron ores in the game (four if you count [[Goblinite]]). Of these, only [[hematite]] and [[magnetite]] are magma safe.&lt;br /&gt;
: 4) Sphalerite has ''no'' melting point, but ''sublimates'' at {{ct|12133}}. This still qualifies as being magma-safe.&lt;br /&gt;
: 5) [[Nether-cap]] logs have a fixed temperature of {{ct|10000}}, rendering them fully magma safe, except that nether-cap products [[dump]]ed into magma are destroyed.&lt;br /&gt;
: 6) For when weight is a consideration, one way or the other. Petrified Wood and Pitchblende are notable as the least and most dense non-economic magma-safe stones, with all the others listed above weighing very close to 2650, the generic &amp;quot;stone density&amp;quot;. See [[Density]] for full table and discussion. &lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Magma safe materials| }}&lt;br /&gt;
[[Ru:Magma-safe]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:OlivineBoulder_Sprite.png&amp;diff=290744</id>
		<title>File:OlivineBoulder Sprite.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:OlivineBoulder_Sprite.png&amp;diff=290744"/>
		<updated>2023-02-14T02:17:41Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A corrected sprite for the Olivine boulder, since the old sprite listed on the wiki was a gem cluster that isn't how Olivine appears in-game.&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290714</id>
		<title>Unusual volcanic wall</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290714"/>
		<updated>2023-02-13T10:39:04Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Clarified the quest requirements with new information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
An '''unusual volcanic wall''' is a pillar-like formation consisting primarily of obsidian alongside various high-value gems. These formations are commonly found in the [[magma sea]] and the deepest parts of the caverns, although some extending upwards into the sky for thousands of z-levels have been reported.&lt;br /&gt;
&lt;br /&gt;
Upon discovery, the player will get an announcement that they have discovered an &amp;quot;unusual volcanic wall studded with gems&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Digging into the pillar will reveal various pockets which will contain water, magma, fire that will extend outward when revealed, divine artifacts, and [[angel|other]] [[demon|fun things]]. Veins of [[adamantine]] can also be found deep inside the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|This can only end well!]]&lt;br /&gt;
&lt;br /&gt;
Upon becoming the Capital and meeting all of the monarch's room requirements, an announcement will prompt the player to acquire &amp;quot;seven symbols not of this world&amp;quot; as well as a &amp;quot;true throne&amp;quot; made from any divine metal. The 'symbols' refer to the various divine metal artifacts that can be found throughout the wall. To satisfy the monarch, the seven symbols ''must'' be divine [[artifacts]], treasures of the gods, ones which your dwarves did not create ([[Goblinite]] that Angels drop won't count). Once the symbols are assigned and the throne is constructed in the monarch's throne room, the fortress will be elevated from Capital to Mountainhome.&lt;br /&gt;
&lt;br /&gt;
Small 3x3 'geodes' of obsidian and similar valuable gems may also be found throughout the caverns.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
&lt;br /&gt;
*Variously sized pools of water and magma&lt;br /&gt;
&lt;br /&gt;
*A pocket containing fire, prompting an announcement of ''We checked that stone for heat! What devilry is this?!'' The fire will expand outwards on the same z-level and (potentially) kill whichever unfortunate miner discovered it. As the announcement message implies, these pockets are not surrounded by warm stone.&lt;br /&gt;
&lt;br /&gt;
*A set of 1-3 artifacts made of a random divine metal, prompting an announcement of ''Deep within this strange place, we've uncovered what must be a treasure of the gods!'' Note that it is possible for many of these artifacts to have no graphic. These items can be assigned to your monarch through the nobles and administrators menu, although depending on the usefulness of the item you may wish to allow your military to use it. Much of the armor will probably be too large for dwarves to wear.&lt;br /&gt;
&lt;br /&gt;
*A random [[demon]], prompting an announcement of ''Something evil is emerging from this newly exposed pocket!'' Demons often have some [[fun]] attacks such as fire or webs, and will most likely kill the unfortunate miner who discovered it.&lt;br /&gt;
&lt;br /&gt;
*A random [[angel]], prompting an announcement of ''We have unleashed the echo of a forgotten divine retribution!'' Angels will usually be equipped with a randomly generated set of divine metal armor and weapons, which, similar to the unique artifacts above, may be invisible. Unlike the unique artifacts, these can be melted down into bars at the smelter. It is advisable to only have a single smelter set to melt items at this point, so the extra 'fractions' accumulate into bars instead of being lost.&lt;br /&gt;
&lt;br /&gt;
*A pillar of raw adamantine. As in previous versions, it is hollow, and breaching it will likely lead to large amounts of [[fun]].&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Due to the danger of what lies within the pillar (even a single demon is capable of wiping out an entire fortress) care must be taken when exploring, but there will always be a risk. Isolating the pillar from the rest of your fortress with only a single entrance and keeping the military nearby would be wise.&lt;br /&gt;
&lt;br /&gt;
Collapsing a single layer of floor on top of the pillar with a [[cave-in]] will expose all pockets, and the resulting dust will potentially kill (or at least injure) any hostiles that pop out. The military can then be sent in to kill them, and that layer of pillar can then be safely mined out. On the other hand, this carries a risk of releasing several still-living, very angry demons at once, which may be far worse. However, if done a little at a time, you can stay reasonably safe, and your dwarves won't be set on fire with devilish magic, though the risk of this can be mitigated by pumping a bit of water into the area first or using some of the water deposits inside the wall itself.&lt;br /&gt;
&lt;br /&gt;
If you prefer a slower and saner method, you can designate the volcanic walls to be carved into Fortifications before you mine them. This will allow you to see through the wall and get a good look at what's on the other side of it, which may be nothing, but may be a demon that can't get out, which at the very least will give you ample time to prepare for the battle, get civilians to safety, pump water in to wash off deadly dust and put out fires, close any bridges, and summon the military. Be aware that when using this method, any dwarves working in the area are still exposed to danger from anything that can get through fortifications, like deadly spit, dust, fire, ranged attacks from Angels, and [[magma|fluids]]. When using this method, fluids can be deadly even if you only uncover a pocket of water, since flowing liquid can actually push enemies through fortifications{{Bug|5458}}, so be extremely careful when carving through warm or damp stone.&lt;br /&gt;
&lt;br /&gt;
If using DF Premium's graphical mode, [[glass]] [[floors]] are transparent and will graphically replace any floor they are constructed on, so if you want to really take a peek before you dig or carve anything, construct a [[glass]] [[block]] floor over the top of the wall to reveal what's beneath. Clear glass works best, as green glass will tint everything green, possibly obscuring necessary visuals, but green glass may work just fine. If you spot devilish fire with this method, remove the constructed floor and [[channel]] in from above, as the fire can only spread outward and not upward. Channeling without checking carefully first carries a risk, though -- enemies can still climb or fly out, and if you're already near a pocket of [[adamantine]], you could risk [[hidden fun stuff|digging too deep]].&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Hide_root&amp;diff=290713</id>
		<title>Hide root</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Hide_root&amp;diff=290713"/>
		<updated>2023-02-13T10:37:58Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Dye]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hide root''' is an [[above ground]] [[crop]]. It can be acquired by [[plant gathering|harvesting]] or by [[trading]]. It is [[milling|milled]] into redroot [[dye]] in order to dye [[cloth]] and [[thread]].&lt;br /&gt;
&lt;br /&gt;
Actual redroot dye is brown in color; presumably, this is a bug, since there ''are'' rolls of red cloth in the [[clothier's shop]] sprite, and Redroot Dye is the only dye to where its powder state color, Brown, is different from the name of its dye: Red. Unfortunately, this means that when applied, it will make any cloth or silk look identical to leather, which can't be dyed, and tends to make it difficult to tell what is and isn't dyed at a glance. Depending on how you feel about that, you may want to avoid using redroot dye at all without a mod that changes this. Its dye value is half of all others anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:RedrootDyeSucks.png|thumb|left|From top to bottom: a leather hood, a redroot dyed sheep wool hood, and a basic sheep wool hood with no dye. Redroot dye's color is literally identical to leather.]]&lt;br /&gt;
&lt;br /&gt;
* Grow time: 300&lt;br /&gt;
* Plant value: 1&lt;br /&gt;
* Mill value: 10&lt;br /&gt;
* Dye color: Red&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] hide root for their ''fuzzy projections''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = sebïr odur | elvish = cóce nemo | goblin = obruk lobok | human = rakbin tegism}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dimple_cup&amp;diff=290712</id>
		<title>Dimple cup</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dimple_cup&amp;diff=290712"/>
		<updated>2023-02-13T10:19:10Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Dye]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dimple cup''' is a [[underground|subterranean]] [[crop]]. It can be [[farming|grown]] year-round and can be [[milling|milled]] into [[dye|blue dimple dye]].&lt;br /&gt;
[[File:DimpleCups.png|thumb|left|As seen on a farm plot.]]&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Midnight Blue&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] dimple cups for their ''soothing color''.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = storlut ôfid | elvish = thace dima | goblin = nor kux | human = lapip wem}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:DimpleCups.png&amp;diff=290711</id>
		<title>File:DimpleCups.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:DimpleCups.png&amp;diff=290711"/>
		<updated>2023-02-13T10:07:42Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dimple cups growing in a farm plot.&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Hide_root&amp;diff=290710</id>
		<title>Hide root</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Hide_root&amp;diff=290710"/>
		<updated>2023-02-13T09:55:16Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Redroot Dye does not appear red ingame, it appears brown.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Dye]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hide root''' is an [[above ground]] [[crop]]. It can be acquired by [[plant gathering|harvesting]] or by [[trading]]. It is [[milling|milled]] into redroot [[dye]] in order to dye [[cloth]] and [[thread]].&lt;br /&gt;
&lt;br /&gt;
Actual redroot dye is brown in color; presumably, this is a bug, since Redroot Dye is the only dye to where its powder state color, Brown, is different from the name of its dye: Red. Unfortunately, this means that when applied, it will make any cloth or silk look identical to leather, which can't be dyed, and tends to make it difficult to tell what is and isn't dyed at a glance. Depending on how you feel about that, you may want to avoid using redroot dye at all without a mod that changes this. Its dye value is half of all others anyway.&lt;br /&gt;
&lt;br /&gt;
[[File:RedrootDyeSucks.png|thumb|center|From top to bottom: a leather hood, a redroot dyed sheep wool hood, and a basic sheep wool hood with no dye. Redroot dye's color is literally identical to leather.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grow time: 300&lt;br /&gt;
* Plant value: 1&lt;br /&gt;
* Mill value: 10&lt;br /&gt;
* Dye color: Red&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] hide root for their ''fuzzy projections''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = sebïr odur | elvish = cóce nemo | goblin = obruk lobok | human = rakbin tegism}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:RedrootDyeSucks.png&amp;diff=290709</id>
		<title>File:RedrootDyeSucks.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:RedrootDyeSucks.png&amp;diff=290709"/>
		<updated>2023-02-13T09:48:47Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Redroot dye as implemented makes everything look like leather.&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290648</id>
		<title>Unusual volcanic wall</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290648"/>
		<updated>2023-02-13T04:34:56Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
An '''unusual volcanic wall''' is a pillar-like formation consisting primarily of obsidian alongside various high-value gems. These formations are commonly found in the [[magma sea]] and the deepest parts of the caverns, although some extending upwards into the sky for thousands of z-levels have been reported.&lt;br /&gt;
&lt;br /&gt;
Upon discovery, the player will get an announcement that they have discovered an &amp;quot;unusual volcanic wall studded with gems&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Digging into the pillar will reveal various pockets which will contain water, magma, fire that will extend outward when revealed, divine artifacts, and [[angel|other]] [[demon|fun things]]. Veins of [[adamantine]] can also be found deep inside the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|This can only end well!]]&lt;br /&gt;
&lt;br /&gt;
Upon becoming the Capital and meeting all of the monarch's room requirements, an announcement will prompt the player to acquire &amp;quot;seven symbols not of this world&amp;quot; as well as a &amp;quot;true throne&amp;quot; made from any divine metal. The 'symbols' refer to the various divine metal artifacts that can be found throughout the wall. Once the symbols are assigned and the throne is constructed in the monarch's throne room, the fortress will be elevated from Capital to Mountainhome.&lt;br /&gt;
&lt;br /&gt;
Small 3x3 'geodes' of obsidian and similar valuable gems may also be found throughout the caverns.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
&lt;br /&gt;
*Variously sized pools of water and magma&lt;br /&gt;
&lt;br /&gt;
*A pocket containing fire, prompting an announcement of ''We checked that stone for heat! What devilry is this?!'' The fire will expand outwards on the same z-level and (potentially) kill whichever unfortunate miner discovered it. As the announcement message implies, these pockets are not surrounded by warm stone.&lt;br /&gt;
&lt;br /&gt;
*A set of 1-3 artifacts made of a random divine metal, prompting an announcement of ''Deep within this strange place, we've uncovered what must be a treasure of the gods!'' Note that it is possible for many of these artifacts to have no graphic. These items can be assigned to your monarch through the nobles and administrators menu, although depending on the usefulness of the item you may wish to allow your military to use it. Much of the armor will probably be too large for dwarves to wear.&lt;br /&gt;
&lt;br /&gt;
*A random [[demon]], prompting an announcement of ''Something evil is emerging from this newly exposed pocket!'' Demons often have some [[fun]] attacks such as fire or webs, and will most likely kill the unfortunate miner who discovered it.&lt;br /&gt;
&lt;br /&gt;
*A random [[angel]], prompting an announcement of ''We have unleashed the echo of a forgotten divine retribution!'' Angels will usually be equipped with a randomly generated set of divine metal armor and weapons, which, similar to the unique artifacts above, may be invisible. Unlike the unique artifacts, these can be melted down into bars at the smelter. It is advisable to only have a single smelter set to melt items at this point, so the extra 'fractions' accumulate into bars instead of being lost.&lt;br /&gt;
&lt;br /&gt;
*A pillar of raw adamantine. As in previous versions, it is hollow, and breaching it will likely lead to large amounts of [[fun]].&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Due to the danger of what lies within the pillar (even a single demon is capable of wiping out an entire fortress) care must be taken when exploring, but there will always be a risk. Isolating the pillar from the rest of your fortress with only a single entrance and keeping the military nearby would be wise.&lt;br /&gt;
&lt;br /&gt;
Collapsing a single layer of floor on top of the pillar with a [[cave-in]] will expose all pockets, and the resulting dust will potentially kill (or at least injure) any hostiles that pop out. The military can then be sent in to kill them, and that layer of pillar can then be safely mined out. On the other hand, this carries a risk of releasing several still-living, very angry demons at once, which may be far worse. However, if done a little at a time, you can stay reasonably safe, and your dwarves won't be set on fire with devilish magic, though the risk of this can be mitigated by pumping a bit of water into the area first or using some of the water deposits inside the wall itself.&lt;br /&gt;
&lt;br /&gt;
If you prefer a slower and saner method, you can designate the volcanic walls to be carved into Fortifications before you mine them. This will allow you to see through the wall and get a good look at what's on the other side of it, which may be nothing, but may be a demon that can't get out, which at the very least will give you ample time to prepare for the battle, get civilians to safety, pump water in to wash off deadly dust and put out fires, close any bridges, and summon the military. Be aware that when using this method, any dwarves working in the area are still exposed to danger from anything that can get through fortifications, like deadly spit, dust, fire, ranged attacks from Angels, and [[magma|fluids]]. When using this method, fluids can be deadly even if you only uncover a pocket of water, since flowing liquid can actually push enemies through fortifications{{Bug|5458}}, so be extremely careful when carving through warm or damp stone.&lt;br /&gt;
&lt;br /&gt;
If using DF Premium's graphical mode, [[glass]] [[floors]] are transparent and will graphically replace any floor they are constructed on, so if you want to really take a peek before you dig or carve anything, construct a [[glass]] [[block]] floor over the top of the wall to reveal what's beneath. Clear glass works best, as green glass will tint everything green, possibly obscuring necessary visuals, but green glass may work just fine. If you spot devilish fire with this method, remove the constructed floor and [[channel]] in from above, as the fire can only spread outward and not upward. Channeling without checking carefully first carries a risk, though -- enemies can still climb or fly out, and if you're already near a pocket of [[adamantine]], you could risk [[hidden fun stuff|digging too deep]].&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290647</id>
		<title>Unusual volcanic wall</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290647"/>
		<updated>2023-02-13T04:33:21Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
An '''unusual volcanic wall''' is a pillar-like formation consisting primarily of obsidian alongside various high-value gems. These formations are commonly found in the [[magma sea]] and the deepest parts of the caverns, although some extending upwards into the sky for thousands of z-levels have been reported.&lt;br /&gt;
&lt;br /&gt;
Upon discovery, the player will get an announcement that they have discovered an &amp;quot;unusual volcanic wall studded with gems&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Digging into the pillar will reveal various pockets which will contain water, magma, fire that will extend outward when revealed, divine artifacts, and [[angel|other]] [[demon|fun things]]. Veins of [[adamantine]] can also be found deep inside the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|This can only end well!]]&lt;br /&gt;
&lt;br /&gt;
Upon becoming the Capital and meeting all of the monarch's room requirements, an announcement will prompt the player to acquire &amp;quot;seven symbols not of this world&amp;quot; as well as a &amp;quot;true throne&amp;quot; made from any divine metal. The 'symbols' refer to the various divine metal artifacts that can be found throughout the wall. Once the symbols are assigned and the throne is constructed in the monarch's throne room, the fortress will be elevated from Capital to Mountainhome.&lt;br /&gt;
&lt;br /&gt;
Small 3x3 'geodes' of obsidian and similar valuable gems may also be found throughout the caverns.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
&lt;br /&gt;
*Variously sized pools of water and magma&lt;br /&gt;
&lt;br /&gt;
*A pocket containing fire, prompting an announcement of ''We checked that stone for heat! What devilry is this?!'' The fire will expand outwards on the same z-level and (potentially) kill whichever unfortunate miner discovered it. As the announcement message implies, these pockets are not surrounded by warm stone.&lt;br /&gt;
&lt;br /&gt;
*A set of 1-3 artifacts made of a random divine metal, prompting an announcement of ''Deep within this strange place, we've uncovered what must be a treasure of the gods!'' Note that it is possible for many of these artifacts to have no graphic. These items can be assigned to your monarch through the nobles and administrators menu, although depending on the usefulness of the item you may wish to allow your military to use it. Much of the armor will probably be too large for dwarves to wear.&lt;br /&gt;
&lt;br /&gt;
*A random [[demon]], prompting an announcement of ''Something evil is emerging from this newly exposed pocket!'' Demons often have some [[fun]] attacks such as fire or webs, and will most likely kill the unfortunate miner who discovered it.&lt;br /&gt;
&lt;br /&gt;
*A random [[angel]], prompting an announcement of ''We have unleashed the echo of a forgotten divine retribution!'' Angels will usually be equipped with a randomly generated set of divine metal armor and weapons, which, similar to the unique artifacts above, may be invisible. Unlike the unique artifacts, these can be melted down into bars at the smelter. It is advisable to only have a single smelter set to melt items at this point, so the extra 'fractions' accumulate into bars instead of being lost.&lt;br /&gt;
&lt;br /&gt;
*A pillar of raw adamantine. As in previous versions, it is hollow, and breaching it will likely lead to large amounts of [[fun]].&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Due to the danger of what lies within the pillar (even a single demon is capable of wiping out an entire fortress) care must be taken when exploring, but there will always be a risk. Isolating the pillar from the rest of your fortress with only a single entrance and keeping the military nearby would be wise.&lt;br /&gt;
&lt;br /&gt;
Collapsing a single layer of floor on top of the pillar with a [[cave-in]] will expose all pockets, and the resulting dust will potentially kill (or at least injure) any hostiles that pop out. The military can then be sent in to kill them, and that layer of pillar can then be safely mined out. On the other hand, this carries a risk of releasing several still-living, very angry demons at once, which may be far worse. However, on a small scale at least, your dwarves won't be set on fire with devilish magic, though the risk of this can be mitigated by pumping a bit of water into the area first or using some of the water deposits inside the wall itself.&lt;br /&gt;
&lt;br /&gt;
If you prefer a slower and saner method, you can designate the volcanic walls to be carved into Fortifications before you mine them. This will allow you to see through the wall and get a good look at what's on the other side of it, which may be nothing, but may be a demon that can't get out, which at the very least will give you ample time to prepare for the battle, get civilians to safety, pump water in to wash off deadly dust and put out fires, close any bridges, and summon the military. Be aware that when using this method, any dwarves working in the area are still exposed to danger from anything that can get through fortifications, like deadly spit, dust, fire, ranged attacks from Angels, and [[magma|fluids]]. When using this method, fluids can be deadly even if you only uncover a pocket of water, since flowing liquid can actually push enemies through fortifications{{Bug|5458}}, so be extremely careful when carving through warm or damp stone.&lt;br /&gt;
&lt;br /&gt;
If using DF Premium's graphical mode, [[glass]] [[floors]] are transparent and will graphically replace any floor they are constructed on, so if you want to really take a peek before you dig or carve anything, construct a [[glass]] [[block]] floor over the top of the wall to reveal what's beneath. Clear glass works best, as green glass will tint everything green, possibly obscuring necessary visuals, but green glass may work just fine. If you spot devilish fire with this method, remove the constructed floor and [[channel]] in from above, as the fire can only spread outward and not upward. Channeling without checking carefully first carries a risk, though -- enemies can still climb or fly out, and if you're already near a pocket of [[adamantine]], you could risk [[hidden fun stuff|digging too deep]].&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290645</id>
		<title>Unusual volcanic wall</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290645"/>
		<updated>2023-02-13T03:20:14Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Added a picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
An '''unusual volcanic wall''' is a pillar-like formation consisting primarily of obsidian alongside various high-value gems. These formations are commonly found in the [[magma sea]] and the deepest parts of the caverns, although some extending upwards into the sky for thousands of z-levels have been reported.&lt;br /&gt;
&lt;br /&gt;
Upon discovery, the player will get an announcement that they have discovered an &amp;quot;unusual volcanic wall studded with gems&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Digging into the pillar will reveal various pockets which will contain water, magma, fire that will extend outward when revealed, divine artifacts, and [[angel|other]] [[demon|fun things]]. Veins of [[adamantine]] can also be found deep inside the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|This can only end well!]]&lt;br /&gt;
&lt;br /&gt;
Upon becoming the Capital and meeting all of the monarch's room requirements, an announcement will prompt the player to acquire &amp;quot;seven symbols not of this world&amp;quot; as well as a &amp;quot;true throne&amp;quot; made from any divine metal. The 'symbols' refer to the various divine metal artifacts that can be found throughout the wall. Once the symbols are assigned and the throne is constructed in the monarch's throne room, the fortress will be elevated from Capital to Mountainhome.&lt;br /&gt;
&lt;br /&gt;
Small 3x3 'geodes' of obsidian and similar valuable gems may also be found throughout the caverns.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
&lt;br /&gt;
*Variously sized pools of water and magma&lt;br /&gt;
&lt;br /&gt;
*A pocket containing fire, prompting an announcement of ''We checked that stone for heat! What devilry is this?!'' The fire will expand outwards on the same z-level and (potentially) kill whichever unfortunate miner discovered it. As the announcement message implies, these pockets are not surrounded by warm stone.&lt;br /&gt;
&lt;br /&gt;
*A set of 1-3 artifacts made of a random divine metal, prompting an announcement of ''Deep within this strange place, we've uncovered what must be a treasure of the gods!'' Note that it is possible for many of these artifacts to have no graphic. These items can be assigned to your monarch through the nobles and administrators menu, although depending on the usefulness of the item you may wish to allow your military to use it. Much of the armor will probably be too large for dwarves to wear.&lt;br /&gt;
&lt;br /&gt;
*A random [[demon]], prompting an announcement of ''Something evil is emerging from this newly exposed pocket!'' Demons often have some [[fun]] attacks such as fire or webs, and will most likely kill the unfortunate miner who discovered it.&lt;br /&gt;
&lt;br /&gt;
*A random [[angel]], prompting an announcement of ''We have unleashed the echo of a forgotten divine retribution!'' Angels will usually be equipped with a randomly generated set of divine metal armor and weapons, which, similar to the unique artifacts above, may be invisible. Unlike the unique artifacts, these can be melted down into bars at the smelter. It is advisable to only have a single smelter set to melt items at this point, so the extra 'fractions' accumulate into bars instead of being lost.&lt;br /&gt;
&lt;br /&gt;
*A pillar of raw adamantine. As in previous versions, it is hollow, and breaching it will likely lead to large amounts of [[fun]].&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Due to the danger of what lies within the pillar (even a single demon is capable of wiping out an entire fortress) care must be taken when exploring. Isolating the pillar from the rest of your fortress with only a single entrance and keeping the military nearby would be wise. Collapsing a single layer of floor on top of the pillar with a [[cave-in]] will expose all pockets, and the resulting dust will potentially kill (or at least injure) any hostiles that pop out. The military can then be sent in to kill them, and that layer of pillar can then be safely mined out. &lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=290642</id>
		<title>Monarch</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=290642"/>
		<updated>2023-02-13T03:02:16Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Monarch&lt;br /&gt;
| office= Royal Throne Room&lt;br /&gt;
| quarters= Royal Bedroom&lt;br /&gt;
| dining= Royal Dining Room&lt;br /&gt;
| tomb= Royal Mausoleum &lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| stands=5&lt;br /&gt;
| mandates=5&lt;br /&gt;
| demands=10&lt;br /&gt;
| arrival=&lt;br /&gt;
* 15,000☼ wealth in Architecture&lt;br /&gt;
* 5,000☼ in offerings to dwarven [[caravan]]&lt;br /&gt;
* [[Fortress|Metropolis]] rank&lt;br /&gt;
}}&lt;br /&gt;
The '''monarch''' is the highest level [[noble]], and also the noble of the highest precedence.  Rather than being promoted from within, like the [[baron]], [[count]], and [[duke]], the existing monarch arrives as an immigrant from the previous capital. However, one of your fortress residents may become monarch if the position is vacant, either by inheriting the title or after conducting &amp;quot;polite discussions with local rivals&amp;quot;. A male monarch is known as a &amp;quot;king&amp;quot; and a female as a &amp;quot;queen&amp;quot;. Either may arrive with a [[consort]], as well as an entourage that can include the [[outpost liaison]], [[general]], elite military dwarves, and ordinary workers.&lt;br /&gt;
&lt;br /&gt;
Requirements for a monarch's arrival can be checked by pressing {{k|n}} {{k|c}} after a [[fortress]] has reached a certain [[wealth]]. A fortress may not need to be a  [[Fortress|metropolis]] in order for this to happen.{{cite talk|Monarch#Metropolis?}} These requirements notably do not apply when one of your fortress residents is elevated to monarch.&lt;br /&gt;
&lt;br /&gt;
With the presence of the monarch, a fortress becomes the capital of its [[civilization]]. As a result, it can no longer receive visits from a dwarven [[liaison]] (and so can no longer negotiate trade agreements with the dwarven caravans), nor can it give goods to dwarven caravans as offerings.&lt;br /&gt;
&lt;br /&gt;
The monarch arrives at the same time as an [[immigration]] wave, but has an entirely separate entourage that can spawn from a different part of the map.  The monarch's entourage includes a &amp;quot;royal guard&amp;quot; consisting of dwarves with Legendary +5 skill in a random weapon (but no skill in Fighter), Accomplished skill in Dodger, Shield User, and Armor User, and the &amp;quot;doesn't really care about anything anymore&amp;quot; trait. The monarch will arrive even if you have exceeded your [[Immigration|population cap]]s, though the entourage may be limited by the caps.&lt;br /&gt;
&lt;br /&gt;
It may be that your monarch is an ancient [[vampire]] with thousands of kills to their name before arriving at your fortress. Some monarchs have been known to drop dead (''of regicide, perhaps'') as soon as they enter the map, especially in older worlds. Monarchs may also be of a different race, such as [[Main:Cacame Awemedinade|an elven king]].&lt;br /&gt;
&lt;br /&gt;
Random dwarves in [[dwarf fortress mode]] can become monarchs, if the current monarch dies, or if the position was vacant (common in dying civilizations). If the position no longer exists (i.e. the civilization is truly [[extinct]]) then no monarch will be appointed until the civilization is &amp;quot;resurrected&amp;quot; (by retiring a fortress, for example).&lt;br /&gt;
&lt;br /&gt;
An adventurer can become a monarch; if they succeed in [[talking|persuading]] the current one to [[Combat#Wounds|yield]], the monarch may then offer their position to the adventurer. (Whether they yield or offer may depend on the relative [[personalities]] and [[social skill]]s.{{verify}})&lt;br /&gt;
&lt;br /&gt;
== Becoming a Mountainhome ==&lt;br /&gt;
&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|By royal decree, avoiding the hidden fun stuff is no longer optional.]]&lt;br /&gt;
&lt;br /&gt;
Once the monarch arrives and all room requirements are met, the player will be prompted to find 'seven symbols not of this world' as well as to construct a 'true throne'. These symbols and the materials needed to build the true throne can be found inside an [[unusual volcanic wall]] (see for more details). Upon completion of this quest, you will be elevated from the Capital to the Mountainhome of your civilization, and it will be well-earned: this quest is fraught with danger that can end the entire fortress outright. The monarch's entourage of elite soldiers will make the challenges far more doable, but brute force can only take you so far. You'll have to [[exploit|think like a dwarf]] to stand a chance at seeing this to completion.&lt;br /&gt;
&lt;br /&gt;
== In other civilizations ==&lt;br /&gt;
&lt;br /&gt;
Elves also have a monarch position of sorts, but in terms of function and importance they're royalty in name only. The actual position at the top is the [[druid]], capable of appointing the monarch position. Elves are notable only in that they have a defined princess (both their monarchs and the position under them are always female) position that can succeed a queen. However this doesn't actually replicate a hereditary monarchy, as princesses have to be replaced by the druid appointing a new one. Both serve various noble functions, with princesses having many of the same responsibilities as the dwarven [[general]].&lt;br /&gt;
&lt;br /&gt;
Humans and goblins, meanwhile, generate equivalent positions during worldgen. These tend to have names like &amp;quot;law-giver&amp;quot; or &amp;quot;master&amp;quot;, and presumably have most of the functions and behavior dwarven monarchs do – without extracting the information from the world data, however, it can be difficult to tell. In the case of goblins, the position of master often starts off taken by [[demon|something else entirely.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ezum-sarasti.jpg|thumb|center|300px|Artist rendering of a dwarf king by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
The arrival of the Monarch is not necessarily an advantage for a fortress, as it comes with a significant risk of an accidental [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes berserk, or, during a tantrum, attacks a member of the Monarch's entourage, a loyalty cascade can be triggered. This can be particularly [[fun]] as the entourage can include several dwarves with high proficiency in military skills.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[SPECIAL_BURIAL]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]}}&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290637</id>
		<title>Unusual volcanic wall</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=290637"/>
		<updated>2023-02-13T02:25:33Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
An '''unusual volcanic wall''' is a pillar-like formation consisting primarily of obsidian alongside various high-value gems. These formations are commonly found in the [[magma sea]] and the deepest parts of the caverns, although some extending upwards into the sky for thousands of z-levels have been reported.&lt;br /&gt;
&lt;br /&gt;
Upon discovery, the player will get an announcement that they have discovered an &amp;quot;unusual volcanic wall studded with gems&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Digging into the pillar will reveal various pockets which will contain water, magma, fire that will extend outward when revealed, divine artifacts, and [[angel|other]] [[demon|fun things]]. Veins of [[adamantine]] can also be found deep inside the pillar.&lt;br /&gt;
&lt;br /&gt;
Upon becoming the Capital and meeting all of the monarch's room requirements, an announcement will prompt the player to acquire &amp;quot;seven symbols not of this world&amp;quot; as well as a &amp;quot;true throne&amp;quot; made from any divine metal. The 'symbols' refer to the various divine metal artifacts that can be found throughout the wall. Once the symbols are assigned and the throne is constructed in the monarch's throne room, the fortress will be elevated from Capital to Mountainhome.&lt;br /&gt;
&lt;br /&gt;
Small 3x3 'geodes' of obsidian and similar valuable gems may also be found throughout the caverns.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
&lt;br /&gt;
*Variously sized pools of water and magma&lt;br /&gt;
&lt;br /&gt;
*A pocket containing fire, prompting an announcement of ''We checked that stone for heat! What devilry is this?!'' The fire will expand outwards on the same z-level and (potentially) kill whichever unfortunate miner discovered it. As the announcement message implies, these pockets are not surrounded by warm stone.&lt;br /&gt;
&lt;br /&gt;
*A set of 1-3 artifacts made of a random divine metal, prompting an announcement of ''Deep within this strange place, we've uncovered what must be a treasure of the gods!'' Note that it is possible for many of these artifacts to have no graphic. These items can be assigned to your monarch through the nobles and administrators menu, although depending on the usefulness of the item you may wish to allow your military to use it. Much of the armor will probably be too large for dwarves to wear.&lt;br /&gt;
&lt;br /&gt;
*A random [[demon]], prompting an announcement of ''Something evil is emerging from this newly exposed pocket!'' Demons often have some [[fun]] attacks such as fire or webs, and will most likely kill the unfortunate miner who discovered it.&lt;br /&gt;
&lt;br /&gt;
*A random [[angel]], prompting an announcement of ''We have unleashed the echo of a forgotten divine retribution!'' Angels will usually be equipped with a randomly generated set of divine metal armor and weapons, which, similar to the unique artifacts above, may be invisible. Unlike the unique artifacts, these can be melted down into bars at the smelter. It is advisable to only have a single smelter set to melt items at this point, so the extra 'fractions' accumulate into bars instead of being lost.&lt;br /&gt;
&lt;br /&gt;
*A pillar of raw adamantine. As in previous versions, it is hollow, and breaching it will likely lead to large amounts of [[fun]].&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Due to the danger of what lies within the pillar (even a single demon is capable of wiping out an entire fortress) care must be taken when exploring. Isolating the pillar from the rest of your fortress with only a single entrance and keeping the military nearby would be wise. Collapsing a single layer of floor on top of the pillar with a [[cave-in]] will expose all pockets, and the resulting dust will potentially kill (or at least injure) any hostiles that pop out. The military can then be sent in to kill them, and that layer of pillar can then be safely mined out. &lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:WeMustDigDeeper.png&amp;diff=290609</id>
		<title>File:WeMustDigDeeper.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:WeMustDigDeeper.png&amp;diff=290609"/>
		<updated>2023-02-13T02:19:52Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The popup which appears when your monarch gives you the quest to find the Hidden Fun Stuff.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The [King/Queen] [ruler's name] is satisfied with their position here. Everything is properly royal, properly furnished. And yet? A true Mountainhome must have a true throne! And a true ruler requires seven symbols, symbols not of this world. Mere steel will not suffice. Deeper. We must dig deeper.&amp;quot;&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Glass&amp;diff=289938</id>
		<title>Glass</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Glass&amp;diff=289938"/>
		<updated>2023-02-05T00:03:23Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: /* Glass Block Floors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:glass_green.png|thumb|210px|right|The see-through kind.]]'''Glass''' is produced at the [[glass furnace]] using [[fuel]] with either [[sand]] (green glass), sand and [[pearlash]] (clear glass), or [[rock crystal]] and pearlash (crystal glass). A [[magma glass furnace]] can also be used, in which case no fuel is required.  Raw glass (of all three types) can also be acquired from some [[trading|trade]] caravans and be purchased in the [[embark]] screen.  Note that raw glass can '''''not''''' be made into glass items (excluding [[strange mood]]s), but can only be [[gem cutting|cut]] into [[gem]]-like items which can be used for [[decoration|decorating]] items.  You have to buy or collect [[sand]] to get the raw materials to make glass.&lt;br /&gt;
&lt;br /&gt;
Glass value corresponds to the difficulty of its production, with green glass having the lowest material value (2), clear glass, intermediate (5), and crystal glass, the highest (10).&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass can be used for most things that can be produced at a [[mason's workshop]], with the exception of slabs, querns and millstones.  Glass can also be used to make [[tube]]s.  Note that the names for some glass products are different from the same products made from different materials. For example, a glass tube has the same uses as a wooden pipe. It can also be used to produce goods normally made at a [[craftsdwarf's workshop]] by a [[stone crafter]], with the exception of obsidian short swords and generic crafts. In addition, it may be made as raw glass, which can then be cut as a gem at a [[jeweler's workshop]] by a [[gem cutter]], in a similar fashion to cutting generic stones.&lt;br /&gt;
&lt;br /&gt;
Raw glass, especially raw green glass, is excellent practice for aspiring jewelers (and its production provides experience for [[glassmaker]]s). The value of glass is on par with low-to-mid value gemstones, meaning that a source of sand on your map used in tandem with a [[magma glass furnace]] makes decoration with cut raw green glass an essentially free, and very lucrative, way to increase the value of your goods, while training legendary [[glassmaker]]s and [[jeweler]]s – particularly when those goods are themselves made of glass.&lt;br /&gt;
&lt;br /&gt;
Glass can also be made into [[block]]s which can be used to build [[workshop]]s and [[construction]]s, even glass [[trap component]]s. Unique goods made from glass include glass [[window]]s and [[flask|vial]]s, as well as [[Furniture#Furniture_types_with_multiple_names|renamed versions]] of common furniture.&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]]. &lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
* A glass [[flask]] is called a [[vial]].&lt;br /&gt;
Unfortunately, glass blocks are only made one at a time rather than four at a time, so without [[magma]], even making green glass blocks in significant amounts can rapidly drain your fuel supply, and even with magma, making [[pearlash]] takes so many steps that making blocks out of clear glass or crystal glass is probably better saved for a special room that needs to have fancier-than-usual see-through floors for some reason. If Green Glass would suffice, it's probably better to use that for block-making.&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the [[Glass industry]] page.&lt;br /&gt;
&lt;br /&gt;
Raw and cut glass storage options can be found under the Gem [[stockpile]] sub-menu. Glass blocks are stored in Bar/Block stockpiles.&lt;br /&gt;
&lt;br /&gt;
==Glass Block Floors, AKA The Dwarven X-Ray==&lt;br /&gt;
In DF Premium's graphical mode, floors made out of glass blocks reveal the z-level directly beneath them and everything on those tiles in real time, even if built on top of a solid cave floor. This exploit can be a useful when you need to avoid digging into some [[Hidden Fun Stuff]], because even though players can see through glass floors no matter what, entities in the game itself never can.[https://www.reddit.com/r/dwarffortress/comments/10tpcbd/glass_floors_reveal_without_digging/]&lt;br /&gt;
&lt;br /&gt;
==Glass and magma==&lt;br /&gt;
Glass behaves somewhat oddly with [[magma]], despite being strictly magma-safe (with a melting point of {{ct|13600}}) - '''built''' glass furniture will survive indefinitely when covered with magma, but '''unbuilt''' glass items tend to disappear instantly when submerged in magma.{{bug|10314}}&lt;br /&gt;
&lt;br /&gt;
==Physical properties==&lt;br /&gt;
Through memory hacking, the material properties of each type of glass have been determined; for reference, they have been reconstructed below as material definitions:&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Green glass&lt;br /&gt;
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_GREEN}}}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Clear glass&lt;br /&gt;
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_CLEAR}}}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Crystal glass&lt;br /&gt;
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_CRYSTAL}}}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Glass industry]]&lt;br /&gt;
*[[Glassmaker]]&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Glass]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Glass&amp;diff=289935</id>
		<title>Glass</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Glass&amp;diff=289935"/>
		<updated>2023-02-05T00:00:43Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Added information regarding glass floors having see-through properties, as well as an exploit that allows players to see through solid floors with them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:glass_green.png|thumb|210px|right|The see-through kind.]]'''Glass''' is produced at the [[glass furnace]] using [[fuel]] with either [[sand]] (green glass), sand and [[pearlash]] (clear glass), or [[rock crystal]] and pearlash (crystal glass). A [[magma glass furnace]] can also be used, in which case no fuel is required.  Raw glass (of all three types) can also be acquired from some [[trading|trade]] caravans and be purchased in the [[embark]] screen.  Note that raw glass can '''''not''''' be made into glass items (excluding [[strange mood]]s), but can only be [[gem cutting|cut]] into [[gem]]-like items which can be used for [[decoration|decorating]] items.  You have to buy or collect [[sand]] to get the raw materials to make glass.&lt;br /&gt;
&lt;br /&gt;
Glass value corresponds to the difficulty of its production, with green glass having the lowest material value (2), clear glass, intermediate (5), and crystal glass, the highest (10).&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass can be used for most things that can be produced at a [[mason's workshop]], with the exception of slabs, querns and millstones.  Glass can also be used to make [[tube]]s.  Note that the names for some glass products are different from the same products made from different materials. For example, a glass tube has the same uses as a wooden pipe. It can also be used to produce goods normally made at a [[craftsdwarf's workshop]] by a [[stone crafter]], with the exception of obsidian short swords and generic crafts. In addition, it may be made as raw glass, which can then be cut as a gem at a [[jeweler's workshop]] by a [[gem cutter]], in a similar fashion to cutting generic stones.&lt;br /&gt;
&lt;br /&gt;
Raw glass, especially raw green glass, is excellent practice for aspiring jewelers (and its production provides experience for [[glassmaker]]s). The value of glass is on par with low-to-mid value gemstones, meaning that a source of sand on your map used in tandem with a [[magma glass furnace]] makes decoration with cut raw green glass an essentially free, and very lucrative, way to increase the value of your goods, while training legendary [[glassmaker]]s and [[jeweler]]s – particularly when those goods are themselves made of glass.&lt;br /&gt;
&lt;br /&gt;
Glass can also be made into [[block]]s which can be used to build [[workshop]]s and [[construction]]s, even glass [[trap component]]s. Unique goods made from glass include glass [[window]]s and [[flask|vial]]s, as well as [[Furniture#Furniture_types_with_multiple_names|renamed versions]] of common furniture.&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]]. &lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
* A glass [[flask]] is called a [[vial]].&lt;br /&gt;
Unfortunately, glass blocks are only made one at a time rather than four at a time, so without [[magma]], even making green glass blocks in significant amounts can rapidly drain your fuel supply, and even with magma, making [[pearlash]] takes so many steps that making blocks out of clear glass or crystal glass is probably better saved for a special room that needs to have fancier-than-usual see-through floors for some reason. If Green Glass would suffice, it's probably better to use that for block-making.&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the [[Glass industry]] page.&lt;br /&gt;
&lt;br /&gt;
Raw and cut glass storage options can be found under the Gem [[stockpile]] sub-menu. Glass blocks are stored in Bar/Block stockpiles.&lt;br /&gt;
&lt;br /&gt;
==Glass Block Floors==&lt;br /&gt;
In DF Premium's graphical mode, floors made out of glass blocks reveal the z-level directly beneath them and everything on those tiles in real time, even if built on top of a solid cave floor. This exploit can be a useful when you need to avoid digging into some [[Hidden Fun Stuff]], because even though players can see through glass floors no matter what, entities in the game itself never can.[https://www.reddit.com/r/dwarffortress/comments/10tpcbd/glass_floors_reveal_without_digging/]&lt;br /&gt;
&lt;br /&gt;
==Glass and magma==&lt;br /&gt;
Glass behaves somewhat oddly with [[magma]], despite being strictly magma-safe (with a melting point of {{ct|13600}}) - '''built''' glass furniture will survive indefinitely when covered with magma, but '''unbuilt''' glass items tend to disappear instantly when submerged in magma.{{bug|10314}}&lt;br /&gt;
&lt;br /&gt;
==Physical properties==&lt;br /&gt;
Through memory hacking, the material properties of each type of glass have been determined; for reference, they have been reconstructed below as material definitions:&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Green glass&lt;br /&gt;
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_GREEN}}}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Clear glass&lt;br /&gt;
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_CLEAR}}}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Crystal glass&lt;br /&gt;
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_CRYSTAL}}}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Glass industry]]&lt;br /&gt;
*[[Glassmaker]]&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Glass]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=288905</id>
		<title>Cross-training</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=288905"/>
		<updated>2023-01-31T21:23:54Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: /* Gym (pump operator) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway-decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a [[troll]] and gets all their limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a typical reserves program.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting besieged regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to &amp;quot;Active/Training&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. &lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything),  every dwarf has a better chance at not-dying - which can only be a good thing. You may want to remove the barracks assignment from a reserve squad after you're done training them, or they'll tend to spend all their time on &amp;quot;Individual Combat Drill&amp;quot; rather than performing their civilian jobs. To ensure dwarves can train while still performing civilian duties, set the Training Order's minimum number of dwarves to be less than the squad's size, but set their uniform to Wear Always. This will keep them in their gear at all times but will allow them to take breaks from training. Dutiful dwarves may choose not to take breaks, however.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy, cheap, and no maintenance once set up&lt;br /&gt;
*No need for other cross-training for any attribute affected by national self-defense training&lt;br /&gt;
*Trainees gain useful military skills&lt;br /&gt;
*Dwarves who lead demonstrations while training may also gain levels in Organizer, Leader, and Teacher, while any dwarves who watch demonstrations may gain levels in Student. This can satisfy certain [[needs]].&lt;br /&gt;
*Trainees will be faster, stronger and tougher both in daily life and in emergencies&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Legendary fighting skills may make tantrums more fun&lt;br /&gt;
*Trainees don't work during training&lt;br /&gt;
*Trainees don't socialise during training, which can lead to loneliness, unhappiness, and Distraction penalties.&lt;br /&gt;
*Trainees will choose training over performing civilian duties&lt;br /&gt;
'''Attributes trained:'''&lt;br /&gt;
&lt;br /&gt;
Rapid increases in strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower.&lt;br /&gt;
&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
&lt;br /&gt;
'''OBSOLETE:''' This entry remains for posterity, but the attribute gain from Pump Operation has been so drastically reduced in various patches since its discovery that it can't be considered an effective training routine any longer[https://www.reddit.com/r/dwarffortress/comments/10p4mcn/screw_pump_stats_gained_nerf/], and the problem it was once meant to solve, keeping dwarves from partying all the time, tends not to be a problem anymore. Quite the contrary. If anything, Dwarves of today seem to be unable to take care of any of their emotional needs at all unless they have no jobs to do whatsoever, making this method counter-productive and prone to accumulating Distraction penalties from loneliness and a lack of creativity, crafting, learning, praying, and merrymaking, which will slow down any and all work and skill gains until those needs are met, usually requiring you go out of your way to do so. Don't use this in any serious capacity, military training is several times better in every way.&lt;br /&gt;
&lt;br /&gt;
Obsolete entry is as follows:&lt;br /&gt;
&lt;br /&gt;
The main purpose of the Gym is keeping underemployed peasants from partying all the time. It merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for those dwarves that tend to be idle much of the time. Pump operating is a decent way to train endurance, benefits to other attributes are minimal.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy and cheap to set up;&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Fps-friendly: air-pumpers consume, produce and move nothing.&lt;br /&gt;
*Somewhat fast training; legendary pump operator skill in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very convenient; gyms can be placed anywhere in your fortress with no issues.&lt;br /&gt;
*Marksdwarf squads may benefit from attribute development, since a well-managed squad of them will usually not spar. Pump operation doesn't consume bolts, either.&lt;br /&gt;
*If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates nothing useful other than the increased attributes of the trainee.&lt;br /&gt;
*Increases attributes at a '''''much''''' slower rate than military training (and fewer attributes to boot). As of v50, it can take upwards of six years for pumps to train a single dwarf from low to very high endurance, with other gains being minimal to nonexistent. At least one report showed a ''loss'' of Strength while pumping.&lt;br /&gt;
*If you have any pumps around that critically NEED to remain in operation it can be a serious pain to keep the critical pumps operating (sadly, pumps cannot be [[Manager#Setting_workshop_profiles|profiled]]).&lt;br /&gt;
*Now verified to be completely obsolete as of v50.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Boiler-room ([[furnace operator]])====&lt;br /&gt;
:''See also: [[Melt]]''&lt;br /&gt;
Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. This method is more of a direct training scheme for the various [[smith]]ing labors, furnace operator skill and attribute training are a side benefit.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up.&lt;br /&gt;
*Requires little continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; dwarves reach legendary in two years.&lt;br /&gt;
*Depending on item, can duplicate non-[[adamantine|spoiler]] metals.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires access to [[magma]], or vast quantities of fuel&lt;br /&gt;
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this).&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Swimming Pool ====&lt;br /&gt;
Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of &amp;quot;encouraging&amp;quot; your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method; it is based on the feature that a dwarf riding a minecart learns swimming while doing so. (See [[Swimmer#Minecart_training|Minecart training]])&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Cheap to set up&lt;br /&gt;
*Automates training of idle dwarves without interfering with actual work&lt;br /&gt;
*Provides a good set of physical [[attribute]]s likely to speed up fortress operation &lt;br /&gt;
*Swimming skill can occasionally save a dwarf's life&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates no wealth&lt;br /&gt;
*[[gravity|Falling]] damage can be significant (of course, this trains medical staff too!).&lt;br /&gt;
*[[Flooding]] can be a problem, particular for overseers unfamiliar with Dwarf Fortress fluid mechanics&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun and sometimes [[Fun]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus&lt;br /&gt;
&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees is inside. If you wish to train all of your miners equally and still get real work done on the fort, you can designate the gulag area with a lower [[Designations_menu#Priority|priority]] than any actual important work.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military screen, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defense from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] is less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&lt;br /&gt;
*Can easily be transformed into a [[Caverns#Vegetation|underground tree farm]] on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. Could be solved by (temporary) [[burrow]].&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]].&lt;br /&gt;
*Can be trained easier and without space consumption as part of national defense training, when assigning picks as weapons.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Renovation (smoothing)====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[smoothing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[bed]]s or [[drink]]. Just turn on [[stonecutting]] for your reservists and mark up as much of the fortress as you like for renovation. If you have no particular area you want smoothed, you can alternate designating some open space between carving tracks and then smoothing them out. Be aware that carving tracks automatically sets those squares to be low traffic areas, so you may want to choose an out-of-the-way area that won't disrupt pathing for other activities. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrant]]s.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]], a [[river]], or an active [[minecart]] track.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Dwarf-powered mill ([[grower]], [[cook]], [[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags, you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Kinesthetic Sense (grower and  miller)&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Kinesthetic Sense (cook)&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up quickly, though the total number of trees to chop has been drastically reduced from previous versions.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going to endear you with the [[elves]].&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc. &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Can agitate the wildlife to walk into your prepared cage traps&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Can agitate the wildlife&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Trees are limited, and regrow slowly&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out all over the map, making them vulnerable to creatures and ambushes.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Survival Training ([[herbalist]])====&lt;br /&gt;
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item drop to the ground, to be carried to a stockpile by haulers. Setting up smaller stockpiles in the field from which haulers will collect with wheelbarrows is an obvious solution to save on hauling time.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Provides a reserve of ready food. Which is a good idea early on, before a steady supply is set up.&lt;br /&gt;
*Provides materials for prepared food, booze and sometimes extracts. Also, seeds, allowing to grow those plants on farms later.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless the area is carefully designated in safer parts of the map, herbalists (and haulers, from field stockpiles) will wander all over the place, making them vulnerable to creatures and ambushes.&lt;br /&gt;
*Unlike wood, foodstuffs won't lie on the ground indefinitely. You have to collect it quickly, or some vermin will, and even temporary stockpiles need protection.&lt;br /&gt;
** Small barns in the field solve the problem, but you need to build them; then again, it's another training, see &amp;quot;architect&amp;quot; below. Cats &amp;quot;pastured&amp;quot; over stockpiles solve the problem, but create several others.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
Agility, Kinesthetic Sense, Memory&lt;br /&gt;
&lt;br /&gt;
====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Evil areas may result in the deer your dwarves bagged waking up and ripping your hunter's face off!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher)&lt;br /&gt;
&lt;br /&gt;
====Art School ([[weaver]])====&lt;br /&gt;
Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade.  &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Safe and easy to run&lt;br /&gt;
*Virtually inexhaustible&lt;br /&gt;
*Produces valuable resources (silk cloth)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires somewhat complex setup&lt;br /&gt;
*Weaving is a [[moodable]] skill--and not a particularly desirable one&lt;br /&gt;
*Spider webs are typically available only in the caverns, where there could be dangerous wandering creatures such as [[giant cave spider]]s or [[blind cave ogre]]s.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Construction Crew ([[architect]])====&lt;br /&gt;
Designate a number of [[support]]s or [[archery target]]s to be constructed.  These are a two step process: first, an architect is needed to place the object.  Second,  a [[mason]], [[carpenter]], or [[blacksmith]] finishes the job, depending on the material used to build the support or archery target.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Probably the easiest way to train architects, should you want some high value buildings&lt;br /&gt;
*Does not use up resources because supports and archery targets can be deconstructed&lt;br /&gt;
*Can train two different dwarves in two different skills at once, or the same dwarf in two different skills&lt;br /&gt;
*A decent way to train Blacksmith, should metal be limited&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Building Designer only trains marginally useful soul attributes&lt;br /&gt;
*It is tedious to designate a bunch of supports for construction and deconstruction, since each one needs to be done manually&lt;br /&gt;
*Ties up resources from other productive uses&lt;br /&gt;
*There are easier ways to train masons and carpenters, so this is probably more useful for blacksmiths&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
*Analytical Ability, Creativity, Spatial Sense (building designer labor only)&lt;br /&gt;
*Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense (blacksmith labor only) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--/Does this work at all anymore? Socialising has been observed to be incredibly slow in .40.24. Commented this out, pending deletion/&lt;br /&gt;
====Charm School ([[Social skill]]s)====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarves social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarves with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables. Next define a burrow encompassing said chairs tables etc. and assign only your intended trainees to the burrow. (Be sure to turn off all of their labors and use the building options menu of a table to designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dwarven [[Arena]] ([[noble|n̶o̶b̶l̶e̶s̶]])====&lt;br /&gt;
&lt;br /&gt;
Find a way to put civilians near an arena, perhaps a dining room. Lock them in. Let your gobbos and &amp;quot;[[noble|worthy champions]]&amp;quot; fight to the death while they are forced to watch, gaining discipline. Unlock room. Find a way to dispose of survivors. Revel upon your new [[tantrum|well]]-[[depression|disciplined]] [[fun|dwarves!]]&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Discipline is useful for everyday life&lt;br /&gt;
*Helps with live training that may come to your dorfs at a later date                                                                                                      &lt;br /&gt;
*If you have a military, you can double it as live training&lt;br /&gt;
*With [[Drowning chamber|good]] [[Magma|safety]] [[Bridge|procedures]], little future oversight is required&lt;br /&gt;
*Watching gobbos getting their internal organs thrashed out is hilarious&lt;br /&gt;
*Useful for disposing of pesky [[nobles]] and dorfs that survive hammerings.&lt;br /&gt;
*Could be helpful for training discipline with your engineers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*If you're seriously considering adding this to a fort you may not even ''need'' it very much as corpses already generate discipline.&lt;br /&gt;
*Doesn't produce any goods.&lt;br /&gt;
*Only trains one attribute for civilians (but it is a useful one.)&lt;br /&gt;
*Bad design choices can be quite fatal to a younger fort.&lt;br /&gt;
&lt;br /&gt;
'''Attributes trained'''&lt;br /&gt;
*Discipline&lt;br /&gt;
*Various military skills (observer, fighter, dodger, etc...) (if you use your military in the arena)&lt;br /&gt;
*Lever operator and Mechanic (When you build and service it, but don't expect a big raise (and lever operator isn't that helpful anyway)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
*National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't influence potential [[strange mood]]s (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
[[ru:Cross-training]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=288900</id>
		<title>Cross-training</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=288900"/>
		<updated>2023-01-31T20:43:32Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: /* National self-defense training */&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
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'''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway-decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a [[troll]] and gets all their limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a typical reserves program.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting besieged regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to &amp;quot;Active/Training&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. &lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything),  every dwarf has a better chance at not-dying - which can only be a good thing. You may want to remove the barracks assignment from a reserve squad after you're done training them, or they'll tend to spend all their time on &amp;quot;Individual Combat Drill&amp;quot; rather than performing their civilian jobs. To ensure dwarves can train while still performing civilian duties, set the Training Order's minimum number of dwarves to be less than the squad's size, but set their uniform to Wear Always. This will keep them in their gear at all times but will allow them to take breaks from training. Dutiful dwarves may choose not to take breaks, however.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy, cheap, and no maintenance once set up&lt;br /&gt;
*No need for other cross-training for any attribute affected by national self-defense training&lt;br /&gt;
*Trainees gain useful military skills&lt;br /&gt;
*Dwarves who lead demonstrations while training may also gain levels in Organizer, Leader, and Teacher, while any dwarves who watch demonstrations may gain levels in Student. This can satisfy certain [[needs]].&lt;br /&gt;
*Trainees will be faster, stronger and tougher both in daily life and in emergencies&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Legendary fighting skills may make tantrums more fun&lt;br /&gt;
*Trainees don't work during training&lt;br /&gt;
*Trainees don't socialise during training, which can lead to loneliness, unhappiness, and Distraction penalties.&lt;br /&gt;
*Trainees will choose training over performing civilian duties&lt;br /&gt;
'''Attributes trained:'''&lt;br /&gt;
&lt;br /&gt;
Rapid increases in strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower.&lt;br /&gt;
&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
&lt;br /&gt;
'''OBSOLETE:''' This entry remains for posterity, but the attribute gain from Pump Operation has been so drastically reduced in various patches since its discovery that it can't be considered an effective training routine any longer[https://www.reddit.com/r/dwarffortress/comments/10p4mcn/screw_pump_stats_gained_nerf/], and the problem it was once meant to solve, keeping dwarves from partying all the time, tends not to be a problem anymore. Quite the contrary. If anything, Dwarves of today seem to be unable to take care of any of their emotional needs at all unless they have no jobs to do whatsoever, making this method counter-productive and prone to accumulating Distraction penalties from loneliness and a lack of creativity, crafting, learning, praying, and merrymaking, which will slow down any and all work and skill gains until those needs are met, usually requiring you go out of your way to do so. Don't use this in any serious capacity, military training is several times better in every way.&lt;br /&gt;
&lt;br /&gt;
Obsolete entry is as follows:&lt;br /&gt;
&lt;br /&gt;
The main purpose of the Gym is keeping underemployed peasants from partying all the time. It merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for those dwarves that tend to be idle much of the time. Pump operating is a decent way to train endurance, benefits to other attributes are minimal.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy and cheap to set up;&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Fps-friendly: air-pumpers consume, produce and move nothing.&lt;br /&gt;
*Somewhat fast training; legendary pump operator skill in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very convenient; gyms can be placed anywhere in your fortress with no issues.&lt;br /&gt;
*Marksdwarf squads may benefit from attribute development, since a well-managed squad of them will usually not spar. Pump operation doesn't consume bolts, either.&lt;br /&gt;
*If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates nothing useful other than the increased attributes of the trainee.&lt;br /&gt;
*Increases attributes at a '''''much''''' slower rate than military training (and fewer attributes to boot). As of v50, it can take upwards of six years for pumps to train a single dwarf from low to very high endurance, in which time other gains are minimal to nonexistent. At least one report showed a ''loss'' of Strength while pumping.&lt;br /&gt;
*If you have any pumps around that critically NEED to remain in operation it can be a serious pain to keep the critical pumps operating (sadly, pumps cannot be [[Manager#Setting_workshop_profiles|profiled]]).&lt;br /&gt;
*Now verified to be completely obsolete as of v50.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Boiler-room ([[furnace operator]])====&lt;br /&gt;
:''See also: [[Melt]]''&lt;br /&gt;
Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. This method is more of a direct training scheme for the various [[smith]]ing labors, furnace operator skill and attribute training are a side benefit.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up.&lt;br /&gt;
*Requires little continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; dwarves reach legendary in two years.&lt;br /&gt;
*Depending on item, can duplicate non-[[adamantine|spoiler]] metals.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires access to [[magma]], or vast quantities of fuel&lt;br /&gt;
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this).&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Swimming Pool ====&lt;br /&gt;
Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of &amp;quot;encouraging&amp;quot; your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method; it is based on the feature that a dwarf riding a minecart learns swimming while doing so. (See [[Swimmer#Minecart_training|Minecart training]])&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Cheap to set up&lt;br /&gt;
*Automates training of idle dwarves without interfering with actual work&lt;br /&gt;
*Provides a good set of physical [[attribute]]s likely to speed up fortress operation &lt;br /&gt;
*Swimming skill can occasionally save a dwarf's life&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates no wealth&lt;br /&gt;
*[[gravity|Falling]] damage can be significant (of course, this trains medical staff too!).&lt;br /&gt;
*[[Flooding]] can be a problem, particular for overseers unfamiliar with Dwarf Fortress fluid mechanics&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun and sometimes [[Fun]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus&lt;br /&gt;
&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees is inside. If you wish to train all of your miners equally and still get real work done on the fort, you can designate the gulag area with a lower [[Designations_menu#Priority|priority]] than any actual important work.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military screen, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defense from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] is less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&lt;br /&gt;
*Can easily be transformed into a [[Caverns#Vegetation|underground tree farm]] on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. Could be solved by (temporary) [[burrow]].&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]].&lt;br /&gt;
*Can be trained easier and without space consumption as part of national defense training, when assigning picks as weapons.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Renovation (smoothing)====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[smoothing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[bed]]s or [[drink]]. Just turn on [[stonecutting]] for your reservists and mark up as much of the fortress as you like for renovation. If you have no particular area you want smoothed, you can alternate designating some open space between carving tracks and then smoothing them out. Be aware that carving tracks automatically sets those squares to be low traffic areas, so you may want to choose an out-of-the-way area that won't disrupt pathing for other activities. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrant]]s.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]], a [[river]], or an active [[minecart]] track.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Dwarf-powered mill ([[grower]], [[cook]], [[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags, you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Kinesthetic Sense (grower and  miller)&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Kinesthetic Sense (cook)&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up quickly, though the total number of trees to chop has been drastically reduced from previous versions.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going to endear you with the [[elves]].&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc. &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Can agitate the wildlife to walk into your prepared cage traps&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Can agitate the wildlife&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Trees are limited, and regrow slowly&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out all over the map, making them vulnerable to creatures and ambushes.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Survival Training ([[herbalist]])====&lt;br /&gt;
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item drop to the ground, to be carried to a stockpile by haulers. Setting up smaller stockpiles in the field from which haulers will collect with wheelbarrows is an obvious solution to save on hauling time.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Provides a reserve of ready food. Which is a good idea early on, before a steady supply is set up.&lt;br /&gt;
*Provides materials for prepared food, booze and sometimes extracts. Also, seeds, allowing to grow those plants on farms later.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless the area is carefully designated in safer parts of the map, herbalists (and haulers, from field stockpiles) will wander all over the place, making them vulnerable to creatures and ambushes.&lt;br /&gt;
*Unlike wood, foodstuffs won't lie on the ground indefinitely. You have to collect it quickly, or some vermin will, and even temporary stockpiles need protection.&lt;br /&gt;
** Small barns in the field solve the problem, but you need to build them; then again, it's another training, see &amp;quot;architect&amp;quot; below. Cats &amp;quot;pastured&amp;quot; over stockpiles solve the problem, but create several others.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
Agility, Kinesthetic Sense, Memory&lt;br /&gt;
&lt;br /&gt;
====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Evil areas may result in the deer your dwarves bagged waking up and ripping your hunter's face off!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher)&lt;br /&gt;
&lt;br /&gt;
====Art School ([[weaver]])====&lt;br /&gt;
Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade.  &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Safe and easy to run&lt;br /&gt;
*Virtually inexhaustible&lt;br /&gt;
*Produces valuable resources (silk cloth)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires somewhat complex setup&lt;br /&gt;
*Weaving is a [[moodable]] skill--and not a particularly desirable one&lt;br /&gt;
*Spider webs are typically available only in the caverns, where there could be dangerous wandering creatures such as [[giant cave spider]]s or [[blind cave ogre]]s.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Construction Crew ([[architect]])====&lt;br /&gt;
Designate a number of [[support]]s or [[archery target]]s to be constructed.  These are a two step process: first, an architect is needed to place the object.  Second,  a [[mason]], [[carpenter]], or [[blacksmith]] finishes the job, depending on the material used to build the support or archery target.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Probably the easiest way to train architects, should you want some high value buildings&lt;br /&gt;
*Does not use up resources because supports and archery targets can be deconstructed&lt;br /&gt;
*Can train two different dwarves in two different skills at once, or the same dwarf in two different skills&lt;br /&gt;
*A decent way to train Blacksmith, should metal be limited&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Building Designer only trains marginally useful soul attributes&lt;br /&gt;
*It is tedious to designate a bunch of supports for construction and deconstruction, since each one needs to be done manually&lt;br /&gt;
*Ties up resources from other productive uses&lt;br /&gt;
*There are easier ways to train masons and carpenters, so this is probably more useful for blacksmiths&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
*Analytical Ability, Creativity, Spatial Sense (building designer labor only)&lt;br /&gt;
*Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense (blacksmith labor only) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--/Does this work at all anymore? Socialising has been observed to be incredibly slow in .40.24. Commented this out, pending deletion/&lt;br /&gt;
====Charm School ([[Social skill]]s)====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarves social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarves with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables. Next define a burrow encompassing said chairs tables etc. and assign only your intended trainees to the burrow. (Be sure to turn off all of their labors and use the building options menu of a table to designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dwarven [[Arena]] ([[noble|n̶o̶b̶l̶e̶s̶]])====&lt;br /&gt;
&lt;br /&gt;
Find a way to put civilians near an arena, perhaps a dining room. Lock them in. Let your gobbos and &amp;quot;[[noble|worthy champions]]&amp;quot; fight to the death while they are forced to watch, gaining discipline. Unlock room. Find a way to dispose of survivors. Revel upon your new [[tantrum|well]]-[[depression|disciplined]] [[fun|dwarves!]]&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Discipline is useful for everyday life&lt;br /&gt;
*Helps with live training that may come to your dorfs at a later date                                                                                                      &lt;br /&gt;
*If you have a military, you can double it as live training&lt;br /&gt;
*With [[Drowning chamber|good]] [[Magma|safety]] [[Bridge|procedures]], little future oversight is required&lt;br /&gt;
*Watching gobbos getting their internal organs thrashed out is hilarious&lt;br /&gt;
*Useful for disposing of pesky [[nobles]] and dorfs that survive hammerings.&lt;br /&gt;
*Could be helpful for training discipline with your engineers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*If you're seriously considering adding this to a fort you may not even ''need'' it very much as corpses already generate discipline.&lt;br /&gt;
*Doesn't produce any goods.&lt;br /&gt;
*Only trains one attribute for civilians (but it is a useful one.)&lt;br /&gt;
*Bad design choices can be quite fatal to a younger fort.&lt;br /&gt;
&lt;br /&gt;
'''Attributes trained'''&lt;br /&gt;
*Discipline&lt;br /&gt;
*Various military skills (observer, fighter, dodger, etc...) (if you use your military in the arena)&lt;br /&gt;
*Lever operator and Mechanic (When you build and service it, but don't expect a big raise (and lever operator isn't that helpful anyway)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
*National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't influence potential [[strange mood]]s (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
[[ru:Cross-training]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=288899</id>
		<title>Cross-training</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=288899"/>
		<updated>2023-01-31T20:32:14Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: /* Gym (pump operator) */  The line about fast training is misleading, as this refers only to the Pump Operator skill, which is rather useless on its own. In terms of attribute training, Pump Operation is now drastically slower than simple military training, to the point of being at least 6x less effective, while also training no useful skills and not giving dwarves much time to do anything but accumulate loneliness penalties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway-decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a [[troll]] and gets all their limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a typical reserves program.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting besieged regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to &amp;quot;Active/Training&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. &lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything),  every dwarf has a better chance at not-dying - which can only be a good thing. You may want to remove the barracks assignment from a reserve squad after you're done training them, or they'll tend to spend all their time on &amp;quot;Individual Combat Drill&amp;quot; rather than performing their civilian jobs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy, cheap, and no maintenance once set up&lt;br /&gt;
*No need for other cross-training for any attribute affected by national self-defense training&lt;br /&gt;
*Trainees gain useful military skills&lt;br /&gt;
*Trainees will be faster, stronger and tougher both in daily life and in emergencies&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Legendary fighting skills may make tantrums more fun&lt;br /&gt;
*Trainees don't work during training&lt;br /&gt;
*Trainees don't socialise during training (you may see this as an advantage, though)&lt;br /&gt;
*Trainees will choose training over performing civilian duties&lt;br /&gt;
'''Attributes trained:'''&lt;br /&gt;
&lt;br /&gt;
Rapid increases in strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower.&lt;br /&gt;
&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
&lt;br /&gt;
'''OBSOLETE:''' This entry remains for posterity, but the attribute gain from Pump Operation has been so drastically reduced in various patches since its discovery that it can't be considered an effective training routine any longer[https://www.reddit.com/r/dwarffortress/comments/10p4mcn/screw_pump_stats_gained_nerf/], and the problem it was once meant to solve, keeping dwarves from partying all the time, tends not to be a problem anymore. Quite the contrary. If anything, Dwarves of today seem to be unable to take care of any of their emotional needs at all unless they have no jobs to do whatsoever, making this method counter-productive and prone to accumulating Distraction penalties from loneliness and a lack of creativity, crafting, learning, praying, and merrymaking, which will slow down any and all work and skill gains until those needs are met, usually requiring you go out of your way to do so. Don't use this in any serious capacity, military training is several times better in every way.&lt;br /&gt;
&lt;br /&gt;
Obsolete entry is as follows:&lt;br /&gt;
&lt;br /&gt;
The main purpose of the Gym is keeping underemployed peasants from partying all the time. It merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for those dwarves that tend to be idle much of the time. Pump operating is a decent way to train endurance, benefits to other attributes are minimal.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy and cheap to set up;&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Fps-friendly: air-pumpers consume, produce and move nothing.&lt;br /&gt;
*Somewhat fast training; legendary pump operator skill in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very convenient; gyms can be placed anywhere in your fortress with no issues.&lt;br /&gt;
*Marksdwarf squads may benefit from attribute development, since a well-managed squad of them will usually not spar. Pump operation doesn't consume bolts, either.&lt;br /&gt;
*If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates nothing useful other than the increased attributes of the trainee.&lt;br /&gt;
*Increases attributes at a '''''much''''' slower rate than military training (and fewer attributes to boot). As of v50, it can take upwards of six years for pumps to train a single dwarf from low to very high endurance, in which time other gains are minimal to nonexistent. At least one report showed a ''loss'' of Strength while pumping.&lt;br /&gt;
*If you have any pumps around that critically NEED to remain in operation it can be a serious pain to keep the critical pumps operating (sadly, pumps cannot be [[Manager#Setting_workshop_profiles|profiled]]).&lt;br /&gt;
*Now verified to be completely obsolete as of v50.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Boiler-room ([[furnace operator]])====&lt;br /&gt;
:''See also: [[Melt]]''&lt;br /&gt;
Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. This method is more of a direct training scheme for the various [[smith]]ing labors, furnace operator skill and attribute training are a side benefit.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up.&lt;br /&gt;
*Requires little continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; dwarves reach legendary in two years.&lt;br /&gt;
*Depending on item, can duplicate non-[[adamantine|spoiler]] metals.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires access to [[magma]], or vast quantities of fuel&lt;br /&gt;
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this).&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Swimming Pool ====&lt;br /&gt;
Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of &amp;quot;encouraging&amp;quot; your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method; it is based on the feature that a dwarf riding a minecart learns swimming while doing so. (See [[Swimmer#Minecart_training|Minecart training]])&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Cheap to set up&lt;br /&gt;
*Automates training of idle dwarves without interfering with actual work&lt;br /&gt;
*Provides a good set of physical [[attribute]]s likely to speed up fortress operation &lt;br /&gt;
*Swimming skill can occasionally save a dwarf's life&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates no wealth&lt;br /&gt;
*[[gravity|Falling]] damage can be significant (of course, this trains medical staff too!).&lt;br /&gt;
*[[Flooding]] can be a problem, particular for overseers unfamiliar with Dwarf Fortress fluid mechanics&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun and sometimes [[Fun]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus&lt;br /&gt;
&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees is inside. If you wish to train all of your miners equally and still get real work done on the fort, you can designate the gulag area with a lower [[Designations_menu#Priority|priority]] than any actual important work.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military screen, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defense from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] is less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&lt;br /&gt;
*Can easily be transformed into a [[Caverns#Vegetation|underground tree farm]] on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. Could be solved by (temporary) [[burrow]].&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]].&lt;br /&gt;
*Can be trained easier and without space consumption as part of national defense training, when assigning picks as weapons.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Renovation (smoothing)====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[smoothing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[bed]]s or [[drink]]. Just turn on [[stonecutting]] for your reservists and mark up as much of the fortress as you like for renovation. If you have no particular area you want smoothed, you can alternate designating some open space between carving tracks and then smoothing them out. Be aware that carving tracks automatically sets those squares to be low traffic areas, so you may want to choose an out-of-the-way area that won't disrupt pathing for other activities. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrant]]s.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]], a [[river]], or an active [[minecart]] track.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Dwarf-powered mill ([[grower]], [[cook]], [[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags, you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Kinesthetic Sense (grower and  miller)&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Kinesthetic Sense (cook)&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up quickly, though the total number of trees to chop has been drastically reduced from previous versions.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going to endear you with the [[elves]].&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc. &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Can agitate the wildlife to walk into your prepared cage traps&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Can agitate the wildlife&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Trees are limited, and regrow slowly&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out all over the map, making them vulnerable to creatures and ambushes.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Survival Training ([[herbalist]])====&lt;br /&gt;
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item drop to the ground, to be carried to a stockpile by haulers. Setting up smaller stockpiles in the field from which haulers will collect with wheelbarrows is an obvious solution to save on hauling time.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Provides a reserve of ready food. Which is a good idea early on, before a steady supply is set up.&lt;br /&gt;
*Provides materials for prepared food, booze and sometimes extracts. Also, seeds, allowing to grow those plants on farms later.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless the area is carefully designated in safer parts of the map, herbalists (and haulers, from field stockpiles) will wander all over the place, making them vulnerable to creatures and ambushes.&lt;br /&gt;
*Unlike wood, foodstuffs won't lie on the ground indefinitely. You have to collect it quickly, or some vermin will, and even temporary stockpiles need protection.&lt;br /&gt;
** Small barns in the field solve the problem, but you need to build them; then again, it's another training, see &amp;quot;architect&amp;quot; below. Cats &amp;quot;pastured&amp;quot; over stockpiles solve the problem, but create several others.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
Agility, Kinesthetic Sense, Memory&lt;br /&gt;
&lt;br /&gt;
====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Evil areas may result in the deer your dwarves bagged waking up and ripping your hunter's face off!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher)&lt;br /&gt;
&lt;br /&gt;
====Art School ([[weaver]])====&lt;br /&gt;
Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade.  &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Safe and easy to run&lt;br /&gt;
*Virtually inexhaustible&lt;br /&gt;
*Produces valuable resources (silk cloth)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires somewhat complex setup&lt;br /&gt;
*Weaving is a [[moodable]] skill--and not a particularly desirable one&lt;br /&gt;
*Spider webs are typically available only in the caverns, where there could be dangerous wandering creatures such as [[giant cave spider]]s or [[blind cave ogre]]s.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Construction Crew ([[architect]])====&lt;br /&gt;
Designate a number of [[support]]s or [[archery target]]s to be constructed.  These are a two step process: first, an architect is needed to place the object.  Second,  a [[mason]], [[carpenter]], or [[blacksmith]] finishes the job, depending on the material used to build the support or archery target.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Probably the easiest way to train architects, should you want some high value buildings&lt;br /&gt;
*Does not use up resources because supports and archery targets can be deconstructed&lt;br /&gt;
*Can train two different dwarves in two different skills at once, or the same dwarf in two different skills&lt;br /&gt;
*A decent way to train Blacksmith, should metal be limited&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Building Designer only trains marginally useful soul attributes&lt;br /&gt;
*It is tedious to designate a bunch of supports for construction and deconstruction, since each one needs to be done manually&lt;br /&gt;
*Ties up resources from other productive uses&lt;br /&gt;
*There are easier ways to train masons and carpenters, so this is probably more useful for blacksmiths&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
*Analytical Ability, Creativity, Spatial Sense (building designer labor only)&lt;br /&gt;
*Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense (blacksmith labor only) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--/Does this work at all anymore? Socialising has been observed to be incredibly slow in .40.24. Commented this out, pending deletion/&lt;br /&gt;
====Charm School ([[Social skill]]s)====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarves social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarves with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables. Next define a burrow encompassing said chairs tables etc. and assign only your intended trainees to the burrow. (Be sure to turn off all of their labors and use the building options menu of a table to designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dwarven [[Arena]] ([[noble|n̶o̶b̶l̶e̶s̶]])====&lt;br /&gt;
&lt;br /&gt;
Find a way to put civilians near an arena, perhaps a dining room. Lock them in. Let your gobbos and &amp;quot;[[noble|worthy champions]]&amp;quot; fight to the death while they are forced to watch, gaining discipline. Unlock room. Find a way to dispose of survivors. Revel upon your new [[tantrum|well]]-[[depression|disciplined]] [[fun|dwarves!]]&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Discipline is useful for everyday life&lt;br /&gt;
*Helps with live training that may come to your dorfs at a later date                                                                                                      &lt;br /&gt;
*If you have a military, you can double it as live training&lt;br /&gt;
*With [[Drowning chamber|good]] [[Magma|safety]] [[Bridge|procedures]], little future oversight is required&lt;br /&gt;
*Watching gobbos getting their internal organs thrashed out is hilarious&lt;br /&gt;
*Useful for disposing of pesky [[nobles]] and dorfs that survive hammerings.&lt;br /&gt;
*Could be helpful for training discipline with your engineers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*If you're seriously considering adding this to a fort you may not even ''need'' it very much as corpses already generate discipline.&lt;br /&gt;
*Doesn't produce any goods.&lt;br /&gt;
*Only trains one attribute for civilians (but it is a useful one.)&lt;br /&gt;
*Bad design choices can be quite fatal to a younger fort.&lt;br /&gt;
&lt;br /&gt;
'''Attributes trained'''&lt;br /&gt;
*Discipline&lt;br /&gt;
*Various military skills (observer, fighter, dodger, etc...) (if you use your military in the arena)&lt;br /&gt;
*Lever operator and Mechanic (When you build and service it, but don't expect a big raise (and lever operator isn't that helpful anyway)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
*National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't influence potential [[strange mood]]s (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
[[ru:Cross-training]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=World_gen.txt/raw&amp;diff=283868</id>
		<title>World gen.txt/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=World_gen.txt/raw&amp;diff=283868"/>
		<updated>2023-01-04T23:59:25Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;[WORLD_GEN] 	[TITLE:LARGE ISLAND] 	[DIM:257:257] 	[EMBARK_POINTS:1504] 	[END_YEAR:250] 	[BEAST_END_YEAR:300:80] 	[REVEAL_ALL_HISTORY:1] 	[CULL_HISTORICAL_FIGURES:0] 	[ELEVATIO...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[WORLD_GEN]&lt;br /&gt;
	[TITLE:LARGE ISLAND]&lt;br /&gt;
	[DIM:257:257]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:300:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:1600:1600]&lt;br /&gt;
	[RAINFALL:0:100:400:400]&lt;br /&gt;
	[TEMPERATURE:25:75:400:400]&lt;br /&gt;
	[DRAINAGE:0:100:400:400]&lt;br /&gt;
	[VOLCANISM:0:100:400:400]&lt;br /&gt;
	[SAVAGERY:0:100:400:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_AND_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:75]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:150]&lt;br /&gt;
	[TITAN_NUMBER:33]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:52]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:26]&lt;br /&gt;
	[BOGEYMAN_NUMBER:26]&lt;br /&gt;
	[NIGHTMARE_NUMBER:26]&lt;br /&gt;
	[VAMPIRE_NUMBER:26]&lt;br /&gt;
	[WEREBEAST_NUMBER:26]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:52]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:52]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:52]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:26]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:26]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:24:244:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:24:244:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:4]&lt;br /&gt;
	[VOLCANO_MIN:4]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:252:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:252:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1008:3:2]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2016:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2016:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:63:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:126:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2016:3:2]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2016:3:2]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:3500]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:40]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:60]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1500]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:33000:4032:2016]&lt;br /&gt;
	[RAIN_RANGES:2016:4032:2016]&lt;br /&gt;
	[DRAINAGE_RANGES:2016:4032:2016]&lt;br /&gt;
	[SAVAGERY_RANGES:2016:4032:2016]&lt;br /&gt;
	[VOLCANISM_RANGES:2016:4032:2016]&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:LARGE REGION]&lt;br /&gt;
	[DIM:257:257]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:300:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:1:400:800:800]&lt;br /&gt;
	[RAINFALL:0:100:400:400]&lt;br /&gt;
	[TEMPERATURE:25:75:400:400]&lt;br /&gt;
	[DRAINAGE:0:100:400:400]&lt;br /&gt;
	[VOLCANISM:0:100:400:400]&lt;br /&gt;
	[SAVAGERY:0:100:400:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_AND_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:75]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:150]&lt;br /&gt;
	[TITAN_NUMBER:33]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:52]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:26]&lt;br /&gt;
	[BOGEYMAN_NUMBER:26]&lt;br /&gt;
	[NIGHTMARE_NUMBER:26]&lt;br /&gt;
	[VAMPIRE_NUMBER:26]&lt;br /&gt;
	[WEREBEAST_NUMBER:26]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:52]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:52]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:52]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:26]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:26]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[EVIL_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:50]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:2]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:15]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:DESERT:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:FOREST:4128:13:12]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:8256:9:9]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:8256:7:6]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:8256:13:12]&lt;br /&gt;
	[REGION_COUNTS:HILLS:8256:13:12]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:400:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:100]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1500]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:8256:16512:8256]&lt;br /&gt;
	[RAIN_RANGES:8256:16512:8256]&lt;br /&gt;
	[DRAINAGE_RANGES:8256:16512:8256]&lt;br /&gt;
	[SAVAGERY_RANGES:8256:16512:8256]&lt;br /&gt;
	[VOLCANISM_RANGES:8256:16512:8256]&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM ISLAND]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:1600:1600]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:75:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:2:0:1:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_AND_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:18]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:37]&lt;br /&gt;
	[TITAN_NUMBER:9]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:28]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:14]&lt;br /&gt;
	[BOGEYMAN_NUMBER:14]&lt;br /&gt;
	[NIGHTMARE_NUMBER:14]&lt;br /&gt;
	[VAMPIRE_NUMBER:14]&lt;br /&gt;
	[WEREBEAST_NUMBER:14]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:28]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:28]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:28]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:14]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:14]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:6:63:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:6:63:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:3]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:4]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:66:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:66:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:264:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:16:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:33:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:528:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:25:25]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:15]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:24]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1040]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:8000:1056:528]&lt;br /&gt;
	[RAIN_RANGES:528:1056:528]&lt;br /&gt;
	[DRAINAGE_RANGES:528:1056:528]&lt;br /&gt;
	[SAVAGERY_RANGES:528:1056:528]&lt;br /&gt;
	[VOLCANISM_RANGES:528:1056:528]&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM REGION]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:75:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_AND_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:18]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:37]&lt;br /&gt;
	[TITAN_NUMBER:9]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:28]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:14]&lt;br /&gt;
	[BOGEYMAN_NUMBER:14]&lt;br /&gt;
	[NIGHTMARE_NUMBER:14]&lt;br /&gt;
	[VAMPIRE_NUMBER:14]&lt;br /&gt;
	[WEREBEAST_NUMBER:14]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:28]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:28]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:28]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:14]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:14]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:3]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1040:3:3]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2080:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2080:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2080:3:3]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2080:3:3]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1040]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:2080:4160:2080]&lt;br /&gt;
	[RAIN_RANGES:2080:4160:2080]&lt;br /&gt;
	[DRAINAGE_RANGES:2080:4160:2080]&lt;br /&gt;
	[SAVAGERY_RANGES:2080:4160:2080]&lt;br /&gt;
	[VOLCANISM_RANGES:2080:4160:2080]&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:SMALL ISLAND]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:100:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:800:800]&lt;br /&gt;
	[RAINFALL:0:100:101:101]&lt;br /&gt;
	[TEMPERATURE:25:75:101:101]&lt;br /&gt;
	[DRAINAGE:0:100:101:101]&lt;br /&gt;
	[VOLCANISM:0:100:101:101]&lt;br /&gt;
	[SAVAGERY:0:100:101:101]&lt;br /&gt;
	[ELEVATION_FREQUENCY:3:2:0:1:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_AND_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:11]&lt;br /&gt;
	[NIGHTMARE_NUMBER:11]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:22]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:22]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:11]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:11]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:1:16:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:1:16:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:1]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:4]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:5:5]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:4]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:6]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:14]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:264]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:136:272:136]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:SMALL REGION]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:100:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:202:202]&lt;br /&gt;
	[RAINFALL:0:100:101:101]&lt;br /&gt;
	[TEMPERATURE:25:75:101:101]&lt;br /&gt;
	[DRAINAGE:0:100:101:101]&lt;br /&gt;
	[VOLCANISM:0:100:101:101]&lt;br /&gt;
	[SAVAGERY:0:100:101:101]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_AND_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:11]&lt;br /&gt;
	[NIGHTMARE_NUMBER:11]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:22]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:22]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:11]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:11]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:6:63:127]&lt;br /&gt;
	[EVIL_SQ_COUNTS:6:63:127]&lt;br /&gt;
	[PEAK_NUMBER_MIN:3]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:66:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:66:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:264:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:528:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:528:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:25:25]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:6]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:12]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:10]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:264]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:528:1056:528]&lt;br /&gt;
	[RAIN_RANGES:264:528:264]&lt;br /&gt;
	[DRAINAGE_RANGES:264:528:264]&lt;br /&gt;
	[SAVAGERY_RANGES:264:528:264]&lt;br /&gt;
	[VOLCANISM_RANGES:264:528:264]&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:SMALLER ISLAND]&lt;br /&gt;
	[DIM:33:33]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:50:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:51:51]&lt;br /&gt;
	[TEMPERATURE:25:75:51:51]&lt;br /&gt;
	[DRAINAGE:0:100:51:51]&lt;br /&gt;
	[VOLCANISM:0:100:51:51]&lt;br /&gt;
	[SAVAGERY:0:100:51:51]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:1]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:2]&lt;br /&gt;
	[TITAN_NUMBER:1]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:10]&lt;br /&gt;
	[BOGEYMAN_NUMBER:10]&lt;br /&gt;
	[NIGHTMARE_NUMBER:10]&lt;br /&gt;
	[VAMPIRE_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:20]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:20]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:20]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:10]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:10]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:1:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:1:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:1]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:4]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:2]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:3]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:9]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:68]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:36:72:36]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:SMALLER REGION]&lt;br /&gt;
	[DIM:33:33]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:50:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:102:102]&lt;br /&gt;
	[RAINFALL:0:100:51:51]&lt;br /&gt;
	[TEMPERATURE:25:75:51:51]&lt;br /&gt;
	[DRAINAGE:0:100:51:51]&lt;br /&gt;
	[VOLCANISM:0:100:51:51]&lt;br /&gt;
	[SAVAGERY:0:100:51:51]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:1]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:2]&lt;br /&gt;
	[TITAN_NUMBER:1]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:10]&lt;br /&gt;
	[BOGEYMAN_NUMBER:10]&lt;br /&gt;
	[NIGHTMARE_NUMBER:10]&lt;br /&gt;
	[VAMPIRE_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:20]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:20]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:20]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:10]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:10]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:1:16:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:1:16:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:1]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:6:6]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:3]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:5]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:68]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:136:272:136]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:POCKET ISLAND]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:1]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:2]&lt;br /&gt;
	[TITAN_NUMBER:1]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:10]&lt;br /&gt;
	[BOGEYMAN_NUMBER:10]&lt;br /&gt;
	[NIGHTMARE_NUMBER:10]&lt;br /&gt;
	[VAMPIRE_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:20]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:20]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:20]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:10]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:10]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:1:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:1:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:1]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:4]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:10]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:2]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:6]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:18]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:36:72:36]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:POCKET REGION]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1504]&lt;br /&gt;
	[END_YEAR:250]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:52:52]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[POLE:NORTH_OR_SOUTH]&lt;br /&gt;
	[MINERAL_SCARCITY:100]&lt;br /&gt;
	[MEGABEAST_CAP:1]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:2]&lt;br /&gt;
	[TITAN_NUMBER:1]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:3:0:3]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:10]&lt;br /&gt;
	[BOGEYMAN_NUMBER:10]&lt;br /&gt;
	[NIGHTMARE_NUMBER:10]&lt;br /&gt;
	[VAMPIRE_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_ATTACK_TRIGGER:2:2:2]&lt;br /&gt;
	[SECRET_NUMBER:20]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:20]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:20]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:10]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:10]&lt;br /&gt;
	[GENERATE_DIVINE_MATERIALS:1]&lt;br /&gt;
	[ALLOW_DIVINATION:1]&lt;br /&gt;
	[ALLOW_DEMONIC_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_EXPERIMENTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_LIEUTENANTS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_GHOULS:1]&lt;br /&gt;
	[ALLOW_NECROMANCER_SUMMONS:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:1:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:1:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:1]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:2]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:5]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:18]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:36:72:36]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281940</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281940"/>
		<updated>2023-01-02T18:55:29Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: /* Effects on room value */ -&amp;gt; verify that room value for a specific dwarf is affected by what's in the engraved image and how.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings (in previous versions, they did not), but if they do, it would no doubt satisfy their [[need]] to admire art.{{verify|I have seen dwarves satisfy their Admire Art needs in areas with engravings, but I cannot verify that the engravings are the only factor present}} Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events, but they can still be depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely hate]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active to engrave and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify image&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the choice of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional – only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them – simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text. Weird!&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it. However, removing engraved natural walls/floors will remove the engraving without triggering the negative thought.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image depicted in the engraving also has a subjective value based on a dwarf's [[preferences]], which is particularly important if a picky [[noble]] is going to own that room. If the dwarf likes whatever the picture is depicting, they might decide that an engraving normally worth 100☼ is worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes what's in the image, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).{{verify|copied from the old version... but I realize I don't know if this is actually the case, and the old values were all examples of what could be, not what has been shown.}}&lt;br /&gt;
&lt;br /&gt;
So, after all this taken into account, then for example, if you placed a single gold block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! However, if a floor tile exists in more than one designated room, a strict value penalty multiplier is applied to all overlapping rooms, possibly as high as -99%. Sharing a door that does not have two adjacent wall tiles (i.e. the rooms have double-doors rather than single doors) will also share the floor tile underneath the door. However, having only a single door between two walls will not cause an overlap penalty, which allows internal offices and bedrooms inside of houses to function. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turn red and gain &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings are yet another beast entirely. The initial calculation is similar, being [Wall Origin × Material Value], but their multipliers are different than floors, and their engraving bonus works differently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls also receive an added Engraving Bonus using the same formula as floor engravings ([10] × [material value] × [quality value modifier]), but how their material value is calculated and how their value affects rooms is far more complex. Wall engravings are directional, and they only provide their value to a room which contains the floor tile the engraver was standing on at the time of completion, and instead of simply using the engraved wall's material value, they instead look at a combined tally all of the tiles of the room they're in, both walls and floors, and use the value of the most common material in those tiles. For example, if you had 20 dacite wall tiles, 2 smooth Native Copper wall tiles, 20 dacite floor tiles, 20 platinum wall tiles, and 21 platinum floor tiles, it would use the material value of Platinum as the material value for all wall engravings done in that room, even the dacite and Native Copper walls. However, if you then removed two of the Platinum floor tiles, all engravings in that room would use the Material Value of Dacite instead.&lt;br /&gt;
&lt;br /&gt;
However, unlike floor tiles, walls don't seem to mind being in multiple room designations, so there is no room value penalty if the same wall is in two or more designated rooms. Because of how walls interact this way with rooms and doors, however, and since rooms do not have to be contiguous designations, it is possible to increase the value of all bedrooms in your fortress by exploiting these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
According to Reddit user TBTerra:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). the wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281658</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281658"/>
		<updated>2023-01-02T05:48:46Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings (in previous versions, they did not), but if they do, it would no doubt satisfy their [[need]] to admire art.{{verify|I have seen dwarves satisfy their Admire Art needs in areas with engravings, but I cannot verify that the engravings are the only factor present}} Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events, but they can still be depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely detest]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active to engrave and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify image&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the choice of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional – only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them – simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text. Weird!&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it. However, removing engraved natural walls/floors will remove the engraving without triggering the negative thought.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image depicted in the engraving also has a subjective value based on a dwarf's [[preferences]], which is particularly important if a picky [[noble]] is going to own that room. If the dwarf likes whatever the picture is depicting, they might decide that an engraving normally worth 100☼ is worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes what's in the image, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).&lt;br /&gt;
&lt;br /&gt;
So, after all this taken into account, then for example, if you placed a single gold block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! However, if a floor tile exists in more than one designated room, a strict value penalty multiplier is applied to all overlapping rooms, possibly as high as -99%. Sharing a door that does not have two adjacent wall tiles (i.e. the rooms have double-doors rather than single doors) will also share the floor tile underneath the door. However, having only a single door between two walls will not cause an overlap penalty, which allows internal offices and bedrooms inside of houses to function. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turn red and gain &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings are yet another beast entirely. The initial calculation is similar, being [Wall Origin × Material Value], but their multipliers are different than floors, and their engraving bonus works differently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls also receive an added Engraving Bonus using the same formula as floor engravings ([10] × [material value] × [quality value modifier]), but how their material value is calculated and how their value affects rooms is far more complex. Wall engravings are directional, and they only provide their value to a room which contains the floor tile the engraver was standing on at the time of completion, and instead of simply using the engraved wall's material value, they instead look at a combined tally all of the tiles of the room they're in, both walls and floors, and use the value of the most common material in those tiles. For example, if you had 20 dacite wall tiles, 2 smooth Native Copper wall tiles, 20 dacite floor tiles, 20 platinum wall tiles, and 21 platinum floor tiles, it would use the material value of Platinum as the material value for all wall engravings done in that room, even the dacite and Native Copper walls. However, if you then removed two of the Platinum floor tiles, all engravings in that room would use the Material Value of Dacite instead.&lt;br /&gt;
&lt;br /&gt;
However, unlike floor tiles, walls don't seem to mind being in multiple room designations, so there is no room value penalty if the same wall is in two or more designated rooms. Because of how walls interact this way with rooms and doors, however, and since rooms do not have to be contiguous designations, it is possible to increase the value of all bedrooms in your fortress by exploiting these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
According to Reddit user TBTerra:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). the wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281657</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281657"/>
		<updated>2023-01-02T05:44:43Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings (in previous versions, they did not), but if they do, it would no doubt satisfy their [[need]] to admire art.{{verify|I have seen dwarves satisfy their Admire Art needs in areas with engravings, but I cannot verify that the engravings are the only factor present}} Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events, but they can still be depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely detest]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active to engrave and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify image&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the choice of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional – only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them – simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text. Weird!&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it. However, removing engraved natural walls/floors will remove the engraving without triggering the negative thought.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image depicted in the engraving also has a subjective value based on a dwarf's [[preferences]], which is particularly important if a picky [[noble]] is going to own that room. If the dwarf likes whatever the picture is depicting, they might decide that an engraving normally worth 100☼ is worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes what's in the image, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).&lt;br /&gt;
&lt;br /&gt;
So, after all this taken into account, then for example, if you placed a single gold block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! However, if a floor tile exists in more than one designated room, a strict value penalty multiplier is applied to all overlapping rooms, possibly as high as -99%. Sharing a door that does not have two adjacent wall tiles (i.e. double-doors) will also share the floor tile underneath the door. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turns red and gains &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings are yet another beast entirely. The initial calculation is similar, being [Wall Origin × Material Value], but their multipliers are different than floors, and their engraving bonus works differently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls also receive an added Engraving Bonus using the same formula as floor engravings ([10] × [material value] × [quality value modifier]), but how their material value is calculated and how their value affects rooms is far more complex. Wall engravings are directional, and they only provide their value to a room which contains the floor tile the engraver was standing on at the time of completion, and instead of simply using the engraved wall's material value, they instead look at a combined tally all of the tiles of the room they're in, both walls and floors, and use the value of the most common material in those tiles. For example, if you had 20 dacite wall tiles, 2 smooth Native Copper wall tiles, 20 dacite floor tiles, 20 platinum wall tiles, and 21 platinum floor tiles, it would use the material value of Platinum as the material value for all wall engravings done in that room, even the dacite and Native Copper walls. However, if you then removed two of the Platinum floor tiles, all engravings in that room would use the Material Value of Dacite instead.&lt;br /&gt;
&lt;br /&gt;
However, unlike floor tiles, walls don't seem to mind being in multiple room designations, so there is no room value penalty if the same wall is in two or more designated rooms. Because of how walls interact this way with rooms and doors, however, and since rooms do not have to be contiguous designations, it is possible to increase the value of all bedrooms in your fortress by exploiting these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
According to Reddit user TBTerra:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). the wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281655</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281655"/>
		<updated>2023-01-02T05:34:36Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Last few edits added the room value mechanics from v50, as well as a call to verify that dwarves do not look at engravings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings (in previous versions, they did not), but if they do, it would no doubt satisfy their [[need]] to admire art.{{verify|I have seen dwarves satisfy their Admire Art needs in areas with engravings, but I cannot verify that the engravings are the only factor present}} Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events, but they can still be depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely detest]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active to engrave and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify image&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the choice of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional – only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them – simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text. Weird!&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it. However, removing engraved natural walls/floors will remove the engraving without triggering the negative thought.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image depicted in the engraving also has a subjective value based on a dwarf's [[preferences]], which is particularly important if a picky [[noble]] is going to own that room. If the dwarf likes whatever the picture is depicting, they might decide that an engraving normally worth 100☼ is worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes what's in the image, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).&lt;br /&gt;
&lt;br /&gt;
So, after all this taken into account, then for example, if you placed a single gold block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! However, if a floor tile exists in more than one designated room, a strict value penalty multiplier is applied to all overlapping rooms, possibly as high as -99%. Sharing a door that does not have two adjacent wall tiles (i.e. double-doors) will also share the floor tile underneath the door. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turns red and gains &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings are yet another beast entirely. The initial calculation is similar, being [Wall Origin × Material Value], but their multipliers are different than floors, and their engraving bonus works differently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls also receive an added Engraving Bonus using the same formula as floor engravings ([10] × [material value] × [quality value modifier]), but how their material value is calculated and how their value affects rooms is far more complex. Wall engravings are directional, and they only provide their value to a room which contains the floor tile the engraver was standing on at the time of completion, and instead of simply using the engraved wall's material value, they instead look at a combined tally all of the tiles of the room they're in, both walls and floors, and use the value of the most common material in those tiles. For example, if you had 20 dacite wall tiles, 2 smooth Native Copper wall tiles, 20 dacite floor tiles, 20 platinum wall tiles, and 21 platinum floor tiles, it would use the material value of Platinum as the material value for all wall engravings done in that room, even the dacite and Native Copper walls. However, if you then removed two of the Platinum floor tiles, all engravings in that room would use the Material Value of Dacite instead.&lt;br /&gt;
&lt;br /&gt;
However, unlike floor tiles, walls don't seem to mind being in multiple room designations, so there is no room value penalty if the same wall is in two or more designated rooms. Because of how walls interact this way with rooms and doors, however, and rooms do not have to be contiguous designations, it is possible to increase the value of all bedrooms in your fortress by exploiting these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
According to Reddit user TBTerra:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). the wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281653</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281653"/>
		<updated>2023-01-02T05:27:38Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings (in previous versions, they did not), but if they do, it would no doubt satisfy their [[need]] to admire art.{{verify}} Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events, but they can still be masterful depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely detest]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active to engrave and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify image&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the choice of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional – only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them – simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text. Weird!&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it. However, removing engraved natural walls/floors will remove the engraving without triggering the negative thought.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image depicted in the engraving also has a subjective value based on a dwarf's [[preferences]], which is particularly important if a picky [[noble]] is going to own that room. If the dwarf likes whatever the picture is depicting, they might decide that an engraving normally worth 100☼ is worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes what's in the image, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).&lt;br /&gt;
&lt;br /&gt;
So, after all this taken into account, then for example, if you placed a single gold block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! However, if a floor tile exists in more than one designated room, a strict value penalty multiplier is applied to all overlapping rooms, possibly as high as -99%. Sharing a door that does not have two adjacent wall tiles (i.e. double-doors) will also share the floor tile underneath the door. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turns red and gains &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings are yet another beast entirely. The initial calculation is similar, being [Wall Origin × Material Value], but their multipliers are different than floors, and their engraving bonus works differently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls also receive an added Engraving Bonus using the same formula as floor engravings ([10] × [material value] × [quality value modifier]), but how their material value is calculated and how their value affects rooms is far more complex. Wall engravings are directional, and they only provide their value to a room which contains the floor tile the engraver was standing on at the time of completion, and instead of simply using the engraved wall's material value, they instead look at a combined tally all of the tiles of the room they're in, both walls and floors, and use the value of the most common material in those tiles. For example, if you had 20 dacite wall tiles, 2 smooth Native Copper wall tiles, 20 dacite floor tiles, 20 platinum wall tiles, and 21 platinum floor tiles, it would use the material value of Platinum as the material value for all wall engravings done in that room, even the dacite and Native Copper walls. However, if you then removed two of the Platinum floor tiles, all engravings in that room would use the Material Value of Dacite instead.&lt;br /&gt;
&lt;br /&gt;
However, unlike floor tiles, walls don't seem to mind being in multiple room designations, so there is no room value penalty if the same wall is in two or more designated rooms. Because of how walls interact this way with rooms and doors, however, and rooms do not have to be contiguous designations, it is possible to increase the value of all bedrooms in your fortress by exploiting these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
According to Reddit user TBTerra:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). the wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JuniperAndFriends&amp;diff=281652</id>
		<title>User:JuniperAndFriends</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JuniperAndFriends&amp;diff=281652"/>
		<updated>2023-01-02T05:14:26Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;Hi, I'm doing my part to update the wiki for v50. If you're helping us, thanks a bunch.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm doing my part to update the wiki for v50. If you're helping us, thanks a bunch.&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281650</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281650"/>
		<updated>2023-01-02T05:05:13Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings, but if they do, it would no doubt satisfy their [[need]] to admire art. Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events, but they can still be masterful depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely detest]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active to engrave and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify image&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the choice of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional – only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them – simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text. Weird!&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it. However, removing engraved natural walls/floors will remove the engraving without triggering the negative thought.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image depicted in the engraving also has a subjective value based on a dwarf's [[preferences]], which is particularly important if a picky [[noble]] is going to own that room. If the dwarf likes whatever the picture is depicting, they might decide that an engraving normally worth 100☼ is worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes what's in the image, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).&lt;br /&gt;
&lt;br /&gt;
So, after all this taken into account, then for example, if you placed a single gold block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! However, if a floor tile exists in more than one designated room, a strict value penalty multiplier is applied to all overlapping rooms, possibly as high as -99%. Sharing a door that does not have two adjacent wall tiles (i.e. double-doors) will also share the floor tile underneath the door. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turns red and gains &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings are yet another beast entirely. The initial calculation is similar, being [Wall Origin × Material Value], but their multipliers are different than floors, and their engraving bonus works differently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls also receive an added Engraving Bonus using the same formula as floor engravings ([10] × [material value] × [quality value modifier]), but how their material value is calculated and how their value affects rooms is far more complex. Wall engravings are directional, and they only provide their value to a room which contains the floor tile the engraver was standing on at the time of completion, and instead of simply using the engraved wall's material value, they instead look at a combined tally all of the tiles of the room they're in, both walls and floors, and use the value of the most common material in those tiles. For example, if you had 20 dacite wall tiles, 2 smooth Native Copper wall tiles, 20 dacite floor tiles, 20 platinum wall tiles, and 21 platinum floor tiles, it would use the material value of Platinum as the material value for all wall engravings done in that room, even the dacite and Native Copper walls. However, if you then removed two of the Platinum floor tiles, all engravings in that room would use the Material Value of Dacite instead.&lt;br /&gt;
&lt;br /&gt;
However, unlike floor tiles, walls don't seem to mind being in multiple room designations, so there is no room value penalty if the same wall is in two or more designated rooms. Because of how walls interact this way with rooms and doors, however, and rooms do not have to be contiguous designations, it is possible to increase the value of all bedrooms in your fortress by exploiting these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
According to Reddit user TBTerra:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). the wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281649</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=281649"/>
		<updated>2023-01-02T05:02:07Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings, but if they do, it would no doubt satisfy their [[need]] to admire art. Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events, but they can still be masterful depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely detest]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the [[Engraving]] work detail active to engrave and the [[Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify image&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the choice of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional – only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them – simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text. Weird!&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it. However, removing engraved natural walls/floors will remove the engraving without triggering the negative thought.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The image depicted in the engraving also has a subjective value based on a dwarf's [[preferences]], which is particularly important if a picky [[noble]] is going to own that room. If the dwarf likes whatever the picture is depicting, they might decide that an engraving normally worth 100☼ is worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes what's in the image, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).&lt;br /&gt;
&lt;br /&gt;
So, after all this taken into account, then for example, if you placed a single gold block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! However, if a floor tile exists in more than one designated room, a strict value penalty multiplier is applied to all overlapping rooms, possibly as high as -99%. Sharing a door that does not have two adjacent wall tiles (i.e. double-doors) will also share the floor tile underneath the door. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turns red and gains &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings are yet another beast entirely. The initial calculation is similar, being [Wall Origin × Material Value], but their multipliers are different than floors, and their engraving bonus works differently.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls also receive an added Engraving Bonus using the same formula as floor engravings ([10] × [material value] × [quality value modifier]), but how their material value is calculated and how their value affects rooms is far more complex. Wall engravings are directional, and they only provide their value to a room which contains the floor tile the engraver was standing on at the time of completion, and instead of simply using the engraved wall's material value, they instead look at a combined tally all of the tiles of the room they're in, both walls and floors, and use the value of the most common material in those tiles. For example, if you had 20 dacite wall tiles, 2 smooth Native Copper wall tiles, 20 dacite floor tiles, 20 platinum wall tiles, and 21 platinum floor tiles, it would use the material value of Platinum as the material value for all wall engravings done in that room, even the dacite and Native Copper walls. However, if you then removed two of the Platinum floor tiles, all engravings in that room would use the Material Value of Dacite instead.&lt;br /&gt;
&lt;br /&gt;
However, unlike floor tiles, walls don't seem to mind being in multiple room designations, so there is no room value penalty if the same wall is in two or more designated rooms. Because of how walls interact this way with rooms and doors, however, and rooms do not have to be contiguous designations, it is possible to increase the value of all bedrooms in your fortress by exploiting these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
According to Reddit user TBTerra:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). the wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality/Table&amp;diff=281635</id>
		<title>Item quality/Table</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality/Table&amp;diff=281635"/>
		<updated>2023-01-02T01:51:52Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Multiplier &amp;lt;br&amp;gt;(item)&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Bonus &amp;lt;br&amp;gt;(item)&lt;br /&gt;
! [[Edge|Sharpness]]&lt;br /&gt;
! Weapon To-Hit /&amp;lt;br&amp;gt;Armor Deflect Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Item Name  ||  &amp;amp;mdash;        || 1× || +0 || 50%  || 1× &lt;br /&gt;
|-&lt;br /&gt;
| -Item Name-|| Well-crafted    || 1.1×  || +3 || 60%  || 1.2×&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+|| Finely-crafted  || 1.2×  || +6 || 70%  || 1.4×&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name*|| Superior quality|| 1.333×  || +10 || 80%  || 1.6×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡|| Exceptional     || 1.5×  || +15 || 90%  || 1.8×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼|| Masterful       || 2×  || +30 || 100% || 2× &lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || [[Artifact]]|| 20x || +300 || 100% || 3× &lt;br /&gt;
|-&lt;br /&gt;
| «Item Name»|| [[decoration|Decorated]] object|| Varies || Varies || ''unknown '' &lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[category:tables]]&lt;br /&gt;
[[ru:Качество/Table]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality/Table&amp;diff=281634</id>
		<title>Item quality/Table</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality/Table&amp;diff=281634"/>
		<updated>2023-01-02T01:51:24Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Multiplier &amp;lt;br&amp;gt;(item)&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Bonus &amp;lt;br&amp;gt;(item)&lt;br /&gt;
! [[Edge|Sharpness]]&lt;br /&gt;
! Weapon To-Hit /&amp;lt;br&amp;gt;Armor Deflect Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Item Name  ||  &amp;amp;mdash;        || 1× || +0 || 50%  || 1× &lt;br /&gt;
|-&lt;br /&gt;
| -Item Name-|| Well-crafted    || 1.1×  || +3 || 60%  || 1.2×&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+|| Finely-crafted  || 1.2×  || +6 || 70%  || 1.4×&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name*|| Superior quality|| 1.333×  || +10 || 80%  || 1.6×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡|| Exceptional     || 1.5×  || +15 || 90%  || 1.8×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼|| Masterful       || 2×  || +30 || 100% || 2× &lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || [[Artifact]]|| N/A || 20x || +300 || 100% || 3× &lt;br /&gt;
|-&lt;br /&gt;
| «Item Name»|| [[decoration|Decorated]] object || N/A || Varies || Varies || ''unknown '' &lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[category:tables]]&lt;br /&gt;
[[ru:Качество/Table]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality/Table&amp;diff=281633</id>
		<title>Item quality/Table</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality/Table&amp;diff=281633"/>
		<updated>2023-01-02T01:51:01Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Multiplier &amp;lt;br&amp;gt;(engraving)&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Multiplier &amp;lt;br&amp;gt;(item)&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Bonus &amp;lt;br&amp;gt;(item)&lt;br /&gt;
! [[Edge|Sharpness]]&lt;br /&gt;
! Weapon To-Hit /&amp;lt;br&amp;gt;Armor Deflect Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Item Name  ||  &amp;amp;mdash;        || 1× || +0 || 50%  || 1× &lt;br /&gt;
|-&lt;br /&gt;
| -Item Name-|| Well-crafted    || 1.1×  || +3 || 60%  || 1.2×&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+|| Finely-crafted  || 1.2×  || +6 || 70%  || 1.4×&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name*|| Superior quality|| 1.333×  || +10 || 80%  || 1.6×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡|| Exceptional     || 1.5×  || +15 || 90%  || 1.8×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼|| Masterful       || 2×  || +30 || 100% || 2× &lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || [[Artifact]]|| N/A || 20x || +300 || 100% || 3× &lt;br /&gt;
|-&lt;br /&gt;
| «Item Name»|| [[decoration|Decorated]] object || N/A || Varies || Varies || ''unknown '' &lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[category:tables]]&lt;br /&gt;
[[ru:Качество/Table]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281483</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281483"/>
		<updated>2023-01-02T00:33:10Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[room]] quality|[[Room#Quality|Room/Quality]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
[[File:value_icon.png|100px|right]]'''Quality''' is - by definition - the standard of something as measured against other things of a similar kind; the degree of excellence of something. Within the world of ''Dwarf Fortress'', the primary factors of the quality of something are determined by the skill of the creator, as well as the materials used to make it. Quality also determines an object's financial value, and can strongly dictate someone's reception of said object when using it.&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters. &lt;br /&gt;
&lt;br /&gt;
Item quality depends on the [[skill]] and [[attributes]] of the crafter. Past a certain skill level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.&lt;br /&gt;
&lt;br /&gt;
Images on floors or walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving. Note that engraving values are calculated differently than crafted items (they still use pre-v50 values), and while a wall will appear to be engraved on all four sides, the only rooms that benefit from a wall engraving are those containing the square the engraver was standing on at the time of engraving. Keep this in mind if you want to improve a specific room or improve multiple rooms!&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles, walls, and carved [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Items may also be surrounded by braces {}, which indicates the item is [[forbidden]], or parentheses (), which indicates the item came from off-site (i.e. it arrived as [[Goblinite]], was purchased in a trade, or was part of the original [[Embark#Supplies|embark supplies]]). See [[Item designations]] for a summary.&lt;br /&gt;
&lt;br /&gt;
Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]-level) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality. Each decoration imparts its flat bonus and multiplier, so high-quality decorations can quickly create extremely-valuable items, even if those items were low-quality to begin with.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and then woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.&lt;br /&gt;
&lt;br /&gt;
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map.{{verify|check to see if this was fixed in v50}} Eating a masterwork prepared meal will not cause an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dismantling a masterwork building will not cause an unhappy thought. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.&lt;br /&gt;
&lt;br /&gt;
== Quality levels of imported goods ==&lt;br /&gt;
&lt;br /&gt;
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.&lt;br /&gt;
&lt;br /&gt;
There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
&lt;br /&gt;
== Quality levels in stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
''Core quality'' means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
''Total quality'' means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]]. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no [[Preferences|preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has ×3 roll modifier instead of the masterwork's ×2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier. *&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Due to a long-standing bug, artifact edged weapons only have half the maximum edge (sharpness) instead.{{Bug|9549}}&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item quality]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality/Table&amp;diff=281471</id>
		<title>Item quality/Table</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality/Table&amp;diff=281471"/>
		<updated>2023-01-02T00:22:12Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Multiplier &amp;lt;br&amp;gt;(engraving)&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Multiplier &amp;lt;br&amp;gt;(item)&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Bonus &amp;lt;br&amp;gt;(item)&lt;br /&gt;
! [[Edge|Sharpness]]&lt;br /&gt;
! Weapon To-Hit /&amp;lt;br&amp;gt;Armor Deflect Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Item Name  ||  &amp;amp;mdash;        || 1×  || 1x || +0 || 50%  || 1× &lt;br /&gt;
|-&lt;br /&gt;
| -Item Name-|| Well-crafted    || 2x || 1.1×  || +3 || 60%  || 1.2×&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+|| Finely-crafted  || 3x || 1.2×  || +6 || 70%  || 1.4×&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name*|| Superior quality|| 4x || 1.333×  || +10 || 80%  || 1.6×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡|| Exceptional     || 5x || 1.5×  || +15 || 90%  || 1.8×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼|| Masterful       || 12x || 2×  || +30 || 100% || 2× &lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || [[Artifact]]|| N/A || 20x || +300 || 100% || 3× &lt;br /&gt;
|-&lt;br /&gt;
| «Item Name»|| [[decoration|Decorated]] object || N/A || Varies || Varies || ''unknown '' &lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[category:tables]]&lt;br /&gt;
[[ru:Качество/Table]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281465</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281465"/>
		<updated>2023-01-02T00:12:56Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: /* Quality grades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[room]] quality|[[Room#Quality|Room/Quality]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
[[File:value_icon.png|100px|right]]'''Quality''' is - by definition - the standard of something as measured against other things of a similar kind; the degree of excellence of something. Within the world of ''Dwarf Fortress'', the primary factors of the quality of something are determined by the skill of the creator, as well as the materials used to make it. Quality also determines an object's financial value, and can strongly dictate someone's reception of said object when using it.&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters. &lt;br /&gt;
&lt;br /&gt;
Item quality depends on the [[skill]] and [[attributes]] of the crafter. Past a certain skill level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.&lt;br /&gt;
&lt;br /&gt;
Images on floors or walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving. Note that engraving values are calculated differently than crafted items (they still use pre-v50 values), and while a wall will appear to be engraved on all four sides, the only rooms that benefit from a wall engraving is the one whose square the engraver was standing on at the time of engraving. Keep this in mind if you want to improve a specific room or improve multiple rooms!&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles, walls, and carved [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Items may also be surrounded by braces {}, which indicates the item is [[forbidden]], or parentheses (), which indicates the item came from off-site (i.e. it arrived as [[Goblinite]], was purchased in a trade, or was part of the original [[Embark#Supplies|embark supplies]]). See [[Item designations]] for a summary.&lt;br /&gt;
&lt;br /&gt;
Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]-level) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and then woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.&lt;br /&gt;
&lt;br /&gt;
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map. Eating a masterwork prepared meal will not cause an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dismantling a masterwork building made by an architect will not cause an unhappy thought. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.&lt;br /&gt;
&lt;br /&gt;
== Quality levels of imported goods ==&lt;br /&gt;
&lt;br /&gt;
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.&lt;br /&gt;
&lt;br /&gt;
There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
&lt;br /&gt;
== Quality levels in stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
''Core quality'' means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
''Total quality'' means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]]. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no [[Preferences|preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has ×3 roll modifier instead of the masterwork's ×2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier. *&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Due to a long-standing bug, artifact edged weapons only have half the maximum edge (sharpness) instead.{{Bug|9549}}&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item quality]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281456</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281456"/>
		<updated>2023-01-02T00:06:41Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Removed the line about architects and building quality. The architect labor was removed in v50, and buildings no longer have a quality above standard unless they were made out of something that already had a quality level, i.e. you place a masterwork bed or a door.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[room]] quality|[[Room#Quality|Room/Quality]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
[[File:value_icon.png|100px|right]]'''Quality''' is - by definition - the standard of something as measured against other things of a similar kind; the degree of excellence of something. Within the world of ''Dwarf Fortress'', the primary factors of the quality of something are determined by the skill of the creator, as well as the materials used to make it. Quality also determines an object's financial value, and can strongly dictate someone's reception of said object when using it.&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters. &lt;br /&gt;
&lt;br /&gt;
Item quality depends on the [[skill]] and [[attributes]] of the crafter. Past a certain skill level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.&lt;br /&gt;
&lt;br /&gt;
Images on floors or walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving.&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles, walls, and carved [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Items may also be surrounded by braces {}, which indicates the item is [[forbidden]], or parentheses (), which indicates the item came from off-site (i.e. it arrived as [[Goblinite]], was purchased in a trade, or was part of the original [[Embark#Supplies|embark supplies]]). See [[Item designations]] for a summary.&lt;br /&gt;
&lt;br /&gt;
Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]-level) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and then woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.&lt;br /&gt;
&lt;br /&gt;
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map. Eating a masterwork prepared meal will not cause an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dismantling a masterwork building made by an architect will not cause an unhappy thought. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.&lt;br /&gt;
&lt;br /&gt;
== Quality levels of imported goods ==&lt;br /&gt;
&lt;br /&gt;
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.&lt;br /&gt;
&lt;br /&gt;
There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
&lt;br /&gt;
== Quality levels in stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
''Core quality'' means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
''Total quality'' means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]]. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no [[Preferences|preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has ×3 roll modifier instead of the masterwork's ×2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier. *&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Due to a long-standing bug, artifact edged weapons only have half the maximum edge (sharpness) instead.{{Bug|9549}}&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item quality]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Rose_gold&amp;diff=281450</id>
		<title>Rose gold</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Rose_gold&amp;diff=281450"/>
		<updated>2023-01-02T00:00:41Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Updated rose gold with my own thoughts on the metal as of v50.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Rose Gold&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:RoseGoldSample.png|256px|center|frameless]]&lt;br /&gt;
|color=5:5:1&lt;br /&gt;
|color1=6:6:1&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[gold]] [[bar]]s&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11915}}&lt;br /&gt;
* [[Boiling point]] {{ct|15141}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 19320&lt;br /&gt;
* Liquid [[density]] 17310&lt;br /&gt;
* [[Specific heat]] 129&lt;br /&gt;
}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Rose gold''' is an [[alloy]] of [[gold]] and [[copper]], made at a [[smelter]].  It is made by combining three gold [[bar]]s with one copper bar, which results in four rose gold bars. The value of this is a little subjective, as the total material worth of the produced metal is the same as that of the ingredients (3*30 and 1*2 -&amp;gt; 4*23), but on a per-bar basis, it is actually less valuable than just gold by itself, and thus any item crafted with it will be worth less than if it were crafted with just gold. &lt;br /&gt;
&lt;br /&gt;
However, on screen it is a lovely pink color, and given how [[item quality]] works as of v50, the material value of the item is much less important than an item's level of craftsdwarfship, since greater levels of craftsdwarfship impart a greater flat value increase, so rose gold can be used to stretch out your gold supply to create more items overall. This is particularly effective with goblets, crafts, and jewelry, considering multiples of these items are created from a single bar. Combine this with a talented Jeweler to encrust the resulting items, which adds even more craftsdwarfship value, and you can end up with far more highly valuable goods to export. While the bars themselves don't create as much value as smelting [[electrum]] from ore using [[galena]] or [[tetrahedrite]], the resulting bars are slightly more valuable than [[electrum]] (23 vs 20), and the recipe uses the far more common [[copper]]. However, rose gold uses far more gold bars than copper, so if your stockpiles are overflowing with copper, smelting rose gold is unlikely to change that, and may quickly drain your supply of gold if you do so carelessly. However, if the only gold you have lying around is already in bar form, and/or your supply of tetrahedrite and galena is lacking, rose gold does still have its uses.&lt;br /&gt;
&lt;br /&gt;
One quirk of rose gold is that it is the same density as gold, despite using a much lighter copper bar in its creation.  If you're in need of a lot of especially heavy items for your [[stupid dwarf trick]], this bears consideration.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = istbar limul | elvish = sareve ithi | goblin = umstos ongong | human = tawki abli}}&lt;br /&gt;
&lt;br /&gt;
[[File:The Jane Seymour - I.jpg|thumb|center|300px|Rose gold ring.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281432</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281432"/>
		<updated>2023-01-01T23:21:07Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[room]] quality|[[Room#Quality|Room/Quality]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
[[File:value_icon.png|100px|right]]'''Quality''' is - by definition - the standard of something as measured against other things of a similar kind; the degree of excellence of something. Within the world of ''Dwarf Fortress'', the primary factors of the quality of something are determined by the skill of the creator, as well as the materials used to make it. Quality also determines an object's financial value, and can strongly dictate someone's reception of said object when using it.&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters. &lt;br /&gt;
&lt;br /&gt;
Item quality depends on the [[skill]] and [[attributes]] of the crafter. Past a certain skill level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.&lt;br /&gt;
&lt;br /&gt;
Images on floors or walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving.&lt;br /&gt;
Buildings constructed by an [[architect]], such as the [[trade depot]], [[wood furnace]]s, or [[smelter]]s, also have quality levels. These can be examined using the [[building list]].&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles, walls, and carved [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Items may also be surrounded by braces {}, which indicates the item is [[forbidden]], or parentheses (), which indicates the item came from off-site (i.e. it arrived as [[Goblinite]], was purchased in a trade, or was part of the original [[Embark#Supplies|embark supplies]]). See [[Item designations]] for a summary.&lt;br /&gt;
&lt;br /&gt;
Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]-level) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and then woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.&lt;br /&gt;
&lt;br /&gt;
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map. Eating a masterwork prepared meal will not cause an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dismantling a masterwork building made by an architect will not cause an unhappy thought. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.&lt;br /&gt;
&lt;br /&gt;
== Quality levels of imported goods ==&lt;br /&gt;
&lt;br /&gt;
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.&lt;br /&gt;
&lt;br /&gt;
There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
&lt;br /&gt;
== Quality levels in stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
''Core quality'' means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
''Total quality'' means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]]. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no [[Preferences|preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has ×3 roll modifier instead of the masterwork's ×2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier. *&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Due to a long-standing bug, artifact edged weapons only have half the maximum edge (sharpness) instead.{{Bug|9549}}&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item quality]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281431</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=281431"/>
		<updated>2023-01-01T23:19:43Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[room]] quality|[[Room#Quality|Room/Quality]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
[[File:value_icon.png|100px|right]]'''Quality''' is - by definition - the standard of something as measured against other things of a similar kind; the degree of excellence of something. Within the world of ''Dwarf Fortress'', the primary factors of the quality of something are determined by the skill of the creator, as well as the materials used to make it. Quality also determines an object's financial value, and can strongly dictate someone's reception of said object when using it.&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters. &lt;br /&gt;
&lt;br /&gt;
Item quality depends on the [[skill]] and [[attributes]] of the crafter. Past a certain skill level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.&lt;br /&gt;
&lt;br /&gt;
Images on floors or walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving.&lt;br /&gt;
Buildings constructed by an [[architect]], such as the [[trade depot]], [[wood furnace]]s, or [[smelter]]s, also have quality levels. These can be examined using the [[building list]].&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles, walls, and carved [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Items may also be surrounded by parentheses (), which indicates the item came from off-site (i.e. it arrived as [[Goblinite]], was purchased in a trade, or was part of the original [[Embark#Supplies|embark supplies]]), or braces {}, which indicates the item is [[forbidden]]. See [[Item designations]] for a summary.&lt;br /&gt;
&lt;br /&gt;
Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]-level) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and then woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.&lt;br /&gt;
&lt;br /&gt;
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map. Eating a masterwork prepared meal will not cause an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dismantling a masterwork building made by an architect will not cause an unhappy thought. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.&lt;br /&gt;
&lt;br /&gt;
== Quality levels of imported goods ==&lt;br /&gt;
&lt;br /&gt;
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.&lt;br /&gt;
&lt;br /&gt;
There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
&lt;br /&gt;
== Quality levels in stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
''Core quality'' means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
''Total quality'' means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]]. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no [[Preferences|preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has ×3 roll modifier instead of the masterwork's ×2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier. *&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Due to a long-standing bug, artifact edged weapons only have half the maximum edge (sharpness) instead.{{Bug|9549}}&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item quality]]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Rose_gold/raw&amp;diff=281414</id>
		<title>Rose gold/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Rose_gold/raw&amp;diff=281414"/>
		<updated>2023-01-01T22:52:41Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;temperature values unknown, used gold value is weighted average of 3 gold and 1 copper [INORGANIC:ROSE_GOLD] 	[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE] 	[STATE_NAME_ADJ:ALL_SOLID...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;temperature values unknown, used gold&lt;br /&gt;
value is weighted average of 3 gold and 1 copper&lt;br /&gt;
[INORGANIC:ROSE_GOLD]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&lt;br /&gt;
	[STATE_NAME_ADJ:ALL_SOLID:rose gold]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten rose gold]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling rose gold]&lt;br /&gt;
	[DISPLAY_COLOR:5:5:1]&lt;br /&gt;
	[BUILD_COLOR:5:5:1]&lt;br /&gt;
	[MATERIAL_VALUE:23]&lt;br /&gt;
	[SPEC_HEAT:129]&lt;br /&gt;
	[MELTING_POINT:11915]&lt;br /&gt;
	[BOILING_POINT:15141]&lt;br /&gt;
	[SOLID_DENSITY:19320] used gold&lt;br /&gt;
	[LIQUID_DENSITY:17310]&lt;br /&gt;
	[MOLAR_MASS:196967]&lt;br /&gt;
	[IMPACT_YIELD:175000]&lt;br /&gt;
	[IMPACT_FRACTURE:350000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:97]&lt;br /&gt;
	[COMPRESSIVE_YIELD:175000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:350000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:97] bulk modulus 180 GPa&lt;br /&gt;
	[TENSILE_YIELD:50000]&lt;br /&gt;
	[TENSILE_FRACTURE:100000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:64] young's modulus 78 GPa&lt;br /&gt;
	[TORSION_YIELD:50000]&lt;br /&gt;
	[TORSION_FRACTURE:100000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:185]&lt;br /&gt;
	[SHEAR_YIELD:50000]&lt;br /&gt;
	[SHEAR_FRACTURE:100000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:185] shear modulus 27 GPa&lt;br /&gt;
	[BENDING_YIELD:50000]&lt;br /&gt;
	[BENDING_FRACTURE:100000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:64]&lt;br /&gt;
	[MAX_EDGE:10000]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_METAL]&lt;br /&gt;
	[ITEMS_BARRED]&lt;br /&gt;
	[ITEMS_SCALED]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:PINK]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Ogre/raw&amp;diff=280222</id>
		<title>Ogre/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Ogre/raw&amp;diff=280222"/>
		<updated>2022-12-29T06:03:04Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;[CREATURE:OGRE] 	[DESCRIPTION:A giant humanoid monster found stomping about in the evil plains.  Their low howls can be heard long before they are seen.] 	[NAME:ogre:ogres:ogr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:OGRE]&lt;br /&gt;
	[DESCRIPTION:A giant humanoid monster found stomping about in the evil plains.  Their low howls can be heard long before they are seen.]&lt;br /&gt;
	[NAME:ogre:ogres:ogre]&lt;br /&gt;
	[CASTE_NAME:ogre:ogres:ogre]&lt;br /&gt;
	[CREATURE_TILE:'O'][COLOR:7:0:0]&lt;br /&gt;
	[CREATURE_CLASS:MAMMAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[LARGE_ROAMING][EVIL][DIFFICULTY:2][FREQUENCY:50]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[CAN_LEARN][SLOW_LEARNER]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:low howls]&lt;br /&gt;
	[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:200000]&lt;br /&gt;
	[BODY_SIZE:1:168:2000000]&lt;br /&gt;
	[BODY_SIZE:20:0:6000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:55:70:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires&lt;br /&gt;
			[APP_MOD_IMPORTANCE:1000]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:THROAT]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:1422:1127:831:488:2500:3700] 18 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
		[CASTE_NAME:ogress:ogresses:ogress]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]&lt;br /&gt;
		[CASTE_NAME:ogre:ogres:ogre]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:TAN:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Troll/raw&amp;diff=280220</id>
		<title>Troll/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Troll/raw&amp;diff=280220"/>
		<updated>2022-12-29T05:54:33Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;[CREATURE:TROLL] 	[DESCRIPTION:A huge humanoid monster with coarse fur, large tusks and horns.] 	[NAME:troll:trolls:troll] 	[CASTE_NAME:troll:trolls:troll] 	[CREATURE_TILE:'T'...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:TROLL]&lt;br /&gt;
	[DESCRIPTION:A huge humanoid monster with coarse fur, large tusks and horns.]&lt;br /&gt;
	[NAME:troll:trolls:troll]&lt;br /&gt;
	[CASTE_NAME:troll:trolls:troll]&lt;br /&gt;
	[CREATURE_TILE:'T'][COLOR:0:0:1]&lt;br /&gt;
	[CREATURE_CLASS:MAMMAL]&lt;br /&gt;
	[CHILD:10][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CAN_LEARN][SLOW_LEARNER]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:2HEAD_HORN:2TUSKS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]&lt;br /&gt;
			[STATE_NAME:ALL_SOLID:ivory]&lt;br /&gt;
			[STATE_ADJ:ALL_SOLID:ivory]&lt;br /&gt;
		[SELECT_MATERIAL:HAIR]&lt;br /&gt;
			[STATE_NAME:ALL_SOLID:fur]&lt;br /&gt;
			[STATE_ADJ:ALL_SOLID:fur]&lt;br /&gt;
			[YARN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:AQUA]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:10000]&lt;br /&gt;
	[BODY_SIZE:1:168:50000]&lt;br /&gt;
	[BODY_SIZE:20:0:250000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:55:70:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires&lt;br /&gt;
			[APP_MOD_IMPORTANCE:1000]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:THROAT]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:TGORE:BODYPART:BY_CATEGORY:TUSK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[LOW_LIGHT_VISION:10000]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:750:600:439:1900:2900] 20 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:fur:SINGULAR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:fur:SINGULAR]&lt;br /&gt;
				[TLCM_TIMING:ROOT:700:0:900:0]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_NOUN:fur:SINGULAR]&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:10:50:100:150:200:300]&lt;br /&gt;
			[SHEARABLE_TISSUE_LAYER:LENGTH:300]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Gremlin/raw&amp;diff=280218</id>
		<title>Gremlin/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Gremlin/raw&amp;diff=280218"/>
		<updated>2022-12-29T05:53:38Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;[CREATURE:GREMLIN] 	[DESCRIPTION:A small humanoid creature with a mischievous, toothy grin.] 	[NAME:gremlin:gremlins:gremlin] 	[CASTE_NAME:gremlin:gremlins:gremlin] 	[CREATURE...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:GREMLIN]&lt;br /&gt;
	[DESCRIPTION:A small humanoid creature with a mischievous, toothy grin.]&lt;br /&gt;
	[NAME:gremlin:gremlins:gremlin]&lt;br /&gt;
	[CASTE_NAME:gremlin:gremlins:gremlin]&lt;br /&gt;
	[CREATURE_TILE:'g'][COLOR:2:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
	[POPULATION_NUMBER:1:1]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[LOCKPICKER][TRAPAVOID][MISCHIEVOUS]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:3]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:50:75:100]&lt;br /&gt;
	[PERSONALITY:CURIOUS:50:75:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:50:75:100]&lt;br /&gt;
	[PERSONALITY:CRUELTY:50:75:100]&lt;br /&gt;
	[PERSONALITY:DISCORD:50:75:100]&lt;br /&gt;
	[PERSONALITY:ORDERLINESS:0:25:50]&lt;br /&gt;
	[PERSONALITY:DUTIFULNESS:0:25:50]&lt;br /&gt;
	[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]&lt;br /&gt;
	[CAN_DO_INTERACTION:PET_ANIMAL]&lt;br /&gt;
		[CDI:ADV_NAME:Pet animal]&lt;br /&gt;
		[CDI:USAGE_HINT:GREETING]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
		[CDI:VERB:pet:pets:pets]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:TARGET:B:TOUCHABLE]&lt;br /&gt;
		[CDI:TARGET_RANGE:B:1]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:20]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Spit]&lt;br /&gt;
		[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]&lt;br /&gt;
		[CDI:USAGE_HINT:TORMENT]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]&lt;br /&gt;
		[CDI:VERB:spit:spits:NA]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:30]&lt;br /&gt;
	[BODY_SIZE:0:0:500]&lt;br /&gt;
	[BODY_SIZE:1:168:2500]&lt;br /&gt;
	[BODY_SIZE:12:0:10000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:55:70:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires&lt;br /&gt;
			[APP_MOD_IMPORTANCE:1000]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:THROAT]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:18]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SMELL_TRIGGER:10]&lt;br /&gt;
	[LOW_LIGHT_VISION:10000]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph&lt;br /&gt;
	[SWIMS_LEARNED]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GREEN:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:PUPIL_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Kobold/raw&amp;diff=280217</id>
		<title>Kobold/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Kobold/raw&amp;diff=280217"/>
		<updated>2022-12-29T05:50:03Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;[CREATURE:KOBOLD] 	[DESCRIPTION:A small, squat humanoid with large pointy ears and yellow glowing eyes.] 	[NAME:kobold:kobolds:kobold] 	[CASTE_NAME:kobold:kobolds:kobold] 	[CR...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:KOBOLD]&lt;br /&gt;
	[DESCRIPTION:A small, squat humanoid with large pointy ears and yellow glowing eyes.]&lt;br /&gt;
	[NAME:kobold:kobolds:kobold]&lt;br /&gt;
	[CASTE_NAME:kobold:kobolds:kobold]&lt;br /&gt;
	[CREATURE_TILE:'k'][COLOR:6:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:6:0:1]&lt;br /&gt;
	[LOCKPICKER][TRAPAVOID][FLEEQUICK]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[UTTERANCES]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:50:75:100]&lt;br /&gt;
	[PERSONALITY:TRUST:0:25:50]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
	[PERSONALITY:GREED:50:75:100]&lt;br /&gt;
	[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:3TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]&lt;br /&gt;
	[CAN_DO_INTERACTION:PET_ANIMAL]&lt;br /&gt;
		[CDI:ADV_NAME:Pet animal]&lt;br /&gt;
		[CDI:USAGE_HINT:GREETING]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
		[CDI:VERB:pet:pets:pets]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:TARGET:B:TOUCHABLE]&lt;br /&gt;
		[CDI:TARGET_RANGE:B:1]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:20]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Spit]&lt;br /&gt;
		[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]&lt;br /&gt;
		[CDI:USAGE_HINT:TORMENT]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]&lt;br /&gt;
		[CDI:VERB:spit:spits:NA]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:30]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]               ++&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]              +&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500]       -&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:150:600:800:900:1000:1100:1500]                    -&lt;br /&gt;
	[MENT_ATT_RANGE:CREATIVITY:150:600:800:900:1000:1100:1500]               -&lt;br /&gt;
	[MENT_ATT_RANGE:INTUITION:150:600:800:900:1000:1100:1500]                -&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]               +&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:0:100:200:300:400:450:500]                        ---&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:0:0:0:0:0:0:0]                        unattainable&lt;br /&gt;
		[MENT_ATT_RATES:LINGUISTIC_ABILITY:NONE:NONE:NONE:NONE]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:0:0:0:0:0:0]                                unattainable&lt;br /&gt;
		[MENT_ATT_RATES:MUSICALITY:NONE:NONE:NONE:NONE]&lt;br /&gt;
	[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500]                       ---&lt;br /&gt;
	[BODY_SIZE:0:0:1000]&lt;br /&gt;
	[BODY_SIZE:1:168:5000]&lt;br /&gt;
	[BODY_SIZE:12:0:20000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:55:70:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires&lt;br /&gt;
			[APP_MOD_IMPORTANCE:1000]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:THROAT]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:18]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[SMELL_TRIGGER:25]&lt;br /&gt;
	[LOW_LIGHT_VISION:10000]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:691:482:251:1900:2900] 35 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:3512:2634:1756:878:4900:6900] 10 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph&lt;br /&gt;
	[SWIMS_LEARNED]&lt;br /&gt;
	[MANNERISM_FINGERS:finger:fingers]&lt;br /&gt;
	[MANNERISM_NOSE:nose]&lt;br /&gt;
	[MANNERISM_EAR:ear]&lt;br /&gt;
	[MANNERISM_HEAD:head]&lt;br /&gt;
	[MANNERISM_EYES:eyes]&lt;br /&gt;
	[MANNERISM_MOUTH:mouth]&lt;br /&gt;
	[MANNERISM_HAIR:hair]&lt;br /&gt;
	[MANNERISM_KNUCKLES:knuckles]&lt;br /&gt;
	[MANNERISM_LIPS:lips]&lt;br /&gt;
	[MANNERISM_CHEEK:cheek]&lt;br /&gt;
	[MANNERISM_NAILS:nails]&lt;br /&gt;
	[MANNERISM_FEET:feet]&lt;br /&gt;
	[MANNERISM_ARMS:arms]&lt;br /&gt;
	[MANNERISM_HANDS:hands]&lt;br /&gt;
	[MANNERISM_TONGUE:tongue]&lt;br /&gt;
	[MANNERISM_LEG:leg]&lt;br /&gt;
	[MANNERISM_WALK]&lt;br /&gt;
	[MANNERISM_SIT]&lt;br /&gt;
	[MANNERISM_BREATH]&lt;br /&gt;
	[MANNERISM_POSTURE]&lt;br /&gt;
	[MANNERISM_STRETCH]&lt;br /&gt;
	[MANNERISM_EYELIDS]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[LAYS_EGGS]&lt;br /&gt;
			[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]&lt;br /&gt;
			[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]&lt;br /&gt;
			[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]&lt;br /&gt;
			[EGG_SIZE:1100]&lt;br /&gt;
			[CLUTCH_SIZE:1:2]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		undescended, not geldable&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1:DARK_BROWN:1:LIGHT_BROWN:1:PALE_BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:skin:SINGULAR]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:0:0:0:1:25:50]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:PUPIL_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Human/raw&amp;diff=280214</id>
		<title>Human/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Human/raw&amp;diff=280214"/>
		<updated>2022-12-29T05:41:25Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;[CREATURE:HUMAN] 	[DESCRIPTION:A medium-sized creature prone to great ambition.] 	[NAME:human:humans:human] 	[CASTE_NAME:human:humans:human] 	[OUTSIDER_CONTROLLABLE] 	[CREATUR...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:HUMAN]&lt;br /&gt;
	[DESCRIPTION:A medium-sized creature prone to great ambition.]&lt;br /&gt;
	[NAME:human:humans:human]&lt;br /&gt;
	[CASTE_NAME:human:humans:human]&lt;br /&gt;
	[OUTSIDER_CONTROLLABLE]&lt;br /&gt;
	[CREATURE_TILE:'U'][COLOR:3:0:0]&lt;br /&gt;
	[CREATURE_SOLDIER_TILE:154]&lt;br /&gt;
	[CREATURE_CLASS:MAMMAL]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:stature]&lt;br /&gt;
	[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]&lt;br /&gt;
	[CAN_DO_INTERACTION:PET_ANIMAL]&lt;br /&gt;
		[CDI:ADV_NAME:Pet animal]&lt;br /&gt;
		[CDI:USAGE_HINT:GREETING]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
		[CDI:VERB:pet:pets:pets]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:TARGET:B:TOUCHABLE]&lt;br /&gt;
		[CDI:TARGET_RANGE:B:1]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:20]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Spit]&lt;br /&gt;
		[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]&lt;br /&gt;
		[CDI:USAGE_HINT:TORMENT]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]&lt;br /&gt;
		[CDI:VERB:spit:spits:NA]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:30]&lt;br /&gt;
	[BODY_SIZE:0:0:4000]&lt;br /&gt;
	[BODY_SIZE:1:168:17500]&lt;br /&gt;
	[BODY_SIZE:12:0:70000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:55:70:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires&lt;br /&gt;
			[APP_MOD_IMPORTANCE:1000]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:THROAT]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[MAXAGE:60:120]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:18]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SMELL_TRIGGER:90]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA&lt;br /&gt;
	[SWIMS_LEARNED]&lt;br /&gt;
	[MANNERISM_FINGERS:finger:fingers]&lt;br /&gt;
	[MANNERISM_NOSE:nose]&lt;br /&gt;
	[MANNERISM_EAR:ear]&lt;br /&gt;
	[MANNERISM_HEAD:head]&lt;br /&gt;
	[MANNERISM_EYES:eyes]&lt;br /&gt;
	[MANNERISM_MOUTH:mouth]&lt;br /&gt;
	[MANNERISM_HAIR:hair]&lt;br /&gt;
	[MANNERISM_KNUCKLES:knuckles]&lt;br /&gt;
	[MANNERISM_LIPS:lips]&lt;br /&gt;
	[MANNERISM_CHEEK:cheek]&lt;br /&gt;
	[MANNERISM_NAILS:nails]&lt;br /&gt;
	[MANNERISM_FEET:feet]&lt;br /&gt;
	[MANNERISM_ARMS:arms]&lt;br /&gt;
	[MANNERISM_HANDS:hands]&lt;br /&gt;
	[MANNERISM_TONGUE:tongue]&lt;br /&gt;
	[MANNERISM_LEG:leg]&lt;br /&gt;
	[MANNERISM_LAUGH]&lt;br /&gt;
	[MANNERISM_SMILE]&lt;br /&gt;
	[MANNERISM_WALK]&lt;br /&gt;
	[MANNERISM_SIT]&lt;br /&gt;
	[MANNERISM_BREATH]&lt;br /&gt;
	[MANNERISM_POSTURE]&lt;br /&gt;
	[MANNERISM_STRETCH]&lt;br /&gt;
	[MANNERISM_EYELIDS]&lt;br /&gt;
	[SPOUSE_CONVERSION_TARGET]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]&lt;br /&gt;
	[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
				[TLCM_TIMING:ROOT:40:0:70:0]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
				[TLCM_TIMING:ROOT:70:0:90:0]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:10:25:75:125:200:300]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:beard:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:moustache:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:sideburns:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:skin:SINGULAR]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:0:0:0:1:25:50]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Goblin/raw&amp;diff=280213</id>
		<title>Goblin/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Goblin/raw&amp;diff=280213"/>
		<updated>2022-12-29T05:36:50Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;[CREATURE:GOBLIN] 	[DESCRIPTION:A medium-sized humanoid driven to cruelty by its evil nature.] 	[NAME:goblin:goblins:goblin] 	[CASTE_NAME:goblin:goblins:goblin] 	[CREATURE_TIL...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:GOBLIN]&lt;br /&gt;
	[DESCRIPTION:A medium-sized humanoid driven to cruelty by its evil nature.]&lt;br /&gt;
	[NAME:goblin:goblins:goblin]&lt;br /&gt;
	[CASTE_NAME:goblin:goblins:goblin]&lt;br /&gt;
	[CREATURE_TILE:'g'][COLOR:7:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[CREATURE_CLASS:MAMMAL]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BONECARN][NO_DRINK][NO_EAT]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[PERSONALITY:ANGER_PROPENSITY:25:75:100]&lt;br /&gt;
	[PERSONALITY:HATE_PROPENSITY:25:75:100]&lt;br /&gt;
	[PERSONALITY:VIOLENT:25:75:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:50:75:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:40:90]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
	[PERSONALITY:IMMODESTY:10:60:100]&lt;br /&gt;
	[PERSONALITY:CRUELTY:50:75:100]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:25:50]&lt;br /&gt;
	[PERSONALITY:TOLERANT:50:75:100]&lt;br /&gt;
	[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]&lt;br /&gt;
	[CAN_DO_INTERACTION:PET_ANIMAL]&lt;br /&gt;
		[CDI:ADV_NAME:Pet animal]&lt;br /&gt;
		[CDI:USAGE_HINT:GREETING]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
		[CDI:VERB:pet:pets:pets]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:TARGET:B:TOUCHABLE]&lt;br /&gt;
		[CDI:TARGET_RANGE:B:1]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:20]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Spit]&lt;br /&gt;
		[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]&lt;br /&gt;
		[CDI:USAGE_HINT:TORMENT]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]&lt;br /&gt;
		[CDI:VERB:spit:spits:NA]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:30]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             ++&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]             ++&lt;br /&gt;
	[MENT_ATT_RANGE:CREATIVITY:0:400:600:750:800:900:1100]                   --&lt;br /&gt;
	[MENT_ATT_RANGE:INTUITION:0:400:600:750:800:900:1100]                    --&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max&lt;br /&gt;
	[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500]                       ---&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]      ++&lt;br /&gt;
	[BODY_SIZE:0:0:3000]&lt;br /&gt;
	[BODY_SIZE:1:168:15000]&lt;br /&gt;
	[BODY_SIZE:12:0:60000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:55:70:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires&lt;br /&gt;
			[APP_MOD_IMPORTANCE:1000]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:THROAT]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:18]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[SMELL_TRIGGER:50]&lt;br /&gt;
	[LOW_LIGHT_VISION:100]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph&lt;br /&gt;
	[SWIMS_LEARNED]&lt;br /&gt;
	[MANNERISM_FINGERS:finger:fingers]&lt;br /&gt;
	[MANNERISM_NOSE:nose]&lt;br /&gt;
	[MANNERISM_EAR:ear]&lt;br /&gt;
	[MANNERISM_HEAD:head]&lt;br /&gt;
	[MANNERISM_EYES:eyes]&lt;br /&gt;
	[MANNERISM_MOUTH:mouth]&lt;br /&gt;
	[MANNERISM_HAIR:hair]&lt;br /&gt;
	[MANNERISM_KNUCKLES:knuckles]&lt;br /&gt;
	[MANNERISM_LIPS:lips]&lt;br /&gt;
	[MANNERISM_CHEEK:cheek]&lt;br /&gt;
	[MANNERISM_NAILS:nails]&lt;br /&gt;
	[MANNERISM_FEET:feet]&lt;br /&gt;
	[MANNERISM_ARMS:arms]&lt;br /&gt;
	[MANNERISM_HANDS:hands]&lt;br /&gt;
	[MANNERISM_TONGUE:tongue]&lt;br /&gt;
	[MANNERISM_LEG:leg]&lt;br /&gt;
	[MANNERISM_LAUGH]&lt;br /&gt;
	[MANNERISM_SMILE]&lt;br /&gt;
	[MANNERISM_WALK]&lt;br /&gt;
	[MANNERISM_SIT]&lt;br /&gt;
	[MANNERISM_BREATH]&lt;br /&gt;
	[MANNERISM_POSTURE]&lt;br /&gt;
	[MANNERISM_STRETCH]&lt;br /&gt;
	[MANNERISM_EYELIDS]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]&lt;br /&gt;
	[TL_COLOR_MODIFIER:AMETHYST:1:CARMINE:1:CRIMSON:1:DARK_SCARLET:1:DARK_VIOLET:1:FUCHSIA:1:HELIOTROPE:1:INDIGO:1:LAVENDER:1:LAVENDER_BLUSH:1:LILAC:1:MAROON:1:PLUM:1:PUCE:1:PURPLE:1:SCARLET:1:VERMILION:1:VIOLET:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:10:25:75:125:200:300]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:beard:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:moustache:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:sideburns:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:ASH_GRAY:1:DARK_GREEN:1:DARK_OLIVE:1:EMERALD:1:FERN_GREEN:1:GRAY:1:GREEN:1:JADE:1:LIME:1:MINT_GREEN:1:MOSS_GREEN:1:OLIVE:1:PINE_GREEN:1:SEA_GREEN:1:SLATE_GRAY:1:SPRING_GREEN:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:PUPIL_EYE_RED:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Elf/raw&amp;diff=280212</id>
		<title>Elf/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Elf/raw&amp;diff=280212"/>
		<updated>2022-12-29T05:29:28Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;[CREATURE:ELF] 	[DESCRIPTION:A medium-sized creature dedicated to the ruthless protection of nature.] 	[NAME:elf:elves:elven] 	[CASTE_NAME:elf:elves:elven] 	[CREATURE_TILE:'e'...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:ELF]&lt;br /&gt;
	[DESCRIPTION:A medium-sized creature dedicated to the ruthless protection of nature.]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[CASTE_NAME:elf:elves:elven]&lt;br /&gt;
	[CREATURE_TILE:'e'][COLOR:3:0:0]&lt;br /&gt;
	[CREATURE_SOLDIER_TILE:137]&lt;br /&gt;
	[CREATURE_CLASS:MAMMAL]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[SLAIN_SPEECH:SLAIN_ELF]&lt;br /&gt;
	[PERSONALITY:ABSTRACT_INCLINED:0:55:100]&lt;br /&gt;
	[PERSONALITY:ART_INCLINED:0:60:100]&lt;br /&gt;
	[PERSONALITY:CURIOUS:0:55:100]&lt;br /&gt;
	[PERSONALITY:PERSEVERANCE:0:45:100]&lt;br /&gt;
	[PERSONALITY:VENGEFUL:0:60:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
	[PERSONALITY:PRIDE:0:55:100]&lt;br /&gt;
	[PERSONALITY:VANITY:0:55:100]&lt;br /&gt;
	[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]&lt;br /&gt;
	[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]&lt;br /&gt;
	[CAN_DO_INTERACTION:PET_ANIMAL]&lt;br /&gt;
		[CDI:ADV_NAME:Pet animal]&lt;br /&gt;
		[CDI:USAGE_HINT:GREETING]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
		[CDI:VERB:pet:pets:pets]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:TARGET:B:TOUCHABLE]&lt;br /&gt;
		[CDI:TARGET_RANGE:B:1]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:20]&lt;br /&gt;
	[CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Spit]&lt;br /&gt;
		[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]&lt;br /&gt;
		[CDI:USAGE_HINT:TORMENT]&lt;br /&gt;
		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]&lt;br /&gt;
		[CDI:VERB:spit:spits:NA]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:30]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
	[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]                -&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]              max&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++&lt;br /&gt;
	[MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250]         +&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:450:950:1150:1250:1350:1550:2250]            +&lt;br /&gt;
	[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]    ++&lt;br /&gt;
	[MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250]               +&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:450:950:1150:1250:1350:1550:2250]      +&lt;br /&gt;
	[BODY_SIZE:0:0:3000]&lt;br /&gt;
	[BODY_SIZE:1:168:15000]&lt;br /&gt;
	[BODY_SIZE:12:0:60000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:55:70:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires&lt;br /&gt;
			[APP_MOD_IMPORTANCE:1000]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:30:60:90:110:150:190]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:THROAT]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_DESC_RANGE:91:94:98:102:106:109]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:4:4]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:18]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SMELL_TRIGGER:10]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:642:428:214:1900:2900] 41 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2728:2069:1409:675:4000:5700] 13 kph&lt;br /&gt;
	[SWIMS_LEARNED]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[NO_VEGETATION_PERTURB]&lt;br /&gt;
	[MANNERISM_FINGERS:finger:fingers]&lt;br /&gt;
	[MANNERISM_NOSE:nose]&lt;br /&gt;
	[MANNERISM_EAR:ear]&lt;br /&gt;
	[MANNERISM_HEAD:head]&lt;br /&gt;
	[MANNERISM_EYES:eyes]&lt;br /&gt;
	[MANNERISM_MOUTH:mouth]&lt;br /&gt;
	[MANNERISM_HAIR:hair]&lt;br /&gt;
	[MANNERISM_KNUCKLES:knuckles]&lt;br /&gt;
	[MANNERISM_LIPS:lips]&lt;br /&gt;
	[MANNERISM_CHEEK:cheek]&lt;br /&gt;
	[MANNERISM_NAILS:nails]&lt;br /&gt;
	[MANNERISM_FEET:feet]&lt;br /&gt;
	[MANNERISM_ARMS:arms]&lt;br /&gt;
	[MANNERISM_HANDS:hands]&lt;br /&gt;
	[MANNERISM_TONGUE:tongue]&lt;br /&gt;
	[MANNERISM_LEG:leg]&lt;br /&gt;
	[MANNERISM_LAUGH]&lt;br /&gt;
	[MANNERISM_SMILE]&lt;br /&gt;
	[MANNERISM_WALK]&lt;br /&gt;
	[MANNERISM_SIT]&lt;br /&gt;
	[MANNERISM_BREATH]&lt;br /&gt;
	[MANNERISM_POSTURE]&lt;br /&gt;
	[MANNERISM_STRETCH]&lt;br /&gt;
	[MANNERISM_EYELIDS]&lt;br /&gt;
	[SPOUSE_CONVERSION_TARGET]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]&lt;br /&gt;
	[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:55:70:90:110:130:145]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
				[APP_MOD_DESC_RANGE:10:25:75:125:200:300]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:beard:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:moustache:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]&lt;br /&gt;
				[TSU_NOUN:sideburns:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
	[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_olm/raw&amp;diff=280211</id>
		<title>Giant olm/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_olm/raw&amp;diff=280211"/>
		<updated>2022-12-29T05:23:29Z</updated>

		<summary type="html">&lt;p&gt;JuniperAndFriends: Created page with &amp;quot;[CREATURE:OLM_GIANT] 	[DESCRIPTION:A giant amphibian predator found underground near water.] 	[NAME:giant olm:giant olms:giant olm] 	[CASTE_NAME:giant olm:giant olms:giant olm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:OLM_GIANT]&lt;br /&gt;
	[DESCRIPTION:A giant amphibian predator found underground near water.]&lt;br /&gt;
	[NAME:giant olm:giant olms:giant olm]&lt;br /&gt;
	[CASTE_NAME:giant olm:giant olms:giant olm]&lt;br /&gt;
	[CREATURE_TILE:'O'][COLOR:7:0:1]&lt;br /&gt;
	[PETVALUE:750]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:2]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[PREFSTRING:gills]&lt;br /&gt;
	[BODY:QUADRUPED_NECK:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20000]&lt;br /&gt;
	[BODY_SIZE:1:0:100000]&lt;br /&gt;
	[BODY_SIZE:2:0:200000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:60:100]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[LOW_LIGHT_VISION:10000]&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:6561:6115:5683:1755:7456:8567] 5 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2467:1880:1294:627:3700:5300] 14 kph&lt;br /&gt;
	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[CANNOT_JUMP]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4]&lt;/div&gt;</summary>
		<author><name>JuniperAndFriends</name></author>
	</entry>
</feed>