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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kingzilla</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kingzilla"/>
	<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php/Special:Contributions/Kingzilla"/>
	<updated>2026-04-29T10:24:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Slabs&amp;diff=155072</id>
		<title>Slabs</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Slabs&amp;diff=155072"/>
		<updated>2011-12-03T02:41:25Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: redirect to slab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[slab]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=155071</id>
		<title>v0.31:Ghost</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Ghost&amp;diff=155071"/>
		<updated>2011-12-03T02:38:03Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: added link to slabs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buggy}}&lt;br /&gt;
{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent creature or a dwarf, its soul may occasionally come back as a '''ghost'''.  In a Dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly {{L|coffin|buried}} or {{L|memorial|memorialized}} after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Even babies can become ghosts and there are current&amp;lt;sup&amp;gt;v31.18&amp;lt;/sup&amp;gt; reports that ghosts can [http://www.bay12forums.com/smf/index.php?topic=75255.0 grow up] and even [http://www.bay12forums.com/smf/index.php?topic=75255.15 die of old age].&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls and cannot be harmed by {{L|Dwarven Atom Smasher|atom-smashing}}. They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by building engraving rock {{L|slab|slabs}} in memory of the deceased.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
&lt;br /&gt;
The ghost's activities will in large part be determined by the nature of its death. The following table summarizes the different types of ghosts. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Berserk&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|???&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|???&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|''Misplaces'' Items.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|???&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Troubled life history.&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|&amp;quot;Accidental&amp;quot; death&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
Cave-ins do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
&lt;br /&gt;
Ghosts are put to rest when any part of their body is put in a burial receptacle. For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some ghost names can't be engraved on slabs, and some slabs can be engraved for nameless creatures. {{bug|3708}}&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19968</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19968"/>
		<updated>2009-08-16T20:26:27Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: you must prepare for the journey, there is no option to not do so.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To '''reclaim a fortress''' you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or abandoned fortress. The number of dwarves you reclaim with will depend on the nearby hostile monsters. These include both wild animals and megabeasts left behind, as well as newly spawned inhabitants. It is possible to embark on a fortress incredibly infested with creatures. Most likely, you are slaughtered immediately, and if you reclaim, can get up to 70 dwarves.(usually near special caves or chasms with multiple caves)&lt;br /&gt;
== Preparation ==&lt;br /&gt;
When you prepare for the journey, the [[Skill]]s screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]] but the Items screen is the same.&lt;br /&gt;
&lt;br /&gt;
The skills screen in reclaim mode shows a list of [[dwarves]] on the left and the list of skills on the right. The skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one [[military]] skill and one domestic [[jobs|profession]]. If you do not like the randomly generated profession (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode. Military skills are handled the same way as professions, though all start off as [[axeman|axedwarves]], [[marksdwarves]], and [[hammerdwarf|hammerdwarves]] and the military skill is highlighted in red{{ver|0.27.176.38c}}. They are organized in squads of seven.&lt;br /&gt;
&lt;br /&gt;
Choosing specific professions will result in the dwarf having (without addition of [[Attribute|attributes]]) the matching skill. General professions ([[Woodworker]], [[Stoneworker]], [[Ranger]], [[Metalsmith]], [[Jeweler]], [[Craftsdwarf]], [[Farmer]], [[Engineer]], [[Administrator]]) give novice skill level in each of the specialist skills in the same way as incoming [[immigrant|migrants]] have them in dwarf fortress mode. Additionally, if no dwarf is marked as a trader, whichever dwarf is trading at the depot the first time the [[Trading|trade]] menu is opened, even if no trade is made, will instantly become a competent [[appraiser]] (though not a better [[judge of intent]]){{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
As for items, your dwarves will start fully equipped with [[steel]] [[plate]] [[armor]] and [[weapons]] that match their military skill; it is therefore safe to not take extra [[axe]]s with you. If your fortress had one or more [[anvil]]s they will most likely also still be there, so you can ditch the anvil for, say, a horde of [[war dog]]s, lots of [[alcohol|booze]] or more [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
== Arrival ==&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind randomly flung about, [[buildings]] will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so [[food]] will mostly be rotten or gone and dead bodies too will be rotting, [[bone]]s or gone. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your [[dwarves]] from rushing off on hauling jobs to the middle of enemy infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out the any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of [[coffin]]s, depending upon how far along the fortress was when it failed.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[Smelter]], you will need to reclaim all of the items the make up that [[workshop]]. You can do this two ways. First, you can hit  {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Just hit  {{key|f}} on each one to reclaim those items. Alternatively, when you are reclaiming items via the Stock screen any items that are part of a building can be reclaimed there as well. However, you won't know which ones those are, so for specific workshops it's easiest if you claim each one separately.&lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}} &amp;gt; {{key|b}} (&amp;gt;{{key|c}} claim is defaulted). This makes it easier to clean up everything and reclaim undisturbed stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Remaining living dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot. Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but [[fisherdwarf|fisherdwarves]] will fish, endlessly flinging their catch onto the ground for others to pick up. An exception to this is any insane dwarves that were left in your fortress when you abandoned it will remain hostile to the reclaiming forces as well.&lt;br /&gt;
&lt;br /&gt;
== Remaining monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[:Category:Megabeasts|megabeast]] or a [[goblin]] [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
A reclaim party is unlikely to need an anvil, so trading it for an army of [[dog]]s will help to keep numbers in your favour.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In some versions, reclaiming a fortress located on a goblin outpost will calculate the size of your force based upon the wealth of the goblins, resulting in a huge reclamation army.&lt;br /&gt;
&lt;br /&gt;
== Differences from [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
All dwarves start as friends, so the death of one dwarf can lead into an endless spiral of [[fun]].&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Kingzilla&amp;diff=49862</id>
		<title>User talk:Kingzilla</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Kingzilla&amp;diff=49862"/>
		<updated>2009-08-15T19:40:18Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, you stated a while back on  the [[sand]] page that sand can now be imported - how so? --[[User:Birthright|Birthright]] 14:42, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had thought that i had done so. It turns out i was mistaken  --[[User:Kingzilla|Kingzilla]] 19:40, 15 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Speardwarves&amp;diff=47104</id>
		<title>Speardwarves</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Speardwarves&amp;diff=47104"/>
		<updated>2009-01-25T19:25:19Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: redirect to speardwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Speardwarf]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Wrestlers&amp;diff=47103</id>
		<title>Wrestlers</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Wrestlers&amp;diff=47103"/>
		<updated>2009-01-25T19:24:39Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: redirect to wrestler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Wrestler]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22462</id>
		<title>40d:Soldier</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22462"/>
		<updated>2009-01-25T19:23:45Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: links to individual skill pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in your [[military]] will be one of the following types of '''soldiers'''. What type of soldier they are will be determined by whichever [[weapon]] they are most [[skill]]ed at using. All soldiers can carry [[shield]]s, regardless of what weapon they use. Weapon, armor, and squad choices are controlled from the Military screen ({{key|m}}). The dwarven military is organized via use of the [[squad]] system.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
Soldiers will train when not on duty. Marksdwarves will shoot at [[archery target]]s if they are correctly set up and you have wood or bone [[bolts]] available. Melee dwarves (including wrestlers) will [[sparring|spar]] with their weapons in a [[barracks]] if you have built one. For full information, see the article on [[sparring]].&lt;br /&gt;
&lt;br /&gt;
== Squads ==&lt;br /&gt;
&lt;br /&gt;
You may organize your dwarves into squads of troops through the {{k|m}}ilitary menu. Select the squad commander, then press {{k|Enter}}. Select another dwarf, and press {{k|Enter}} to add this dwarf to the first soldier's squad. When you are finished adding to a particular squad, use the {{k|Spacebar}} to end the assignments. Adding an unenlisted dwarf to a currently active squad will activate this new soldier. Adding dwarves to an inactive squad will not activate the squad.&lt;br /&gt;
&lt;br /&gt;
You may also select sub-commanders in this manner, creating an established chain of command.&lt;br /&gt;
&lt;br /&gt;
Active squads will stay close to the leader of their squad. If he takes a break to Eat or Drink, his squad will follow him.{{verify}} They will also follow him back to his bed if he goes to rest or heal.  If a squad leader is hospitalized, the dwarves under his command will do nothing useful until he is healed, or a different leader is assigned.  Squads will work towards a single goal -- if attacking an group of hostiles that scatter in several directions, the entire squad will follow one hostile.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Duty Roster ===&lt;br /&gt;
&lt;br /&gt;
You must activate and deactivate your squads through the {{k|m}}ilitary menu's &amp;quot;{{k|v}}iew squad&amp;quot; sub-menu. Some dwarves will grow unhappy if left on patrol duty too long, and they will not have a chance to improve their skills. A squad that is off-duty will spar in a [[barracks]] or train at [[archery target]]s with wooden or bone bolts.&lt;br /&gt;
&lt;br /&gt;
You may wish to design outdoor training areas so that your soldiers do not fall prey to [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
=== Rations ===&lt;br /&gt;
&lt;br /&gt;
You may also specify if the squad should carry food and water, using [[backpack]]s and [[waterskin]]s respectively, using the military menu.&lt;br /&gt;
&lt;br /&gt;
== Soldier classes ==&lt;br /&gt;
&lt;br /&gt;
Every weapon has an associated skill. Soldiers will name themselves according to what [[Weapon damage|weapon]] they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a spear will be known as a Speardwarf, even if the soldier has been reassigned to train with an axe instead.&lt;br /&gt;
&lt;br /&gt;
=== [[Marksdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, thought of as the wimpiest soldiers, are armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target. The only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== [[Speardwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in pierce damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons.&lt;br /&gt;
&lt;br /&gt;
=== [[Axedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in slash damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually bleeding them to death. Battle axes move slower than swords but do more damage per stroke.&lt;br /&gt;
&lt;br /&gt;
=== [[Sworddwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Sworddwaves deal both slash and pierce damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear.&lt;br /&gt;
&lt;br /&gt;
=== [[Macedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts (he bashes enemies with his crossbow.  This is the only time when it's good to have a metal crossbow, by the way.)&lt;br /&gt;
&lt;br /&gt;
=== [[Hammerdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in blunt damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== [[Wrestlers]] ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill determines how much a dwarf will evade/dodge attacks, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[skill|Novice]] level or better will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
== Heroes and Champions ==&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach [[skill|Great]] skill level in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, have a different colour shade and can no longer be removed from the military. Their &amp;quot;Pref&amp;quot; menu will be replaced by the text &amp;quot;This hero need not work&amp;quot;, and you will not be able to deactivate them (make them civilians again), transfer them into or out of the [[Fortress Guard|Guard]], or assign work [[dog]]s to them.&lt;br /&gt;
&lt;br /&gt;
You can still change their weapon and armor settings via the {{key|m}}ilitary screen ({{key|w}}eapons), and to change their soldiering orders ({{key|v}}iew squad). Heroes in either the Fortress or Royal Guard cannot be given military orders via the Squads screen ({{key|x}}) and will become permanently useless. If you have any Expert, Professional, or Accomplished soldiers in the Guard, and don't wish them to be locked into the military, transfer them out. Alternatively, a dwarf on the verge of becoming a hero in one weapon skill can be transferred to another weapon and continue training there; the attribute bonuses from gaining each weapon skill do stack. Heroes cannot trade, so it is advisable for your trader not to be given military training.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: &amp;lt;tt&amp;gt;&amp;quot;''&amp;lt;dwarfname&amp;gt;'' has become a legendary champion! Hail ''&amp;lt;dwarfname&amp;gt;''!&amp;quot;&amp;lt;/tt&amp;gt;. Champions behave the same as heroes, although they are additionally exempt from the [[dwarven economy]], like all legendary dwarves. Champions cannot serve under heroes or normal soldiers, but willingly serve under other Champions.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Marksdwarves&amp;diff=47101</id>
		<title>Marksdwarves</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Marksdwarves&amp;diff=47101"/>
		<updated>2009-01-25T19:20:34Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: redirect to marksdwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Marksdwarf]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Drafting&amp;diff=47100</id>
		<title>Drafting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Drafting&amp;diff=47100"/>
		<updated>2009-01-25T19:16:51Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: redirect to the military page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Military#About drafting]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36378</id>
		<title>40d Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36378"/>
		<updated>2008-03-10T18:07:01Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: signed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yesterday, I had an ambush. My woodcutter was ambushed by a group of one goblin bowman and five swordsmen. They were invisible, until attacked him. I had never seen anything like this until 38a. Think, it's something new, should we add the article? What do you think?--[[User:Dorten|Dorten]] 23:23, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: yes definitely.  I have been ambushed 3 times already in one year.  These attacks seem to coincide with trading caravans. --[[User:Kingzilla|Kingzilla]] 23:28, 6 February 2008 (EST)&lt;br /&gt;
::Is this really new? I started with 38a, but from reading i never expected anything else than thieves and ambushes with every caravan.--[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
:::38a was the first time that caravans caused direct attacks. Previously the only worry was theives which could be easily defeated by recruits.--[[User:Kingzilla|Kingzilla]] 14:07, 10 March 2008 (EDT)&lt;br /&gt;
==Ambush messages==&lt;br /&gt;
In my experience with last version (38a) it showed 'Ambush, curse them' on kobold thieves, and 'Amush!' on beforementioned goblins. This surely needs verification--[[User:Dorten|Dorten]] 01:10, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have:&amp;lt;br&amp;gt;&lt;br /&gt;
:38a&amp;lt;br&amp;gt;&lt;br /&gt;
:Kobold thieves (2): An ambush! curse them!&lt;br /&gt;
:Goblins:  An ambush! curse them!&lt;br /&gt;
&lt;br /&gt;
:38c &lt;br /&gt;
:Kobold thieves (2): Thief! protect the hoard from skulking filth! (the different message may be caused by increased wealth)&lt;br /&gt;
&lt;br /&gt;
:Goblins: An ambush! curse them!&lt;br /&gt;
&lt;br /&gt;
:You can read back the whole announcements log (page up key) if you have the patience ;) --[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady stated that the &amp;quot;Ambush!&amp;quot; message appearing for kobold thieves was a bug, and it has now been fixed. [[User:Furiousfish|Furiousfish]] 21:26, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Enemy squad supposedly fleeing after the commander's death ==&lt;br /&gt;
&lt;br /&gt;
Well, in my case he got caged, does that count? The squad of the 5 remaining goblin bowmen, however did not retreat, and continued to advance until torn apart by dogs. Only 1, last(after the other 4 died) goblin started retreating. That was 38a. --[[User:Digger|Digger]] 05:07, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just had my marksdwarves pump a goblin leader full of timber, and his squadmates just charged. --[[User:Shadow archmagi|Shadow archmagi]] 08:15, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Alright I'm killing that part then. It's obviously wrong now. --[[User:Digger|Digger]] 09:44, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::yep, just had an ambush too: leader dead, 1 unconscious, rest dead, and the last bowman was still charging.--[[User:Koltom|Koltom]] 11:49, 1 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36377</id>
		<title>40d Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36377"/>
		<updated>2008-03-10T18:06:33Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yesterday, I had an ambush. My woodcutter was ambushed by a group of one goblin bowman and five swordsmen. They were invisible, until attacked him. I had never seen anything like this until 38a. Think, it's something new, should we add the article? What do you think?--[[User:Dorten|Dorten]] 23:23, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: yes definitely.  I have been ambushed 3 times already in one year.  These attacks seem to coincide with trading caravans. --[[User:Kingzilla|Kingzilla]] 23:28, 6 February 2008 (EST)&lt;br /&gt;
::Is this really new? I started with 38a, but from reading i never expected anything else than thieves and ambushes with every caravan.--[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
:::38a was the first time that caravans caused direct attacks. Previously the only worry was theives which could be easily defeated by recruits.&lt;br /&gt;
==Ambush messages==&lt;br /&gt;
In my experience with last version (38a) it showed 'Ambush, curse them' on kobold thieves, and 'Amush!' on beforementioned goblins. This surely needs verification--[[User:Dorten|Dorten]] 01:10, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have:&amp;lt;br&amp;gt;&lt;br /&gt;
:38a&amp;lt;br&amp;gt;&lt;br /&gt;
:Kobold thieves (2): An ambush! curse them!&lt;br /&gt;
:Goblins:  An ambush! curse them!&lt;br /&gt;
&lt;br /&gt;
:38c &lt;br /&gt;
:Kobold thieves (2): Thief! protect the hoard from skulking filth! (the different message may be caused by increased wealth)&lt;br /&gt;
&lt;br /&gt;
:Goblins: An ambush! curse them!&lt;br /&gt;
&lt;br /&gt;
:You can read back the whole announcements log (page up key) if you have the patience ;) --[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady stated that the &amp;quot;Ambush!&amp;quot; message appearing for kobold thieves was a bug, and it has now been fixed. [[User:Furiousfish|Furiousfish]] 21:26, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Enemy squad supposedly fleeing after the commander's death ==&lt;br /&gt;
&lt;br /&gt;
Well, in my case he got caged, does that count? The squad of the 5 remaining goblin bowmen, however did not retreat, and continued to advance until torn apart by dogs. Only 1, last(after the other 4 died) goblin started retreating. That was 38a. --[[User:Digger|Digger]] 05:07, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just had my marksdwarves pump a goblin leader full of timber, and his squadmates just charged. --[[User:Shadow archmagi|Shadow archmagi]] 08:15, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Alright I'm killing that part then. It's obviously wrong now. --[[User:Digger|Digger]] 09:44, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::yep, just had an ambush too: leader dead, 1 unconscious, rest dead, and the last bowman was still charging.--[[User:Koltom|Koltom]] 11:49, 1 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36428</id>
		<title>40d:Ambush</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36428"/>
		<updated>2008-02-25T22:49:07Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An ambush is a sudden event in Fortress mode when a small force of enemy humanoids attempts to attack your fortress.  While smaller in scope than a full siege, ambushes are not related to the number of dwarves in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves.  It is announced with various messages: &amp;quot;An Ambush!  Curse them!&amp;quot;, &amp;quot;Ambush!&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
As of 38a, they are exceptionally dangerous.&lt;br /&gt;
&lt;br /&gt;
== Ambushers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will send a small force of attackers between the ranges of 4-8 soldiers{{Verify}}.  These forces are frequently led by one goblin with superior statistics and skill, and he is always of a different troop of the rest.  If the leading goblin is killed, the rest of the squad will flee.&lt;br /&gt;
&lt;br /&gt;
Usually they send more than one squad at once - up to 4 squads, each with his own leader. These squads may be from different goblin towers{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
Goblin are unable to navigate traps safely and can easily be stopped and defeated by simple [[cage trap|cage]] or [[weapon trap|weapon]] traps.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or wealth. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[human]]s will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[elves]] will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].) The building of small towers over the map with only underground acess for your marksdwarves is proven to be very effective against ambushes.&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy crossbowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, are likely to be ineffective against ambushes as a sudden ambush will likely be close enough to scare away the civilian siege operators&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the ambushers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] ambushes without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results. Even not filled 1-tile wide channel is a fast and effective way to stop ambushers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during an ambush. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the ambush, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Kingzilla&amp;diff=37354</id>
		<title>User:Kingzilla</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Kingzilla&amp;diff=37354"/>
		<updated>2008-02-13T23:41:28Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: to do list for self&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;remember to check if depot's can be made from glass or bars.  If so, update [[trading]]&lt;br /&gt;
&lt;br /&gt;
check if caravan's can be drowed in current version&lt;br /&gt;
&lt;br /&gt;
check if carav civs will seige&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Decoration&amp;diff=16149</id>
		<title>40d:Decoration</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Decoration&amp;diff=16149"/>
		<updated>2008-02-13T23:34:49Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A decorative image raises the [[value]] of an object by adding another material to the base item.  Decorations have quality levels. The base value of a decoration is 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]].&lt;br /&gt;
&lt;br /&gt;
An object may be decorated with any number of materials, provided the materials are of different types.  For example, you can decorate an object with turtle shell and cave lobster shell, but you can't decorate it with turtle shell twice.&lt;br /&gt;
&lt;br /&gt;
You cannot specify an specific object for a dwarf to decorate.  Dwarves will use the closest object that has not already been decorated with the material they intend to decorate the next object with.  The exception is with encrusting gems, where you are able to specify a category of goods to be decorated.&lt;br /&gt;
&lt;br /&gt;
;Bone, Shell&lt;br /&gt;
:  Objects can be decorated with [[bone]] or [[shell]] at a [[craftdwarf's workshop]]. Requires [[bone carving]].&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  Objects can be encrusted with cut gems (and cut glass) at a [[jeweler's workshop]].  You may specify whether to decorate furniture, finished goods or ammo.  Requires [[gem setting]].&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  Objects can be studded with various metals at a metalsmith's forge.  Requires [[metalcrafting]].  This does not require [[fuel]].&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  [[Cloth]] images (both plant fiber and silk) can be sewn onto clothing items and bags at a [[clothier's shop]].  Cloth images can only be sewn onto [[bags]] or [[quiver]]s that are empty. Requires [[clothier]]. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  Leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions.  Requires [[leatherworking]] and a [[leather works]].&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Leather&amp;diff=7971</id>
		<title>40d:Leather</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Leather&amp;diff=7971"/>
		<updated>2008-02-13T23:32:21Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: reworded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Leather''' is the tanned hide of an [[creature|animal]]. It can be used to make many things, including [[clothing]], [[shields]], [[armor]], and crafts at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
Leather armor will be worn by civilians with the '[[Hunting]]' skill enabled, or by [[military]] dwarves with at least leather [[armor]] enabled.  Dwarves instructed to wear [[chain mail]] and [[plate mail]] armor will still wear leather if chain mail and plate mail armor are unavailable.&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[tannery]] workshop, a raw hide or skin from an animal, and a dwarf with the '[[tanner|tanning]]' skill turned on.  Rotten hides or skin cannot be tanned. The human and dwarven caravans also sell various leather hides, in case few animals inhabit the map.&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18590</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18590"/>
		<updated>2008-02-13T23:26:50Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]] and [[metal]].  A cage made of [[glass]] is called a terrarium. Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and reduce [[traffic]] in your hallways.  An empty cage is classed as [[furniture]], though a cage with an animal (or animal corpse) must be stored in a [[stockpile]] with animals enabled.&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* A [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.&lt;br /&gt;
* Animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals (animals in a cage won't mate{{Version|0.27.173.38a}}, although animals can bear children when caged, as long as they mated beforehand).&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]].&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative ideas to do with [[captured creatures]] here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30607</id>
		<title>Do I really need wood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Do_I_really_need_wood&amp;diff=30607"/>
		<updated>2008-02-13T22:46:40Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: importing charcoal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wood''' is necessary to build [[beds]] and [[axle|axles]].&lt;br /&gt;
Without beds your dwarves will get unhappy thoughts from sleeping on the ground, and without axles you are severely limited in power transferring.  You will need at least one piece of wood to produce [[charcoal]] to begin metal production, although this can be imported.&lt;br /&gt;
&lt;br /&gt;
Bins, buckets and barrels can be made from metal, though they are much more easily made from wood.  They require three metals of the same type and fuel; wooden barrels, buckets and bins require only one log.  Early on, it may also be useful to build a bucket or two from wood, in order to build a well and bring water to an injured dwarf.&lt;br /&gt;
&lt;br /&gt;
It is a common challenge to play on a treeless biome, though most players choose to import wood, and bring some with them in the starting screen.  &lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19951</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19951"/>
		<updated>2008-02-07T22:10:06Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: red link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To reclaim a fortress you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or abandoned fortress. &lt;br /&gt;
&lt;br /&gt;
If you prepare for the journey the Skills screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]], showing your list of dwarves on the left and the list of skills on the right. The Skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one military skill and one domestic profession, and if you do not like the randomly generated one (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode.&lt;br /&gt;
&lt;br /&gt;
General professions (Woodworker, Stoneworker, Ranger, Metalsmith, Jeweler, Craftsdwarf, Farmer, Engineer, Administrator) give a lower skill level in each of the specialist skills; in the same way as incoming migrants in dwarf fortress mode.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind have been randomly flung about, buildings will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so food will be rotten or gone and dead bodies will be  rotting or bones. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your dwarves from rushing off on hauling jobs to the middle of enemy infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out the any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of coffins, depending upon how far along the fortress was when it failed.&lt;br /&gt;
&lt;br /&gt;
== Remaining living dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot.{{verify}} Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but fisherdwarves will fish, endlessly flinging their catch onto the ground for others to pick up.&lt;br /&gt;
&lt;br /&gt;
== Remaining monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[:Category:Megabeasts|megabeast]] or a goblin [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
A reclaim party is unlikely to need an anvil, so trading it for an army of [[dog]]s will help to keep numbers in your favour.&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Preferences&amp;diff=36754</id>
		<title>40d Talk:Preferences</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Preferences&amp;diff=36754"/>
		<updated>2008-02-07T21:53:16Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: merging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new image should probably be uploaded to this page to reflect the changes to the screen (colour coding, squads etc.).  Some parts of the article will have to be rewritten.  --[[User:Kingzilla|Kingzilla]] 16:42, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== merging ==&lt;br /&gt;
&lt;br /&gt;
This page should probably be merged with [[preference]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=36760</id>
		<title>40d Talk:Thought</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=36760"/>
		<updated>2008-02-07T21:50:45Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: preferences vs thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;does a dwarf's [[preferences]] effect their thoughts? ie: will having a room made out of gold increase the happiness of a dwarf that loves gold more than a dwarf who loves copper?  --[[User:Kingzilla|Kingzilla]] 16:50, 7 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Thought&amp;diff=21279</id>
		<title>40d:Thought</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Thought&amp;diff=21279"/>
		<updated>2008-02-07T21:48:47Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf psychology is not all that complex - various events cause dwarves to gain 'thoughts'. Thoughts have a [[happiness]]/unhappiness value. The value of all the thoughts a particular dwarf has is simply summed to determine how happy or unhappy they are. If dwarves are particularly unhappy, they may throw [[tantrum]]s, and may enter fell or macabre [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's thoughts, press {{key|v}} on the dwarf. Then press {{key|p}}(preferences) -&amp;gt; {{key|z}} -&amp;gt; {{key|enter}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
Now you will see descriptions on how the dwarf feels ''(Ecstatic, happy, content, unhappy, miserable)'', and what recent events made an impact on the dwarf.  There are also some personal traits listed on the bottom.&lt;br /&gt;
&lt;br /&gt;
== Happy thoughts ==&lt;br /&gt;
A catalog of happy thoughts:&lt;br /&gt;
* &amp;quot;Slept in a good quality [[bedroom]] recently&amp;quot; &lt;br /&gt;
* &amp;quot;Dined in a good quality [[dining room]] lately&amp;quot; &lt;br /&gt;
* &amp;quot;Had a pretty decent/fine/good/wonderful/truly decadent drink/meal lately&amp;quot; &lt;br /&gt;
* &amp;quot;Is quite pleased with making an [[artifact]]&amp;quot;&lt;br /&gt;
* &amp;quot;Admired a fine craft/furniture/building lately&amp;quot; &lt;br /&gt;
* &amp;quot;Admired a own fine craft/furniture/building lately&amp;quot; &lt;br /&gt;
* &amp;quot;Made a friend recently&amp;quot; &lt;br /&gt;
* &amp;quot;Talked with a friend lately&amp;quot; &lt;br /&gt;
* &amp;quot;Received [[water]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Gave somebody water lately&amp;quot;&lt;br /&gt;
* &amp;quot;Made a satisfying acquisition lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Has been satisfied at work lately&lt;br /&gt;
* &amp;quot;Had a satisfying sparring session lately&amp;quot;&lt;br /&gt;
* &amp;quot;Pleased to have a mandate deadline met lately&amp;quot;&lt;br /&gt;
* &amp;quot;Conducted a meeting in a great setting recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was honored to join the Fortress Guard&amp;quot;&lt;br /&gt;
* &amp;quot;Took joy in slaughter lately&amp;quot;&lt;br /&gt;
* &amp;quot;Beat somebody with a hammer recently&amp;quot; - Hammerer&lt;br /&gt;
* &amp;quot;Was satisfied to bring up job scarcity in a meeting recently&amp;quot; - Jeweler&lt;br /&gt;
* &amp;quot;Was glad to have punishment delayed recently&amp;quot; - Criminal&lt;br /&gt;
* &amp;quot;Was very pleased to receive a higher rank of nobility recently&amp;quot; - Count&lt;br /&gt;
* &amp;quot;Was satisfied to bring up job scarcity in a meeting lately&amp;quot; - after a meeting at the manager's office&lt;br /&gt;
* &amp;quot;Cried on somebody in charge lately and felt a little/lot better afterwards&amp;quot; - result of an unhappy dwarf using manager's consoler skill.&lt;br /&gt;
* &amp;quot;Shouted at someone in charge recently, and felt better afterwards&amp;quot; - result of an unhappy dwarf using manager's pacifier skill.&lt;br /&gt;
&lt;br /&gt;
==Unhappy thoughts ==&lt;br /&gt;
A catalog of unhappy thoughts:&lt;br /&gt;
* &amp;quot;Slept without a [[bed]] / Slept in the mud&amp;quot;&lt;br /&gt;
* &amp;quot;Slept without a decent room lately&amp;quot;&lt;br /&gt;
* &amp;quot;Slept uneasily due to [[noise]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was awoken by noise while sleeping lately&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of the lack of [[chair]]s / [[table]]s&amp;quot;&lt;br /&gt;
* &amp;quot;Was upset to be wearing old/tattered clothing lately&amp;quot;&lt;br /&gt;
* &amp;quot;Complained about the [[military|draft]]&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of thirst lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has been dehydrated&amp;quot;&lt;br /&gt;
* &amp;quot;Has been starving lately&amp;quot;&lt;br /&gt;
* &amp;quot;Lost a good friend/husband/wife/child&amp;quot;&lt;br /&gt;
* &amp;quot;Was knocked out during a cave-in lately&amp;quot;&lt;br /&gt;
* &amp;quot;Sustained minor injuries lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was annoyed by [[vermin]]&amp;quot;&lt;br /&gt;
* &amp;quot;Has been accosted by terrible vermin&amp;quot;&lt;br /&gt;
* &amp;quot;Was disgusted by [[miasma]]&amp;quot;&lt;br /&gt;
* &amp;quot;Has been annoyed by flies&amp;quot;&lt;br /&gt;
* &amp;quot;Was [[Cave adaptation|nauseated]] by the sun lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has witnessed death&amp;quot;&lt;br /&gt;
* &amp;quot;Is depressed about being [[Justice|confined]]&amp;quot;&lt;br /&gt;
* &amp;quot;Was unhappy with the lack of work last season&amp;quot;''&lt;br /&gt;
* &amp;quot;Was unable to make suggestions about [[Outpost manager|work allocations]] lately&amp;quot; - Manager&lt;br /&gt;
* &amp;quot;Was unable to find someone to complain to about job scarcity lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was shouted at by an unhappy citizen lately&amp;quot; - After counselling an unhappy dwarf&lt;br /&gt;
* &amp;quot;Was upset to have disappointed a noble recently&amp;quot; - Tax Collector  &lt;br /&gt;
* &amp;quot;Was misinformed about a room for tax collection recently&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was worried not to have adequate protection lately&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was upset by having a mandate ignored lately&amp;quot;&lt;br /&gt;
* &amp;quot;Conducted a meeting in an awful setting recently&amp;quot; - Mayor &lt;br /&gt;
* &amp;quot;Was angered that nobody could be punished for a recent failure&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Was upset by a lesser's pretentious sleeping arrangements lately&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Was put off by a lesser's pretentious dining arrangements lately&amp;quot; - Noble&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|The rest of this page|the exact mechanics of thoughts}}&lt;br /&gt;
&lt;br /&gt;
{{Old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number. This number is computed by summing the modifier for each thought the dwarf is currently remembering. Each thought lasts one year, and after half a year has passed since gaining a thought, the modifier is halved, rounding away from zero (so 7 halved would be 4 and -9 halved would be -5). There is no way to tell the age of a thought.&lt;br /&gt;
&lt;br /&gt;
The resulting number is then used in this table:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font face=&amp;quot;courier new&amp;quot;&amp;gt;&lt;br /&gt;
* +50 or more: ecstatic&lt;br /&gt;
* +25 to +49: happy&lt;br /&gt;
* -25 to +24: quite content&lt;br /&gt;
* -50 to -24: fine&lt;br /&gt;
* -76 to -51: unhappy&lt;br /&gt;
* -99 to -75: very unhappy&lt;br /&gt;
* -100 or less: miserable &lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The method by which one is chosen for thoughts with multiple malus possibilities is presently unknown. It appears that some are merely incremented for each occurrence. Others apparently are chosen by the severity of the incident that caused the thought.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
is happy to be free					+1000&lt;br /&gt;
is quite pleased with making an artifact		+1000&lt;br /&gt;
was forced to eat a treasured pet to survive lately	-1000&lt;br /&gt;
has suffered the travesty of art defacement		-1000&lt;br /&gt;
&lt;br /&gt;
slept &amp;lt;place&amp;gt; recently		-30,-20,-10,-5,-3,or -2&lt;br /&gt;
* in the mud&lt;br /&gt;
* in the grass&lt;br /&gt;
* in the dirt&lt;br /&gt;
* on rocks&lt;br /&gt;
* on a rough cave floor&lt;br /&gt;
* on the floor&lt;br /&gt;
&lt;br /&gt;
has &amp;lt;ailment&amp;gt; lately		-5&lt;br /&gt;
* complained of hunger&lt;br /&gt;
* complained of thirst&lt;br /&gt;
* been tired&lt;br /&gt;
has been &amp;lt;ailment&amp;gt; lately	-30&lt;br /&gt;
* starving&lt;br /&gt;
* dehydrated&lt;br /&gt;
* exhausted&lt;br /&gt;
&lt;br /&gt;
dined in a &amp;lt;quality&amp;gt; dining room recently&lt;br /&gt;
* legendary	+20&lt;br /&gt;
* fantastic	+10&lt;br /&gt;
* great		+5&lt;br /&gt;
* very good	+3&lt;br /&gt;
* good		+2&lt;br /&gt;
slept in a bedroom like a personal palace recently	+20&lt;br /&gt;
slept in a &amp;lt;quality&amp;gt; bedroom recently&lt;br /&gt;
* fantastic	+10&lt;br /&gt;
* great		+5&lt;br /&gt;
* very good	+3&lt;br /&gt;
* good		+2&lt;br /&gt;
&lt;br /&gt;
was worried by the scarcity of &amp;lt;guards,prison&amp;gt; lately	-10&lt;br /&gt;
* royal guards&lt;br /&gt;
* fortress guards&lt;br /&gt;
* cages and chains&lt;br /&gt;
&lt;br /&gt;
{ate/had} a &amp;lt;quality&amp;gt; {meal/drink} lately&lt;br /&gt;
* legendary		+20&lt;br /&gt;
* truly decadent	+10&lt;br /&gt;
* wonderful		+5&lt;br /&gt;
* fine			+3&lt;br /&gt;
* pretty decent		+2&lt;br /&gt;
&lt;br /&gt;
I plan to explain how this the notation list works later, but for now I'll&lt;br /&gt;
just put this note to explain the above note. It is either &amp;quot;ate a &amp;lt;quality&amp;gt;&lt;br /&gt;
meal lately&amp;quot; or &amp;quot;had a &amp;lt;quality&amp;gt; drink lately&amp;quot;&lt;br /&gt;
&lt;br /&gt;
has lost a &amp;lt;close one&amp;gt; recently		-50,-30,-20,or -10&lt;br /&gt;
* spouse&lt;br /&gt;
* friend to tragedy&lt;br /&gt;
* sibling to tragedy&lt;br /&gt;
* child to tragedy&lt;br /&gt;
* mother to tragedy&lt;br /&gt;
* father to tragedy&lt;br /&gt;
&lt;br /&gt;
I have formatted all of the above. The below may use a different formatting&lt;br /&gt;
system than the above.&lt;br /&gt;
&lt;br /&gt;
has complained about the draft lately				-30&lt;br /&gt;
was upset about being relieved from duty			-30&lt;br /&gt;
was upset about being expelled from the Royal Guard		-30&lt;br /&gt;
was upset about being expelled from the Fortress Guard		-20&lt;br /&gt;
&lt;br /&gt;
was able to rest and recuperate lately				+10&lt;br /&gt;
received water recently						+10&lt;br /&gt;
received food recently						+10&lt;br /&gt;
was rescued recently						+10&lt;br /&gt;
&lt;br /&gt;
had a miscarriage recently					-50,-30,-20,or -10&lt;br /&gt;
has been evicted lately						-10&lt;br /&gt;
has been attacked lately					-30,-20,-10,or -5&lt;br /&gt;
has been attacked by the dead lately				-50,-30,-20,or -10&lt;br /&gt;
was unable to reach a room for tax collection lately		-5&lt;br /&gt;
was misinformed about a room for tax collection lately		-5&lt;br /&gt;
was upset that the tax collection didn't go smoothly lately	-10&lt;br /&gt;
has been taxed recently						-5&lt;br /&gt;
has lost property to the Royal Guard recently			-10&lt;br /&gt;
was upset to have disappointed a noble lately			-10&lt;br /&gt;
has complained of the lack of chairs lately			-30,-20,-10,-5,-3,or -2&lt;br /&gt;
has complained of the crowded tables lately			-2&lt;br /&gt;
has complained of the lack of dining tables lately		-30,-20,-10,-5,-3,or -2&lt;br /&gt;
was forced to eat vermin to survive lately			-30,-20,or -10&lt;br /&gt;
was forced to eat a beloved creature to survive lately		-50&lt;br /&gt;
has complained of the lack of a well lately			-5,-3 or -2&lt;br /&gt;
has complained of the nasty water lately			TBD&lt;br /&gt;
was forced to drink slime lately				-30,-20,-10,or -5&lt;br /&gt;
was forced to drink vomit lately				-30,-20,-10,or -5&lt;br /&gt;
was forced to drink bloody water lately				-30,-20,-10,or -5&lt;br /&gt;
slept uneasily due to noise lately				-2&lt;br /&gt;
slept very uneasily due to noise lately				-5&lt;br /&gt;
was woken by noise while sleeping lately			-10&lt;br /&gt;
was worried not to have adequate protection lately		-10&lt;br /&gt;
has been annoyed by flies					-5,-3 or -2&lt;br /&gt;
has been accosted by terrible vermin				-30,-20,or -10&lt;br /&gt;
saw something unpleasant in a cage recently			-10,-5,or -3&lt;br /&gt;
saw something unpleasant in a pond recently			-10,-5,or -3&lt;br /&gt;
has witnessed death						-30,-20,-10,or -5&lt;br /&gt;
has lost a pet recently						-50,-30,-20,or -10&lt;br /&gt;
has lost a pet recently						-50,-30,-20,or -10&lt;br /&gt;
accidentally killed somebody in a fit of rage recently		-50,-30,-20,or -10&lt;br /&gt;
killed somebody by accident while sparring recently		-50,-30,-20,or -10&lt;br /&gt;
was forced to endure the decay of a {related dwarf or pet} recently	-20,-10,-5,or -3&lt;br /&gt;
ate rotten food lately						-10,-5,or -3&lt;br /&gt;
drank something spoiled lately					-10,-5,or -3&lt;br /&gt;
was {unhappiness level} by long patrol duty lately		TBD&lt;br /&gt;
was disgusted by a bloody mist lately				-10,-5,-3,or -2&lt;br /&gt;
was disgusted by a miasma lately				-10,-5,-3,or -2&lt;br /&gt;
choked on smoke underground lately				-5,-3 or -2&lt;br /&gt;
choked on dust underground lately				-5,-3 or -2&lt;br /&gt;
was knocked out during a cave-in lately				-20,-10,-5,or -3&lt;br /&gt;
was embarrassed to have to conduct an official meeting in a dining room	-50,-30,-20,-10,-5,or -3&lt;br /&gt;
was very embarrassed to have to conduct an official meeting in a bedroom-50,-30,-20,-10,-5,or -3&lt;br /&gt;
was incredibly embarrassed not to have any rooms lately		-50,-30,-20,-10,-5,or -3&lt;br /&gt;
sustained major injuries recently				-30,-20,-10,or -5&lt;br /&gt;
sustained minor injuries recently				-20,-10,-5,or -3&lt;br /&gt;
slept without a proper room recently				-30,-20,-10,-5,-3,or -2&lt;br /&gt;
slept in a horribly substandard bedroom recently		-20&lt;br /&gt;
slept in a horrible bedroom recently				-10&lt;br /&gt;
slept in an awful bedroom recently				-5&lt;br /&gt;
slept in a very poor bedroom recently				-3&lt;br /&gt;
slept in a poor bedroom recently				-2&lt;br /&gt;
conducted a meeting in a horribly substandard setting recently	-30&lt;br /&gt;
conducted a meeting in a horrible setting recently		-20&lt;br /&gt;
conducted a meeting in an awful setting recently		-10&lt;br /&gt;
conducted a meeting in a very poor setting recently		-5&lt;br /&gt;
conducted a meeting in a poor setting recently			-3&lt;br /&gt;
dined in a horribly substandard dining room recently		-20&lt;br /&gt;
dined in a horrible dining room recently			-10&lt;br /&gt;
dined in an awful dining room recently				-5&lt;br /&gt;
dined in a very poor dining room recently			-3&lt;br /&gt;
dined in a poor dining room recently				-2&lt;br /&gt;
dined without a proper dining room recently			-30,-20,-10,-5,-3,or -2&lt;br /&gt;
worried greatly about not have a tomb after gaining another year-50,-30,-20,-10,-5,or -3&lt;br /&gt;
worried about having a horribly substandard tomb after gaining another year	-30&lt;br /&gt;
worried about having a horrible tomb after gaining another year	-20&lt;br /&gt;
worried about having an awful tomb after gaining another year	-10&lt;br /&gt;
worried about having a very poor tomb after gaining another year-5&lt;br /&gt;
worried about having a poor tomb after gaining another year	-3&lt;br /&gt;
was greatly angered at the state of demands recently		-10&lt;br /&gt;
was very angered at the state of demands recently		-5&lt;br /&gt;
was angered at the state of demands recently			-3&lt;br /&gt;
was upset by not having enough chests lately			-3&lt;br /&gt;
was upset by not having enough cabinets lately			-3&lt;br /&gt;
was upset by not having enough armor stands lately		-3&lt;br /&gt;
was upset by not having enough weapon racks lately		-3&lt;br /&gt;
was upset to be wearing old clothing lately			-3 or -2&lt;br /&gt;
was upset to be wearing tattered clothing lately		-5,-3 or -2&lt;br /&gt;
was very upset to have worn clothes rot away lately		-10,-5,or -3&lt;br /&gt;
was very embarrassed to be uncovered lately			-20,-10,or -5&lt;br /&gt;
was embarrassed to have no shirt lately				-10,-5,or -3&lt;br /&gt;
was embarrassed to have no shoes lately				-10,-5,or -3&lt;br /&gt;
was very embarrassed to be uncloaked lately			-20,-10,or -5&lt;br /&gt;
was caught in the rain recently					-3 or -2&lt;br /&gt;
was caught in a snow storm recently				-3 or -2&lt;br /&gt;
was {unhappiness level} by a lesser's pretentious {building} arrangements lately	TBD&lt;br /&gt;
The above is for nobles only.&lt;br /&gt;
was unable to find an available hammer lately			-50&lt;br /&gt;
was upset by having a mandate ignored lately			-5&lt;br /&gt;
was upset by having a mandate deadline missed lately		-3&lt;br /&gt;
was upset by having a request ignored lately			-5&lt;br /&gt;
was angered that nobody could be punished for a recent failure	-10&lt;br /&gt;
was upset that a criminal could not be properly punished	-5&lt;br /&gt;
was upset by the delayed punishment of a criminal		-5&lt;br /&gt;
was beaten recently						-10,-5,or -3&lt;br /&gt;
was beaten with a hammer recently				-20,-10,-5,or -3&lt;br /&gt;
is depressed about being confined				-10&lt;br /&gt;
was unhappy with the amount of available work last season	-10&lt;br /&gt;
had a terrifying nightmare about an army of the dead		-20&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
admired {a/own} {quality} {building} lately			TBD&lt;br /&gt;
was comforted by a wonderful creature in a cage recently	+3&lt;br /&gt;
was comforted by a wonderful creature in a pond recently	+3&lt;br /&gt;
was pleased by having a request approved lately			+5&lt;br /&gt;
was glad to have punishment reduced recently			+20&lt;br /&gt;
was glad to have punishment delayed recently			+20&lt;br /&gt;
beat somebody recently						+5&lt;br /&gt;
beat somebody with a hammer recently				+5&lt;br /&gt;
was honored to join the Royal Guard				+20&lt;br /&gt;
was honored to join the Fortress Guard				+10&lt;br /&gt;
has been satisfied at work lately				+5&lt;br /&gt;
was happy to have pleased a noble lately			+10&lt;br /&gt;
made a satisfying acquisition lately				+10&lt;br /&gt;
adopted a new pet recently					+10&lt;br /&gt;
took joy in slaughter lately					+10&lt;br /&gt;
was comforted by a pet lately					+5&lt;br /&gt;
saw a beloved creature lately					+5&lt;br /&gt;
was pleased to have a mandate deadline met lately		+10&lt;br /&gt;
talked with a friend lately					+2&lt;br /&gt;
made a friend recently						+5&lt;br /&gt;
was pleased that the tax collection went smoothly lately	+10&lt;br /&gt;
was comforted by a lovely waterfall lately			+5&lt;br /&gt;
conducted a meeting in a setting worthy of legends recently	+30&lt;br /&gt;
conducted a meeting in a fantastic setting recently		+20&lt;br /&gt;
conducted a meeting in a great setting recently			+10&lt;br /&gt;
conducted a meeting in a very good setting recently		+5&lt;br /&gt;
conducted a meeting in a good setting recently			+3&lt;br /&gt;
was greatly pleased at the state of demands recently		+10&lt;br /&gt;
was very pleased at the state of demands recently		+5&lt;br /&gt;
was pleased at the state of demands recently			+3&lt;br /&gt;
celebrated having a legendary tomb after gaining another year	+30&lt;br /&gt;
celebrated having a fantastic tomb after gaining another year	+20&lt;br /&gt;
celebrated having a great tomb after gaining another year	+10&lt;br /&gt;
celebrated having a very good tomb after gaining another year	+5&lt;br /&gt;
celebrated having a good tomb after gaining another year	+3&lt;br /&gt;
enjoyed starting a fist fight recently				+20&lt;br /&gt;
enjoyed smashing up a building recently				+20&lt;br /&gt;
enjoyed toppling something over recently			+10&lt;br /&gt;
enjoyed throwing something recently				+5&lt;br /&gt;
had a satisfying sparring session recently			+10&lt;br /&gt;
was nauseated by the sun lately					-20&lt;br /&gt;
was irritated by the sun lately					-10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Preferences&amp;diff=36753</id>
		<title>40d Talk:Preferences</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Preferences&amp;diff=36753"/>
		<updated>2008-02-07T21:42:29Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: new preferences image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new image should probably be uploaded to this page to reflect the changes to the screen (colour coding, squads etc.).  Some parts of the article will have to be rewritten.  --[[User:Kingzilla|Kingzilla]] 16:42, 7 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=34878</id>
		<title>40d:Preferences</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=34878"/>
		<updated>2008-02-07T21:40:36Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: squad, enemies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each dwarf prefers particular materials, objects, animals, and foods, and also has a personality.  This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Preferences_example.gif]]&lt;br /&gt;
&lt;br /&gt;
All of this information is used by the game.  &lt;br /&gt;
&lt;br /&gt;
A dwarf with a preference for a material or an object will produce higher-quality results for a given skill when working with that raw material or making that object.  This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects.  The dwarf above is not only an ideal candidate to become a [[glassmaker]], she has real potential as a [[carpenter]] or even [[trapper]] as well.&lt;br /&gt;
&lt;br /&gt;
The preferences screen also contains a short section detailing any positions a dwarf holds, his squad of dwarves and enemies of this particular dwarf. While an entire fortress may be at war with an other civilization, specific dwarves only become enemies after entering into direct combat with opponents of these civilizations.  &lt;br /&gt;
&lt;br /&gt;
Dwarves prefer particular foods and/or drinks.  They will (probably) seek them out instead of always choosing whatever's closest{{verify}}, and get a more intense happiness boost from a given quality of food or drink.  The dwarf above will be especially grateful if you find some turtles or include quarry bush leaves in your prepared meals.&lt;br /&gt;
&lt;br /&gt;
Dwarven [[personality]] is a newer addition to Dwarf Fortress and still a work in progress.  Also &amp;quot;under construction&amp;quot; is our ''knowledge'' of what precisely &amp;quot;feels strong urges and seeks short-term rewards&amp;quot; means.  We do know - because Toady One has said so - that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind.  The above dwarf is probably not the best choice for a expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36424</id>
		<title>40d:Ambush</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36424"/>
		<updated>2008-02-07T06:34:35Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: my mistake with the message&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An ambush is a sudden event in Fortress mode when a small force of enemy humanoids attempts to attack your fortress.  While smaller in scope than a full siege, ambushes are not related to the number of dwarves in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves.  It is announced with various messages: &amp;quot;An Ambush!  Curse them!&amp;quot;, &amp;quot;Ambush!&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
== Ambushers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will send a small force of attackers between the ranges of 4-8 soldiers{{Verify}}.  These forces are frequently led by one goblin with superior statistics and skill.  &lt;br /&gt;
&lt;br /&gt;
Goblin are unable to navigate traps safely and can easily be stopped and defeated by simple [[cage trap|cage]] or [[weapon trap|weapon]] traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or wealth. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[human]]s will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[elves]] will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy crossbowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, are likely to be ineffective against ambushes as a sudden ambush will likely be close enough to scare away the civilian siege operators &lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the ambushers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapons traps will break most [[goblin]] ambushes without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results. Even not filled 1-tile wide channel is a fast and effective way to stop ambushers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during an ambush. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the ambush, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36422</id>
		<title>40d:Ambush</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Ambush&amp;diff=36422"/>
		<updated>2008-02-07T04:52:44Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: some info taken from seige page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An ambush is a sudden event in Fortress mode when a small force of enemy humanoids attempts to attack your fortress.  While smaller in scope than a full siege, ambushes are not related to the number of dwarves in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set of a [[trap]] or come close to your dwarves.  It is announced with the message &amp;quot;An Ambush, damn them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Ambushers ==&lt;br /&gt;
&lt;br /&gt;
=== Goblins === &lt;br /&gt;
&lt;br /&gt;
[[Goblins]] will send a small force of attackers between the ranges of 4-8 soldiers{{Verify}}.  These forces are frequently led by one goblin with superior statistics and skill.  &lt;br /&gt;
&lt;br /&gt;
Goblin are unable to navigate traps safely and can easily be stopped and defeated by simple [[cage trap|cage]] or [[weapon trap|weapon]] traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or wealth. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[human]]s will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Hostile [[elves]] will not ambush.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy crossbowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, are likely to be ineffective against ambushes as a sudden ambush will likely be close enough to scare away the civilian siege operators &lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and pull the ambushers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but are one-shot traps with a long reload time; weapon traps require weapons, but reload themselves after a few seconds, until they eventually get stuck. A 10-square-long entry hall filled with weapons traps will break most [[goblin]] ambushes without any help. (How boring!)&lt;br /&gt;
&lt;br /&gt;
*A moat may provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. Substitute magma for some far more lethal results. Even not filled 1-tile wide channel is a fast and effective way to stop ambushers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
=== Civilians ===&lt;br /&gt;
&lt;br /&gt;
* Your normal dwarves will still attempt to do their jobs during an ambush. The [[Options]]-&amp;gt;Dwarves Stay Inside option will prevent them from going outside, but only after walking to the entrance. Since many of your major defenses will be inside the fortress, this is only somewhat useful. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons. Therefore, your best bet is to draft the dwarves in question (or simply all civilians) into one citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the ambush, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will typically stop all dwarves from hanging around outside. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36364</id>
		<title>40d Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=36364"/>
		<updated>2008-02-07T04:28:59Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yesterday, I had an ambush. My woodcutter was ambushed by a group of one goblin bowman and five swordsmen. They were invisible, until attacked him. I had never seen anything like this until 38a. Think, it's something new, should we add the article? What do you think?--[[User:Dorten|Dorten]] 23:23, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: yes definitely.  I have been ambushed 3 times already in one year.  These attacks seem to coincide with trading caravans. --[[User:Kingzilla|Kingzilla]] 23:28, 6 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Bull&amp;diff=35440</id>
		<title>Bull</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Bull&amp;diff=35440"/>
		<updated>2008-01-23T19:20:26Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: redirect to cow page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cow]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Cow&amp;diff=27090</id>
		<title>40d:Cow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Cow&amp;diff=27090"/>
		<updated>2008-01-23T19:19:25Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: bulls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cow|symbol=C|color=rgb(180, 180, 0)|bones=9|chunks=9|meat=9|fat=6|skulls=1|skin=Yes}}&lt;br /&gt;
&lt;br /&gt;
The '''Cow''' is a [[creature]] used as livestock. Cows are normally raised as [[food]], but they can also be adopted as pets. Cows are intended to eventually be [[milker|milkable]], which could then be used as is or turned into [[cheese]], however, it still hasn't been implemented as of .33g. Male cows are known as bulls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:COW]&lt;br /&gt;
	[NAME:cow:cows:bovine]&lt;br /&gt;
	[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
	[TILE:'C'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:20][EXTRACT_COOKABLE]&lt;br /&gt;
	[EXTRACT_SIZE:10]&lt;br /&gt;
	[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
	[CHEESE_VALUE:30]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[PREFSTRING:haunting moos]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:300]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:cow calf:cow calves]&lt;br /&gt;
	[FAT:6]&lt;br /&gt;
	[COMMON_DOMESTIC]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Vermin&amp;diff=25534</id>
		<title>40d Talk:Vermin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Vermin&amp;diff=25534"/>
		<updated>2008-01-23T19:18:11Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: un tameable vermin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone put a list of all the vermin, and their uses if caught? And a picture? --[[User:DDouble|DDouble]] 21:55, 11 November 2007 (EST)&lt;br /&gt;
:What would be the use of the picture? --[[User:Eagle of Fire|Eagle of Fire]] 00:24, 12 November 2007 (EST)&lt;br /&gt;
::Just to clarify in case the first poster didn't know, vermin all use the same image. --[[User:Shades|Shades]] 09:13, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Not quite.  Lungfish vermin, for instance, use a fish-like symbol, worms use a tilde, etc.  However, most do use the simple &amp;quot;large dot&amp;quot; graphic. --[[User:JT|JT]] 16:30, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just listed them all, with most pertinent information. Hope you like. Now someone should go list all the extracts. --[[User:Turgid Bolk|Turgid Bolk]] 02:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== un tameable vermin ==&lt;br /&gt;
&lt;br /&gt;
Fire snakes when caught in an animal trap had a value of 1.  I was unable to tame them and the announcement &amp;quot;needs tameable small creature item&amp;quot; appeared. --[[User:Kingzilla|Kingzilla]] 14:18, 23 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24311</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24311"/>
		<updated>2008-01-23T19:15:24Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: fire snake value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as rats, bats, and lizards which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost dwarves, whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any food in stockpiles they can manage to get a hold on. Food that has been protected in barrels will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin animal inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be tamed by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with cats, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not tamed, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the fire snake, can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.169.33c}}&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.27.169.33b}}  This reduces or eliminates the possibility of dwarves receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud. Vermin caught and killed in closing doors commonly leave [[blood]] and [[ichor]] behind which, if unchecked, can be tracked all over your fortress by your dwarves and other pets.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a cage so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable fish are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.169.33c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Toad||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|Turtle||10||Spawns in pools, amphibious, [[fish]]able, has shell&lt;br /&gt;
|-&lt;br /&gt;
|Fly||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Large roach||5||Eats food, sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|Beetle||n/a&lt;br /&gt;
|-&lt;br /&gt;
|Ant||n/a||Forms colonies on soil&lt;br /&gt;
|-&lt;br /&gt;
|Monarch butterfly||n/a||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Firefly||n/a||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||n/a||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Lizard||10||Eats food, (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|Rat||10||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Biomes&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Worm||Taiga forest, Temperate, Tropical||n/a||Found on soil (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Blue jay||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Cardinal||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Grackle||Temperate grassland and savanna||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Oriole||Temperate broadleaf forest||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Red-winged blackbird||Temperate marsh||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Hedgehog||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Chipmunk||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Gray squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Red squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Fox squirrel||Savage temperate forest||100&lt;br /&gt;
|-&lt;br /&gt;
|Demon rat||Any evil||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy wambler||Any good||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Two-legged rhino lizard||Any savage||20||Eats food (&amp;quot;gnawed&amp;quot;), exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Knuckle worm||Any evil||100||Rots food, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Phantom spider||Any evil forest||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Acorn fly||Any savage||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Blood gnat||Any evil||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Moghopper||Any savage||20||Spawns in pools, amphibious, [[fish]]able, summer only, [[extracts|extract]] is mog juice&lt;br /&gt;
|-&lt;br /&gt;
|Fairy||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Pixie||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Cave spider||Subterranean water and chasm||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Fire snake||Subterranean lava||1||Exotic pet, [[extracts|extract]] is liquid fire&lt;br /&gt;
|-&lt;br /&gt;
|Olm||Subterranean water||*||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Bat||Subterranean chasm||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
|Purring maggot||Subterranean chasm||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Cave swallow||Temperate broadleaf forest, subterranean||30||Exotic pet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.'' {{verify}}&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Region_features&amp;diff=35437</id>
		<title>40d Talk:Region features</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Region_features&amp;diff=35437"/>
		<updated>2008-01-23T16:00:38Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: New page: Should brooks be added to this page?  Are they visible features or do they appear as rivers do? --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should brooks be added to this page?  Are they visible features or do they appear as rivers do? --[[User:Kingzilla|Kingzilla]] 11:00, 23 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Organizer&amp;diff=3950</id>
		<title>40d:Organizer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Organizer&amp;diff=3950"/>
		<updated>2008-01-22T22:44:14Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #f0f&lt;br /&gt;
| skill      = Organizer&lt;br /&gt;
| speciality = Manager&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = Noble/Admin&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Manage Work Orders&lt;br /&gt;
}}&lt;br /&gt;
The '''organizer''' [[skill]] is used by the [[Manager|manager]] [[Nobles|noble]] to manage work orders in the Manager menu. Work orders will not be started until they are &amp;quot;verified&amp;quot; by the manager. However, until your population reaches 20, the manager doesn't need an office, and all orders are verified as soon as they are issued.&lt;br /&gt;
&lt;br /&gt;
Greater skill allows faster work order verification. {{verify}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Gained by:&lt;br /&gt;
*Performing the &amp;quot;Manage Work Orders&amp;quot; task when in an [[office]].{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Noble Skills]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Prickle_berry&amp;diff=3668</id>
		<title>40d:Prickle berry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Prickle_berry&amp;diff=3668"/>
		<updated>2008-01-22T22:17:38Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: category:crops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Prickle berry]] grows wild, can be gathered using the [[plant gathering]] skill, and can be grown from gathered seeds in spring, fall, or winter.  Prickle berry can be eaten raw, cooked, or [[brewing|brewed]] to make prickle berry wine.&lt;br /&gt;
&lt;br /&gt;
Prickle berry is an outdoor plant, and thus can be used to start [[farming]] operations outside.&lt;br /&gt;
&amp;lt;br /&amp;gt;Value: 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Drink value: 1&lt;br /&gt;
&amp;lt;br /&amp;gt;Seasons: All&lt;br /&gt;
&lt;br /&gt;
See also: [[List of crops]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17594</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17594"/>
		<updated>2008-01-22T00:03:23Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: sand creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Absence of sand and moods==&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
: I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Types of sand for glassmaking==&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Leopard&amp;diff=35061</id>
		<title>40d:Leopard</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Leopard&amp;diff=35061"/>
		<updated>2008-01-16T19:48:46Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: New page: {{CreatureInfo|name=Leopard|symbol=L|color=rgb(255, 255, 0)|skulls=1|chunks=6|meat=6|fat=2|bones=6|skin=1}} A sizable carnivorous cat.         {{Creatures}} Category:Animals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Leopard|symbol=L|color=rgb(255, 255, 0)|skulls=1|chunks=6|meat=6|fat=2|bones=6|skin=1}}&lt;br /&gt;
A sizable carnivorous cat.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Cow&amp;diff=27089</id>
		<title>40d:Cow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Cow&amp;diff=27089"/>
		<updated>2008-01-16T19:34:29Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: better colour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cow|symbol=C|color=rgb(180, 180, 0)|bones=9|chunks=9|meat=9|fat=6|skulls=1|skin=Yes}}&lt;br /&gt;
&lt;br /&gt;
The '''Cow''' is a [[creature]] used as livestock. Cows are normally raised as [[food]], but they can also be adopted as pets. Cows are intended to eventually be [[milker|milkable]], which could then be used as is or turned into [[cheese]], however, it still hasn't been implemented as of .33g.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:COW]&lt;br /&gt;
	[NAME:cow:cows:bovine]&lt;br /&gt;
	[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
	[TILE:'C'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:20][EXTRACT_COOKABLE]&lt;br /&gt;
	[EXTRACT_SIZE:10]&lt;br /&gt;
	[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
	[CHEESE_VALUE:30]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[PREFSTRING:haunting moos]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:300]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:cow calf:cow calves]&lt;br /&gt;
	[FAT:6]&lt;br /&gt;
	[COMMON_DOMESTIC]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Donkey&amp;diff=35053</id>
		<title>40d:Donkey</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Donkey&amp;diff=35053"/>
		<updated>2008-01-16T19:31:31Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: creature, template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Donkey|symbol=D|color=rgb(180, 180, 0)|bones=7|chunks=7|meat=7|fat=4|skulls=1|skin=Yes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Wood_burner&amp;diff=16588</id>
		<title>40d:Wood burner</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Wood_burner&amp;diff=16588"/>
		<updated>2008-01-14T17:30:10Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: template and category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Wood Burner&lt;br /&gt;
| speciality = Wood burning&lt;br /&gt;
| profession = Farmer&lt;br /&gt;
| job name   = Wood Burner&lt;br /&gt;
| tasks      =&lt;br /&gt;
* turn wood into ash&lt;br /&gt;
| workshop   = [[Wood furnace]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dwarves with the wood burning skill turn [[wood]] into either [[ash]] or [[charcoal]] at a [[wood furnace]].  Dwarves with high skill level accomplish these tasks more quickly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Magma_man&amp;diff=34811</id>
		<title>40d:Magma man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Magma_man&amp;diff=34811"/>
		<updated>2008-01-11T20:00:05Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: creature template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Magma man|biome=Subterranean lava|symbol=m|color=rgb(150,0, 0)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A creature made entirely of magma.  Usually found in magma areas.  They are very hot and they have burning punches.  They feel no pain and cannot bleed to death.&lt;br /&gt;
&lt;br /&gt;
Leaves obsidian when it dies.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19553</id>
		<title>40d:Fire imp</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=19553"/>
		<updated>2008-01-11T19:58:11Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: creature template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire Imp|biome=Subterranean lava|symbol=i|color=rgb(255, 255, 0)|bones=?|fat=?|skin=?|skulls=?|chunks=?|meat=?}}&lt;br /&gt;
&lt;br /&gt;
Fire imps are nasty little creatures that live in [[magma]] vents.  They usually don't roam far from the vent, but they will surface and attack the odd dwarf who dares use their vent to fuel his [[magma smelter]].  They are rather small and easy to kill, but are able to breathe fire that deals high damage and ignites objects and creatures.  If you insist on using imp-infested magma for your metalworks, consider setting traps or stationing marksdwarves around the furnaces.  They cannot be butchered, but once killed their corpses will decay.  Crafts made from their bones are quite valuable.&lt;br /&gt;
&lt;br /&gt;
== Upon Decay ==&lt;br /&gt;
&lt;br /&gt;
* fire imp [[bone]]s [3]&lt;br /&gt;
* fire imp [[skull]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:IMP_FIRE]&lt;br /&gt;
 [NAME:fire imp:fire imps:fire imp]&lt;br /&gt;
 [TILE:'i'][COLOR:6:0:1]&lt;br /&gt;
 [MODVALUE:10]&lt;br /&gt;
 [LARGE_ROAMING][FREQUENCY:20]&lt;br /&gt;
 [FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [GENPOWER:5]&lt;br /&gt;
 [BLOODTYPE:0]&lt;br /&gt;
 [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 [BONECARN]&lt;br /&gt;
 [CANOPENDOORS]&lt;br /&gt;
 [PREFSTRING:terrifying features]&lt;br /&gt;
 [BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 [NOBREATHE]&lt;br /&gt;
 [SIZE:3]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [EQUIPS]&lt;br /&gt;
 [FAT:1]&lt;br /&gt;
 [ALL_ACTIVE]&lt;br /&gt;
 [NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
 [POPULATION_NUMBER:15:30]&lt;br /&gt;
 [CLUSTER_NUMBER:3:5]&lt;br /&gt;
 [BIOME_SUBTERRANEAN_LAVA]&lt;br /&gt;
 [NO_GENDER]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10095]&lt;br /&gt;
 [SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
 [HEATDAM_POINT:13000]&lt;br /&gt;
 [IGNITE_POINT:13500]&lt;br /&gt;
 [LEATHER_HEATDAM_POINT:13000]&lt;br /&gt;
 [LEATHER_IGNITE_POINT:13500]&lt;br /&gt;
 [BONE_HEATDAM_POINT:14000]}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18345</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18345"/>
		<updated>2008-01-10T22:48:14Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing ['''shift-a'''] and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, weapons with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon damage|weapon]] type, weapon [[Weapon Damage#Material Damage Effects|material]], weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality can increase your skill by up to double.  Each level of quality grants a 20% bonus to skill, plus one skill level.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, wooden mace with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  (or, more likely, kills you first.)&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a sword causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/shield, or make it unable to attack with that limb.  Breaking a leg will cause a two-legged creature to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use ['''s'''] to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects:  First effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain).  More toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing ['''shift-i'''] and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the ['''shift-i'''] menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[Blood|blood]], and is immune to pain (e.g., undead), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and hammers) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and axes can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but uninjured.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a wall, tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconsious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide per two&lt;br /&gt;
* if the creature is drowning, divide per two&lt;br /&gt;
* if the creature is stunned, divide per two&lt;br /&gt;
* if unknown test, divide per four&lt;br /&gt;
* if pain &amp;gt; 100, divide per two&lt;br /&gt;
* if exhaustion &amp;gt;= 2000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 4000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 6000, lvl = lvl*3/4&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide per two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide per two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide per two&lt;br /&gt;
&lt;br /&gt;
A creature with high exhaustion, for example 6500, will have its skill modified that way:&lt;br /&gt;
new level = level * 3 / 4 * 3 / 4 * 3 / 4&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of crossbows, and especially bows, in close combat suggests that ranged weapons are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves and humans; bows are used by elves, humans and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second throat.  Blunt weapons don't hurt internal organs much, and are unlikly to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt weapons are also supreme at causing enemies to fly away when struck with enough force.&lt;br /&gt;
&lt;br /&gt;
The maul, despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build flails, morningstars, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but does less damage than blunt weapons. Slashing weapons are more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  Axes do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield two-handed swords or halberds, and dwarves cannot build scimitars, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a spear is somewhat of a luck-based weapon.  It gets stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a pike; it is a two-handed weapon, even for a human.&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do, by far, the least damage, and do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain.  Whips are rarely used, but presumably they're good against unarmored, small, living creatures.  These kind of weapons are pointless against the undead and other non-living creatures.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures particularly [[giant cave spider|giant cave spiders]] shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing you are completely immobilized until you can break free of the web. Currently in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject a paralyzing poison into other creatures.  When this happens to you in Adventure Mode, you'll usually receive the first warning, &amp;quot;You feel numb!&amp;quot;.  When you receive this warning, it's best that you deal with any threat very quickly.  &lt;br /&gt;
&lt;br /&gt;
As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, it would be most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latch and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing fire at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment it's wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
Dragons breathe dragon fire, which is more powerful than just regular fire breath.  Creatures with just normal fire immunities can be effected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Shop&amp;diff=25644</id>
		<title>40d:Shop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Shop&amp;diff=25644"/>
		<updated>2008-01-10T03:45:00Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Shop is a 5x5 building that only appears in your {{K|b}}uild screen upon the arrival of the [[Tax Collector]], which starts the [[Dwarven Economy]].&lt;br /&gt;
&lt;br /&gt;
Shops will sell to your dwarves a selection of items already found in your fort. Items will automatically be hauled to the shop, where they will be up for purchase by other dwarves. &lt;br /&gt;
&lt;br /&gt;
Each shop has a shopkeeper, which can be any dwarf in your fort (they start being owned by your [[bookkeeper]] and [[broker]], but other dwarves can buy it off them). It is unknown at the moment how shopping works.&lt;br /&gt;
&lt;br /&gt;
When you build a shop you have no way to determine which specific type of shop is created. Your dwarves will instead choose what type of shop to make of it; whether they choose randomly or with purpose is unknown.&lt;br /&gt;
Based on this variety of shops and the 10 item limit per shop, it is recommended you build several shops.&lt;br /&gt;
&lt;br /&gt;
=== Shop Types ===&lt;br /&gt;
*'''General Store''' - Sells a bit of everything.&lt;br /&gt;
*'''Crafts Market''' - Sells crafted goods.&lt;br /&gt;
*'''Clothing Shop''' - Sells clothing.&lt;br /&gt;
*'''Exotic Clothing Shop''' - Sells clothing that doesn't fit on the dwarves (narrow, large, small)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4108</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4108"/>
		<updated>2008-01-10T03:25:00Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: seizing goods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a [[trade depot]] will allow you the opportunity to trade with caravans that arrive at your [[fortress]].  Trade depots require three [[stone]]s or [[log]]s to build, and the [[architecture]] [[skill]] along with either [[masonry]] or [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.  Since trading caravans arrive from the direction of their civilization, it is currently preferable to build the depot as close to the middle of the map as possible if the civilizations are in different directions.  This reduces the chance of the caravan traveling across the whole map then turning around because it is time to leave.&lt;br /&gt;
&lt;br /&gt;
A [[broker]] is not required but is preferable for getting better deals. To toggle whether anyone can trade or just the broker is done with {{K|b}}. &lt;br /&gt;
{{K|r}}equesting a trader at the trade depot will queue a job on the traders list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible.&lt;br /&gt;
&lt;br /&gt;
== Trader Mood ==&lt;br /&gt;
&lt;br /&gt;
If your trader has Novice or better [[Judge of Intent]] skill, there will be a line added below the traders' dialogue describing the traders' attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
Happy merchants seem more likely to take your deals, although the exact mechanics of trader happiness and negotiation are unknown. If the traders reach the lowest level (unwilling to trade) as a result of repeated failed deals, they will immediately pack up and no further trade will be possible. Since traders who are annoyed with you are more likely to reject deals, you should tread cautiously in initial negotiations; the more times you fail to make a deal, the less happy they'll be and the less inclined they'll be to accept further deals. Skilled negotiators seem to be more likely to get traders to accept offers that include little or no profit for them, and less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&lt;br /&gt;
The liason will meet with your merchant and discuss what you would like to buy next year, as well as suggest things to sell. You may buy from the dwarves pretty much anything you could have brought with you during setup, except for pets.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
[[Human]] wagons pulled by regular [[mule]]s will arrive if there is a path from your fort to a map edge that they can fit through.  The wagons take up 3 spaces in width, so if your path ever narrows to 2-wide or narrower, the wagons will avoid it. You do not need to have an actual road, but you will need to {{K|d}}esignate {{K|s}}moothing and {{K|t}}ree-cutting to clear the path. Use {{K|D}} to verify that there is a wagon accessible path to the depot.&lt;br /&gt;
&lt;br /&gt;
Often, on maps that don't have cliffs (and so usually have ramps between the z-levels), a path will exist with no effort required.&lt;br /&gt;
&lt;br /&gt;
However, if the wagons don't have a easy route to your trade depot, they may not arrive in time for you to trade - the merchants are perfectly capable of packing their belongings and going away, before they even unpack.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&lt;br /&gt;
''For more detailed information, see [[Elf]].''&lt;br /&gt;
&lt;br /&gt;
Elves bring you [[wood]] and [[plant]] items, as well as [[cage]]d tame pets. Elves do not condone trading anything that has been created using a living creature, which includes trees, [[bone]]s, [[skull]]s and [[shell]]s. Though they will of course sell you the corpse of an [[animal]] which was in their cages before it died.&lt;br /&gt;
&lt;br /&gt;
Clothing that might otherwise be acceptable to Elves will be rejected it if it has [[Blood|blood]] on it, for example from a slain enemy.&lt;br /&gt;
&lt;br /&gt;
== Seizing Goods ==&lt;br /&gt;
When trading with Elves and Humans, it is possible to {{K|s}}eize goods from the caravan.  This will cause them to respond with the message &amp;quot;Take what you want. I can't stop you.&amp;quot; and they will leave immediately, leaving you with the seized goods. You are unable to seize goods from the Dwarven caravan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]][[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11396</id>
		<title>40d Talk:Trade depot</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11396"/>
		<updated>2008-01-10T03:18:52Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How exactly does the &amp;quot;trader requested at depot&amp;quot; toggle work? Which way is enabled, which way is disabled? And what does it do, even? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit: I got to trade with the dwarves by leaving it toggled as &amp;quot;r: Trader requested at depot&amp;quot;. It took a litle while for the trade to show up. Anybody figured this out, though? &lt;br /&gt;
&lt;br /&gt;
Edit: Yes, you want to leave it so it's showing the state you want - in this case &amp;quot;Trader requested&amp;quot; not &amp;quot;No trader needed&amp;quot;, just like with any other toggled setting. An explanation of what it does is already provided below. &lt;br /&gt;
&lt;br /&gt;
-- &lt;br /&gt;
&lt;br /&gt;
Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under [N]obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade. &lt;br /&gt;
&lt;br /&gt;
I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --Alc 01:11, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
I added some more info, please refine as needed. It could use some better detail or a step-by-step path to build and operate a trade depot. [[User:Haddaway|Haddaway]] 20:02, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Verification question ==&lt;br /&gt;
&lt;br /&gt;
Given different social skills for the broker, what are the number of allowed failed attempts at trading? --[[User:Shagie|Shagie]] 01:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been doing some experiments on trading. I've got a skilled broker (Adept Appraiser, Competent Negotiator/Persuader, (no adjective) Intimidator/Comedian/Judge of Intent). After pumping the traders up to ecstatic, I attempted to annoy them into leaving by repeatedly offering moderately high value traders with 0 profit margin. It took forever, as he kept talking the traders into accepting the deals (the traders don't seem to be bothered any by deals with negative profit margin), which I assume boosted their mood a little bit. After dozens of proposed deals of varying success he did eventually manage to get them down to the second lowest mood level, and even once they reached the angriest level before they leave, it took 5 rejects in a row (plus a couple more rejects interspersed with successful trades) to get them to leave. Then I reloaded and tried again with a completely unskilled broker. Starting at ecstatic, the traders got angry enough to leave after 5 failed trades from the unskilled broker. I don't know exactly how fast the traders' mood dropped, since of course the unskilled broker couldn't tell me how angry they were. Since that was starting with the traders already ecstatic from successful trades, I would think starting with 3 bad deals in a row with an unskilled broker would be enough to risk the traders leaving. [[User:Rpb|Rpb]] 13:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== -X level depots ==&lt;br /&gt;
&lt;br /&gt;
Has anyone checked what caravans will/will not go up or down? You can check your access with D but I find that both stairs and ramps still flash red, suggesting a caravan cannot go underground, even if the depot shows up as light-blue Accessible. --[[User:Nunix|Nunix]] 20:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've watched wagons move across outside terrain level changes, and out there hills (ramps) flash as red, but the area on the other side (have to change zdepth) flashes green.--[[User:Draco18s|Draco18s]] 02:14, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ramps are fine, but remember that walls will block adjacent tiles, as do trees and such: it's possible that the top of your ramp (closer to your depot) was blocked, which would cause the whole ramp to appear blocked.  Thus, you need a ramp at least three tiles wide to let them through.  I've had no trouble getting them to go up a very steep ramp as long as it had sufficient width and the bottom and top was clear.&lt;br /&gt;
&lt;br /&gt;
:Note, of course, that stairs will always block wagons.  Wagons don't have legs. =) --[[User:JT|JT]] 14:55, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading with elves ==&lt;br /&gt;
&lt;br /&gt;
Exactly what kind of things will elves accept? Obviously no wood items, but what about things like charcoal, pig tail clothing, etc? [[User:Xaque|Xaque]] 22:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See [[Elf]]. --[[User:Turgid Bolk|Turgid Bolk]] 13:36, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Edited dwarves section ==&lt;br /&gt;
&lt;br /&gt;
I removed the bit about dwarf caravans giving you unlimited attempts to trade, because I had the initial dwarf caravan give me three counteroffers. After trying to tweak the third one and hitting trade, the caravan merchant responded with something like &amp;quot;Your childish games have made me tired. Perhaps next time when I return, you'll be ready to do business.&amp;quot; And then proceeded to pack up their stuff and leave.&lt;br /&gt;
&lt;br /&gt;
My trade rep had Novice Liar, Novice Negotiator, Novice Appraisal and Novice Intimidator. And, despite failing on all four trade attempts, he picked up Dabbling skill in Flatterer, Persuader, Judge of Intent, and Comedian. --[[User:RedKing|RedKing]] 03:18, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Entry Location ==&lt;br /&gt;
&lt;br /&gt;
Any rhyme or reason to where the humans, dwarves and elves all enter? For instance, if you nestle your fort in the furthest reaches of a valley that heads through the mountains to the main continent to the east, do they enter from the west side of your map? Or is it entirely random?&lt;br /&gt;
&lt;br /&gt;
:I had the humans enter from the east, and I built a road west.  Next year, they entered from the southeast and left to the west, and I built a road east.  The following year, they entered along  my western road.  It's possible they show up randomly until they know you have a road for them, and then they follow that road every subsequent year.  --[[User:Bobson|Bobson]] 23:21, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offering loads of the same item==&lt;br /&gt;
&lt;br /&gt;
i noticed that when i offered one of the caravans a huge profit, they wouldnt accept (they got fed up and left pretty soon)... i think this is for either of two reasons: i offered them too many of the same thing - about 3 or 4 barrels of stone crafts, or i offered too many low cost things for only a few high cost things... needs verification as i dont have a screenie though [[User:Twiggie|Twiggie]] 08:57, 5 December 2007 (EST)&lt;br /&gt;
:I consistently stuff caravans with the same cheap stone crafts for their goods... It might be an issue with offering too many at one time - I usually do trades of 500-2000 in value at a time, as many as it takes to get everything I want. --[[User:Bobson|Bobson]] 09:14, 6 December 2007 (EST)&lt;br /&gt;
:I had a similar problem with the humans, but when they got all pissy and left, they forgot EVERYTHING with them.  I couldn't get my haulers to bring the items in, but when the dwarves came next season I could hit 'g' and make them not available for trade.  Hello 150k worth of items for free.  --Gotthard 18:19, 6 December 2007 (EST)&lt;br /&gt;
::The same thing will happen if you destroy the Depot. They leave all their stuff their and demand you build another one. Then they move to the other one and pout about there not being anything there. I will usually offer them a bunch of worthless stuff to fill up their wagons, and make them happier. Raw stone works pretty good. --[[User:Ikkonoishi|Ikkonoishi]] 23:24, 24 December 2007 (EST)&lt;br /&gt;
:Had the same issue, Dwarf caravan got pissed off when I refused to accept their 'proposal' two times, which basically was a demand for  $5000 worth of extra items on a $9000 trade. They appeared to leave a lot of their stuff behind though, not all of it as I didn't get the ingots and barrels I wanted :(&lt;br /&gt;
&lt;br /&gt;
== getting bins to the depot ==&lt;br /&gt;
&lt;br /&gt;
well I have several seperate problems really...&lt;br /&gt;
# convincing my woodworker to make bins&lt;br /&gt;
# getting my bins to the right stockpile area&lt;br /&gt;
# getting bins  to be filled up&lt;br /&gt;
# getting the bin hauled to the depot&lt;br /&gt;
&lt;br /&gt;
I think this is related to &amp;quot;not enough dwarves&amp;quot; but only slightly ;)&lt;br /&gt;
&lt;br /&gt;
?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:52, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seize marked goods ==&lt;br /&gt;
&lt;br /&gt;
What is this option used for? I can't seem to seize any goods. Is this a feature that hasn't been implemented? --[[User:Kingzilla|Kingzilla]] 17:58, 9 January 2008 (EST)&lt;br /&gt;
:You can't seize good from the dwarven caravan... For any other circumstances, it works very well. I've done it a lot of times to the elven caravan when they get too pissed and don't want to trade anymore... --[[User:Eagle of Fire|Eagle of Fire]] 18:13, 9 January 2008 (EST)&lt;br /&gt;
::Thanks. I think I will add a note to the page about it.--[[User:Kingzilla|Kingzilla]] 22:18, 9 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11394</id>
		<title>40d Talk:Trade depot</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11394"/>
		<updated>2008-01-09T22:58:04Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: Seize marked goods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How exactly does the &amp;quot;trader requested at depot&amp;quot; toggle work? Which way is enabled, which way is disabled? And what does it do, even? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit: I got to trade with the dwarves by leaving it toggled as &amp;quot;r: Trader requested at depot&amp;quot;. It took a litle while for the trade to show up. Anybody figured this out, though? &lt;br /&gt;
&lt;br /&gt;
Edit: Yes, you want to leave it so it's showing the state you want - in this case &amp;quot;Trader requested&amp;quot; not &amp;quot;No trader needed&amp;quot;, just like with any other toggled setting. An explanation of what it does is already provided below. &lt;br /&gt;
&lt;br /&gt;
-- &lt;br /&gt;
&lt;br /&gt;
Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under [N]obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade. &lt;br /&gt;
&lt;br /&gt;
I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --Alc 01:11, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
I added some more info, please refine as needed. It could use some better detail or a step-by-step path to build and operate a trade depot. [[User:Haddaway|Haddaway]] 20:02, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Verification question ==&lt;br /&gt;
&lt;br /&gt;
Given different social skills for the broker, what are the number of allowed failed attempts at trading? --[[User:Shagie|Shagie]] 01:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been doing some experiments on trading. I've got a skilled broker (Adept Appraiser, Competent Negotiator/Persuader, (no adjective) Intimidator/Comedian/Judge of Intent). After pumping the traders up to ecstatic, I attempted to annoy them into leaving by repeatedly offering moderately high value traders with 0 profit margin. It took forever, as he kept talking the traders into accepting the deals (the traders don't seem to be bothered any by deals with negative profit margin), which I assume boosted their mood a little bit. After dozens of proposed deals of varying success he did eventually manage to get them down to the second lowest mood level, and even once they reached the angriest level before they leave, it took 5 rejects in a row (plus a couple more rejects interspersed with successful trades) to get them to leave. Then I reloaded and tried again with a completely unskilled broker. Starting at ecstatic, the traders got angry enough to leave after 5 failed trades from the unskilled broker. I don't know exactly how fast the traders' mood dropped, since of course the unskilled broker couldn't tell me how angry they were. Since that was starting with the traders already ecstatic from successful trades, I would think starting with 3 bad deals in a row with an unskilled broker would be enough to risk the traders leaving. [[User:Rpb|Rpb]] 13:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== -X level depots ==&lt;br /&gt;
&lt;br /&gt;
Has anyone checked what caravans will/will not go up or down? You can check your access with D but I find that both stairs and ramps still flash red, suggesting a caravan cannot go underground, even if the depot shows up as light-blue Accessible. --[[User:Nunix|Nunix]] 20:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've watched wagons move across outside terrain level changes, and out there hills (ramps) flash as red, but the area on the other side (have to change zdepth) flashes green.--[[User:Draco18s|Draco18s]] 02:14, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ramps are fine, but remember that walls will block adjacent tiles, as do trees and such: it's possible that the top of your ramp (closer to your depot) was blocked, which would cause the whole ramp to appear blocked.  Thus, you need a ramp at least three tiles wide to let them through.  I've had no trouble getting them to go up a very steep ramp as long as it had sufficient width and the bottom and top was clear.&lt;br /&gt;
&lt;br /&gt;
:Note, of course, that stairs will always block wagons.  Wagons don't have legs. =) --[[User:JT|JT]] 14:55, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading with elves ==&lt;br /&gt;
&lt;br /&gt;
Exactly what kind of things will elves accept? Obviously no wood items, but what about things like charcoal, pig tail clothing, etc? [[User:Xaque|Xaque]] 22:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See [[Elf]]. --[[User:Turgid Bolk|Turgid Bolk]] 13:36, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Edited dwarves section ==&lt;br /&gt;
&lt;br /&gt;
I removed the bit about dwarf caravans giving you unlimited attempts to trade, because I had the initial dwarf caravan give me three counteroffers. After trying to tweak the third one and hitting trade, the caravan merchant responded with something like &amp;quot;Your childish games have made me tired. Perhaps next time when I return, you'll be ready to do business.&amp;quot; And then proceeded to pack up their stuff and leave.&lt;br /&gt;
&lt;br /&gt;
My trade rep had Novice Liar, Novice Negotiator, Novice Appraisal and Novice Intimidator. And, despite failing on all four trade attempts, he picked up Dabbling skill in Flatterer, Persuader, Judge of Intent, and Comedian. --[[User:RedKing|RedKing]] 03:18, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Entry Location ==&lt;br /&gt;
&lt;br /&gt;
Any rhyme or reason to where the humans, dwarves and elves all enter? For instance, if you nestle your fort in the furthest reaches of a valley that heads through the mountains to the main continent to the east, do they enter from the west side of your map? Or is it entirely random?&lt;br /&gt;
&lt;br /&gt;
:I had the humans enter from the east, and I built a road west.  Next year, they entered from the southeast and left to the west, and I built a road east.  The following year, they entered along  my western road.  It's possible they show up randomly until they know you have a road for them, and then they follow that road every subsequent year.  --[[User:Bobson|Bobson]] 23:21, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offering loads of the same item==&lt;br /&gt;
&lt;br /&gt;
i noticed that when i offered one of the caravans a huge profit, they wouldnt accept (they got fed up and left pretty soon)... i think this is for either of two reasons: i offered them too many of the same thing - about 3 or 4 barrels of stone crafts, or i offered too many low cost things for only a few high cost things... needs verification as i dont have a screenie though [[User:Twiggie|Twiggie]] 08:57, 5 December 2007 (EST)&lt;br /&gt;
:I consistently stuff caravans with the same cheap stone crafts for their goods... It might be an issue with offering too many at one time - I usually do trades of 500-2000 in value at a time, as many as it takes to get everything I want. --[[User:Bobson|Bobson]] 09:14, 6 December 2007 (EST)&lt;br /&gt;
:I had a similar problem with the humans, but when they got all pissy and left, they forgot EVERYTHING with them.  I couldn't get my haulers to bring the items in, but when the dwarves came next season I could hit 'g' and make them not available for trade.  Hello 150k worth of items for free.  --Gotthard 18:19, 6 December 2007 (EST)&lt;br /&gt;
::The same thing will happen if you destroy the Depot. They leave all their stuff their and demand you build another one. Then they move to the other one and pout about there not being anything there. I will usually offer them a bunch of worthless stuff to fill up their wagons, and make them happier. Raw stone works pretty good. --[[User:Ikkonoishi|Ikkonoishi]] 23:24, 24 December 2007 (EST)&lt;br /&gt;
:Had the same issue, Dwarf caravan got pissed off when I refused to accept their 'proposal' two times, which basically was a demand for  $5000 worth of extra items on a $9000 trade. They appeared to leave a lot of their stuff behind though, not all of it as I didn't get the ingots and barrels I wanted :(&lt;br /&gt;
&lt;br /&gt;
== getting bins to the depot ==&lt;br /&gt;
&lt;br /&gt;
well I have several seperate problems really...&lt;br /&gt;
# convincing my woodworker to make bins&lt;br /&gt;
# getting my bins to the right stockpile area&lt;br /&gt;
# getting bins  to be filled up&lt;br /&gt;
# getting the bin hauled to the depot&lt;br /&gt;
&lt;br /&gt;
I think this is related to &amp;quot;not enough dwarves&amp;quot; but only slightly ;)&lt;br /&gt;
&lt;br /&gt;
?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:52, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seize marked goods ==&lt;br /&gt;
&lt;br /&gt;
What is this option used for? I can't seem to seize any goods. Is this a feature that hasn't been implemented? --[[User:Kingzilla|Kingzilla]] 17:58, 9 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=16526</id>
		<title>40d:Refined coal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Refined_coal&amp;diff=16526"/>
		<updated>2008-01-09T22:54:12Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: link to wood burner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fuel is used to power high-temperature industries, namely metalworking and glassworking.  One unit of fuel is required for every task at a [[smelter]], [[metalsmith's forge]], [[kiln]], or [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Fuel can be created by converting [[wood]] into charcoal at the [[wood furnace]], or by refining coke from [[bituminous coal]] or [[lignite]] at the [[smelter]].&lt;br /&gt;
&lt;br /&gt;
Also, fuel is necessary in the production of [[steel]] and [[pig iron]], even if using a [[magma smelter]]&lt;br /&gt;
&lt;br /&gt;
==Charcoal==&lt;br /&gt;
&lt;br /&gt;
:Required Building - [[Wood furnace]]&lt;br /&gt;
:Required Material - [[Wood]]&lt;br /&gt;
:Required Skill - [[Wood burner]]&lt;br /&gt;
&lt;br /&gt;
Charcoal can be created at a [[wood furnace]] using one [[wood]] log by a dwarf with the Wood Burning skill on.&lt;br /&gt;
&lt;br /&gt;
==Coke==&lt;br /&gt;
&lt;br /&gt;
:Required Building - [[Smelter]]&lt;br /&gt;
:Required Material - [[Bituminous coal]] or [[lignite]]&lt;br /&gt;
::::: (fuel will be needed to power this at a normal smelter)&lt;br /&gt;
:Required Skill - [[Furnace operating]]&lt;br /&gt;
&lt;br /&gt;
Coke is a type of fuel used to fuel non-[[magma]] [[furnace]]s. It is created at the [[smelter]] from [[bituminous coal]], yielding 3 coke, and [[lignite]], yielding 2. &lt;br /&gt;
&lt;br /&gt;
Veins of [[lignite]] and [[bituminous coal]] will be [[fire|ignited]] by magma, destroying the whole thing in a raging inferno.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:physics]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Refined_coal&amp;diff=28444</id>
		<title>40d Talk:Refined coal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Refined_coal&amp;diff=28444"/>
		<updated>2008-01-09T22:53:25Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: wood burner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe the articles on charcoal and coke should be merged with this page on fuel since all three pages basically say the same thing. [[User:Bouchart|Bouchart]] 18:00, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Starting things off ==&lt;br /&gt;
&lt;br /&gt;
Somehow this needs to be adjusted to show that to kick start your smelter you need some coal... or is there some other way of getting from bituminous coal to coke? fan I use some other furnace to get started? (I have plenty of wood, &amp;quot;rock&amp;quot; and bituminous coal but no &amp;quot;coal&amp;quot; or magma).[[User:GarrieIrons|GarrieIrons]] 09:27, 8 January 2008 (EST)&lt;br /&gt;
:it already says &amp;quot;(fuel will be needed to power this at a normal smelter)&amp;quot; for the bituminous coal to coke reaction in the article. turn that wood into charcoal and use it to turn the bituminous coal to coke [[User:Chariot|Chariot]] 21:55, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::All right... someone at a different page said I needed '''coal''' and I couldn't find &amp;quot;just coal&amp;quot; mentioned ANYWHERE, hence my confusion.&lt;br /&gt;
::So I need to &amp;quot;process&amp;quot; wood to get &amp;quot;charcoal&amp;quot;. Will see how I go, thanks.[[User:GarrieIrons|GarrieIrons]] 00:18, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Is wood burning a skill? ==&lt;br /&gt;
&lt;br /&gt;
I cant seem to find it on the [[skill]] page.  Either that or this one should be changed&lt;br /&gt;
:Wood Burner at the bottom of the Farmer section. It's there :) --[[User:Shades|Shades]] 18:02, 8 January 2008 (EST)&lt;br /&gt;
::Oops, my bad. Sorry  --[[User:Kingzilla|Kingzilla]] 17:53, 9 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Fisher_berry&amp;diff=16091</id>
		<title>40d Talk:Fisher berry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Fisher_berry&amp;diff=16091"/>
		<updated>2008-01-09T21:25:13Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: discrepancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;taken from [http://forums.somethingawful.com/showthread.php?threadid=2669677&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=47]&lt;br /&gt;
&lt;br /&gt;
== discrepancy ==&lt;br /&gt;
&lt;br /&gt;
This article contradicts the value shown in the [[List of crops]] page.   Which is correct?&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Kobold_bulb&amp;diff=15917</id>
		<title>40d:Kobold bulb</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Kobold_bulb&amp;diff=15917"/>
		<updated>2008-01-08T23:16:10Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: category:crops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Kobold Bulb'''&lt;br /&gt;
&lt;br /&gt;
The kobold bulb is a rare plant found only in marshy areas. It serves little purpose except to make an alchemical substance of unknown use called [[Gnomeblight]]. Whether it even has seeds is unknown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Value: 10&lt;br /&gt;
&amp;lt;br /&amp;gt;Alchemical product: Gnomeblight. Value of 100. (5 produced when extracted)&lt;br /&gt;
&amp;lt;br /&amp;gt;Seasons: All.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16014</id>
		<title>40d:Sliver barb</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16014"/>
		<updated>2008-01-08T23:14:54Z</updated>

		<summary type="html">&lt;p&gt;Kingzilla: category: crops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sliver barbs'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sliver barb can be brewed into gutter cruor, which is a low value alcohol, and can also be milled into sliver dye at a [[mill]] or [[quern]].  Sliver barbs are present only in evil lands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Value: 2&lt;br /&gt;
&amp;lt;br /&amp;gt;Drink value: 1&lt;br /&gt;
&amp;lt;br /&amp;gt;Mill product: Sliver dye. Value of 20.&lt;br /&gt;
&amp;lt;br /&amp;gt;Dye color: Black.&lt;br /&gt;
&amp;lt;br /&amp;gt;Seasons: All&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Kingzilla</name></author>
	</entry>
</feed>