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		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5168</id>
		<title>40d Talk:Strange mood</title>
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		<updated>2008-06-02T22:08:06Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Tanner fixed */&lt;/p&gt;
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&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
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:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
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::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
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:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
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I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
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I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
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The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
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:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
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:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
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:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
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Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
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About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
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It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
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I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
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Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
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I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
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One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
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Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
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I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
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: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
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==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
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Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
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Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
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:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
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::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
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:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
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List of non-trade skills:&lt;br /&gt;
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* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
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Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
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* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
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Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
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* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
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:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
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:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
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== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
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Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
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:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
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== Random Workshop Seizure ==&lt;br /&gt;
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I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
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:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
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::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
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::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
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== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
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::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
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== Procastinator! ==&lt;br /&gt;
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I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
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He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
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Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
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== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
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* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
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:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
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== Just standing around? ==&lt;br /&gt;
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I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
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My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
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:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
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I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
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I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
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I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
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Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
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:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
&lt;br /&gt;
:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3103</id>
		<title>40d Talk:Building</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3103"/>
		<updated>2008-06-02T21:59:45Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Building skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Organized by their menus under (b).&lt;br /&gt;
&lt;br /&gt;
*Armor Stand (a) - ''Needs armor stand''&lt;br /&gt;
*Bed (b) - ''Needs bed''&lt;br /&gt;
*Seat (c) - ''Needs chair or throne''&lt;br /&gt;
*Burial Receptacle (n) - ''Needs coffin''&lt;br /&gt;
*Door (d) - ''Needs door''&lt;br /&gt;
*Floodgate (x) - ''Needs floodgate''&lt;br /&gt;
*Floor Hatch (H) - ''Needs hatch cover''&lt;br /&gt;
*Wall Grate (W) - ''Needs grate''&lt;br /&gt;
*Floor Grate (G) - ''Needs grate''&lt;br /&gt;
*Vertical Bars (B) - ''Needs bars''&lt;br /&gt;
*Floor Bars (Alt+b) - ''Needs bars''&lt;br /&gt;
*Cabinet (f) - ''Needs ''&lt;br /&gt;
*Container (h) - ''Needs ''&lt;br /&gt;
*Kennels (k) - ''Needs ''&lt;br /&gt;
*Farm Plot (p) - ''Needs ''&lt;br /&gt;
*Weapon Rack (r) - ''Needs weapon rack''&lt;br /&gt;
*Statue (s) - ''Needs statue''&lt;br /&gt;
*Table (t) - ''Needs table''&lt;br /&gt;
*Paved Road (o) - ''Needs ''&lt;br /&gt;
*Dirt Road (O) - ''Needs ''&lt;br /&gt;
*Bridge (g) - ''Needs ''&lt;br /&gt;
*Well (l) - ''Needs blocks, empty bucket, chain, mechanisms''&lt;br /&gt;
*Siege Engines (i)&lt;br /&gt;
**Ballista (b) - ''Needs 3 ballista parts''&lt;br /&gt;
**Catapult (c) - ''Needs 3 catapult parts''&lt;br /&gt;
*Workshops (w)&lt;br /&gt;
**Leather Works (e) - ''Needs ''&lt;br /&gt;
**Quern (q) - ''Needs quern''&lt;br /&gt;
**Millstone (M) - ''Needs millstone, mechanisms''&lt;br /&gt;
**Loom (o) - ''Needs ''&lt;br /&gt;
**Clothier's Shop (k) - ''Needs ''&lt;br /&gt;
**Bowyer's Workshop (b) - ''Needs ''&lt;br /&gt;
**Carpenter's Workshop (c) - ''Needs ''&lt;br /&gt;
**Metalsmith's Forge (f) - ''Needs ''&lt;br /&gt;
**Jeweler's Workshop - ''Needs ''&lt;br /&gt;
**Mason's Workshop - ''Needs ''&lt;br /&gt;
**Butcher's Shop - ''Needs ''&lt;br /&gt;
**Tanner's Shop - ''Needs ''&lt;br /&gt;
**Craftsdwarf's Workshop (r) - ''Needs ''&lt;br /&gt;
**Siege Workshop (s) - ''Needs ''&lt;br /&gt;
**Mechanic's Workshop (t) - ''Needs ''&lt;br /&gt;
**Still (l) - ''Needs ''&lt;br /&gt;
**Farmer's Workshop (w) - ''Needs ''&lt;br /&gt;
**Kitchen (z) - ''Needs ''&lt;br /&gt;
**Fishery (h) - ''Needs ''&lt;br /&gt;
**Alchemist's Laboratory (a)&lt;br /&gt;
**Ashery (y) - ''Needs blocks, empty barrel, empty bucket''&lt;br /&gt;
**Dyer's Shop (d) - ''Needs empty barrel, empty bucket''&lt;br /&gt;
*Furnaces (e)&lt;br /&gt;
**Wood Furnace (w) - ''Needs ''&lt;br /&gt;
**Smelter (s) - ''Needs ''&lt;br /&gt;
**Glass Furnace (g) - ''Needs ''&lt;br /&gt;
**Kiln (k) - ''Needs ''&lt;br /&gt;
*Glass Window (y) - ''Needs window''&lt;br /&gt;
*Gem Window (Y) - ''Needs 3 cut gems''&lt;br /&gt;
*Wall/Floor/Stairs (C)&lt;br /&gt;
**Wall (w) - ''Needs ''&lt;br /&gt;
**Floor (f) - ''Needs ''&lt;br /&gt;
**Ramp (r) - ''Needs ''&lt;br /&gt;
**Up Stair (u) - ''Needs ''&lt;br /&gt;
**Down Stair (d) - ''Needs ''&lt;br /&gt;
**Up/Down Stair (x) - ''Needs ''&lt;br /&gt;
**Fortification (F) - ''Needs ''&lt;br /&gt;
*Trade Depot (D) - ''Needs ''&lt;br /&gt;
*Traps/Levers (T)&lt;br /&gt;
**Stone-Fall Trap (s) - ''Needs mechanisms''&lt;br /&gt;
**Weapon Trap (w) - ''Needs mechanisms, item''&lt;br /&gt;
**Lever (l) - ''Needs mechanisms''&lt;br /&gt;
**Pressure Plate (p) - ''Needs mechanisms''&lt;br /&gt;
**Cage Trap (c) - ''Needs mechanisms''&lt;br /&gt;
**Upright Spear/Spike (S) - ''Needs item''&lt;br /&gt;
*Machine Components (M)&lt;br /&gt;
**Screw Pump (s) - ''Needs ''&lt;br /&gt;
**Water Wheel (w) - ''Needs ''&lt;br /&gt;
**Windmill (m) - ''Needs ''&lt;br /&gt;
**Gear Assembly (g) - ''Needs ''&lt;br /&gt;
**Horizontal Axle (h) - ''Needs ''&lt;br /&gt;
**Vertical Axle (v) - ''Needs ''&lt;br /&gt;
*Support (S) - ''Needs ''&lt;br /&gt;
*Animal Trap (m) - ''Needs empty animal trap''&lt;br /&gt;
*Restraint (v) - ''Needs chain''&lt;br /&gt;
*Cage (j) - ''Needs cage''&lt;br /&gt;
*Archery Target (A) - ''Needs ''&lt;br /&gt;
&lt;br /&gt;
==User Talk==&lt;br /&gt;
I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article.&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:49, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building skill ==&lt;br /&gt;
&lt;br /&gt;
Question: What skill does constructing buildings use? Does it depend on the materials?&lt;br /&gt;
&lt;br /&gt;
:Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled.  It depends on the building.  Beds, doors, statues, tables, chairs, and the like require the &amp;quot;furniture hauling&amp;quot; labor.  For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors.  Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --[[User:Marble Dice|Marble Dice]] 17:59, 2 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&amp;diff=13478</id>
		<title>Dwarf Fortress Wiki talk:Community Portal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&amp;diff=13478"/>
		<updated>2008-06-02T18:18:32Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Headers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use this discussion page to talk about any issues or ideas you have about the direction of this wiki. The community portal is a hub for directing our conciousness. Read the rules carefully, take them to heart, post here if you have any questions or you think the rules can be improved.&lt;br /&gt;
&lt;br /&gt;
==Account Problems==&lt;br /&gt;
I can't log in, but it says my username is already in use. --[[User:64.22.68.4|64.22.68.4]] 14:55, 29 October 2007 (EDT) (Peristarkawan)&lt;br /&gt;
:Are you sure? The new wiki cleaned out all the old accounts so you have to reregister. --[[User:Hamelin|Hamelin]] 15:02, 29 October 2007 (EDT)&lt;br /&gt;
::Unfortunately, I was unable to import all the user accounts, please recreate. --[[User:Senso|Senso]] 15:22, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==AdBlock==&lt;br /&gt;
Could you move all the files in the graphics directory with the word &amp;quot;ad&amp;quot; in it? For those using AdBlock or similar add-ons it will block the display of the graphics in those directories. Thanks!!! :) [[User:Schm0|Schm0]] 10:26, 5 November 2007 (EST)&lt;br /&gt;
:It doesn't look possible - re-uploading the file keeps putting it in the 'ad' folder and I cannot edit the link in the DB as it is stored inside a BLOB. I suggest you whitelist this site anyways, it's not like you need to block anything here (and blocking /*ad*/ may cause problems elsewhere too). --[[User:Senso|Senso]] 10:49, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rule discussion == &lt;br /&gt;
&lt;br /&gt;
Z is pretty horrible, but not much point taking it out unless its to replace it with something better. (This whole setup is horrible, but that's irrelevant?) --[[User:Jackard|Jackard]] 21:23, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== A ===&lt;br /&gt;
&lt;br /&gt;
How do we handle several rules that starts with the same character? I see that '''titles''' have been moved to '''page titles''' because of '''timelessness'''. But what about other scenarios that doesnt have an solution as easy? --[[User:Mizipzor|Mizipzor]] 07:51, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can handle them as they come up. In general, I think it's better practice to avoid reusing letters than to have to rename an existing rule.&lt;br /&gt;
&lt;br /&gt;
:If we want to just do away with rule '''A''' at this point, that would be fine. It was only meant to be a starting point for brainstorming, and the rules haven't changed much lately. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I Call for Judgment on this statement, this would remove the backbone rule used to define this alphabetical set of rules. We could put it outside of the rules though, like a description. --[[User:Senso|Senso]] 12:24, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Unless we have another rule that must start with A, why not keep it? --[[User:Savok|Savok]] 12:28, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I like rule A, it introduces the page, please keep it --[[User:Markavian|Markavian]] 16:32, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== B and E ===&lt;br /&gt;
&lt;br /&gt;
How are B and E ''rules''? --[[User:Savok|Savok]] 11:27, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Rules? I thought the alphabet was the guide for the war against entropy [[User:VengefulDonut|VengefulDonut]] 11:34, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, the Alphabet rule does describe them as rules.  But I don't really think that B and E seem out of place. --[[User:Peristarkawan|Peristarkawan]] 11:37, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:They will simply be replaced by &amp;quot;real&amp;quot; rules once someone have made them. --[[User:Mizipzor|Mizipzor]] 14:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think of them more as &amp;quot;guidelines&amp;quot; ;) [[User:Turgid Bolk|Turgid Bolk]] 20:22, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I put strikes through B and E and wrote more helpful ones (along the same lines) --Me&lt;br /&gt;
:Gravitas was a silly word. What do you think of the new rules? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
:The be bold rule makes it's dramatic return! Victory! [[User:VengefulDonut|VengefulDonut]] 19:39, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Serious Rules ===&lt;br /&gt;
&lt;br /&gt;
Would it be possible for us to come up with some *real* rules that are more ... serious?  --[[User:Geofferic|Geofferic]] 08:59, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:The alphabet rules concept is senseless. Maybe remove the fluff? --[[User:Jackard|Jackard]] 11:09, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hey now, with a couple of exceptions, the rules are serious.  The point of the alphabet framework wasn't random silliness; it was to inspire creativity and make rule-writing fun.  It's hard to come up with good rules out of thin air.  It's easier to think up a topic of concern that starts with a particular letter and then write a rule about it.&lt;br /&gt;
&lt;br /&gt;
::Of course, the rules have been pretty stable for a while now, so rule A hasn't been too useful lately.  There was a brief discussion a while back about dropping rule A under [[DwarfFortressWiki:Community Portal#Rule discussion]], and everybody seemed to want to keep it at the time.  If you want to reopen that discussion, then I'm okay with either keeping it or dropping it (besides which, I haven't been too active around here lately anyway). --[[User:Peristarkawan|Peristarkawan]] 11:54, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I support the Alphabet ruleset, I don't see why it should change. It's clean and clear. --[[User:Senso|Senso]] 16:56, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::It's childish, incomplete, unprofessional and silly.  The rules are not grouped logically and there is no table of contents.  There's not room for clarification or expounding and little opportunity to expand.  It should be scrapped for something that makes sense.  --[[User:Geofferic|Geofferic]] 03:25, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It would be trivial to change it from an unordered list to use section headings, which would allow a table of contents and plenty of room for clarification.  I don't think &amp;quot;little opportunity to expand&amp;quot; is valid; there's no reason we can't have multiple rules for the same letter, or rules that fall outside the alphabet rubric entirely.&lt;br /&gt;
&lt;br /&gt;
:::::If you want to improve the organization, then just go for it.  Let me suggest that you create the new version on a subpage at first, so that others can view two presentations side by side when discussing it. --[[User:Peristarkawan|Peristarkawan]] 12:06, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::While I agree with some of your points, I'd like to say that this is not a &amp;quot;professional&amp;quot; wiki and silliness in general is a good thing. This is a wiki (Internet!) about a game (Haha!) that is pretty silly itself. If you want to create a Whole Complex and Indexed Body of Rules About Everything, go for it and as [[User:Peristarkawan|Peristarkawan]] said, editors should be able to choose between the two. I just don't see the need. --[[User:Senso|Senso]] 14:47, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Ack! The ToC! The ToC with a &amp;quot;1.26&amp;quot;! ===&lt;br /&gt;
&lt;br /&gt;
...why do we need section headers for each of the rules? --[[User:Savok|Savok]] 22:52, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Enforcing consistency in screenshots? ==&lt;br /&gt;
&lt;br /&gt;
Can I strongly suggest that all screenshots be taken with the default interface and tileset, for consistency's sake? It seems to me like that would be a good way of keeping the wiki aesthetics constant. [[User:EighenIndemnis|EighenIndemnis]] 11:33, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We can make it a rule, but we shouldn't remove any screenshots for non-conformance (except to replace them with conforming screenshots). --[[User:Peristarkawan|Peristarkawan]] 11:46, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, for some tutorials that are written while the user is playing, it would be impossible to anyway. [[User:EighenIndemnis|EighenIndemnis]] 11:47, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree that images should use the default tileset for articles, but I disagree for personal pages or bloodline games. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
::::The rule as written already exempts bloodline games.  The only rule that should apply to personal pages is '''D'''. --[[User:Peristarkawan|Peristarkawan]] 16:05, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Um, I added the rule before noticing the discussion here. Anyway, I added rule '''I''', inspired by the old [[Water wheel]] image ([[:Image:PerpetualMotion.JPG]]), which was incomprehesible to me and unnecessarily large. Like Peristarkawan said, the exemption of user pages is implied, but feel free to make it explicit if you want. --[[User:Turgid Bolk|Turgid Bolk]] 16:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How about this?&lt;br /&gt;
&lt;br /&gt;
[[Image:World_creation_screen2.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
It's clean, neat and doesn't warp the page. :) The obvious drawback is file size is not monitored. Can't we edit the file upload settings to measure pixels? Nothing over 800x600? [[User:Schm0|Schm0]] 19:16, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good to me. --[[User:Peristarkawan|Peristarkawan]] 11:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;depth of 7&amp;quot; works wonders, bold, colored text had a bit high contrast according to my taste. In case there is either magma or water, just state it. And we should also link to a waterdepth article for those that are in need of furher explanation of the concept. Example; &amp;quot;a water wheel needs to be placed in flowing [[water]] with a [[water depth|depth]] of at least 3&amp;quot;. --[[User:Mizipzor|Mizipzor]] 07:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Templates? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum references ==&lt;br /&gt;
&lt;br /&gt;
Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC the &amp;lt;ref&amp;gt; system on Wikipedia requires an extension to be installed. --[[User:Rick|Rick]] 17:48, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Crops categories ==&lt;br /&gt;
&lt;br /&gt;
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
&lt;br /&gt;
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wealth page... ==&lt;br /&gt;
&lt;br /&gt;
I've been looking for tips on building fortress wealth, and haven't really been able to find anything.  Can someone who knows something about it start a [[Wealth]] page?  I know that mining out areas, making things, and artifacts contribute to wealth, but that's all I know.  How much does mining a square contribute? Are there other ways to build wealth? Do mined out areas have to be populated, or can I go mine away a random hill and have it count?  What are the best things to make to increase value? Do items have to be placed, or just made? and so on... --[[User:Bobson|Bobson]] 16:22, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Formatting standards ==&lt;br /&gt;
&lt;br /&gt;
=== Category tags ===&lt;br /&gt;
&lt;br /&gt;
On this wiki, the standard for capitalization in category tags is &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[[Category:Stub]]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. I asked what it should be, and nobody answered for two and a half months, so I feel entitled to decide it. --[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Headers ===&lt;br /&gt;
&lt;br /&gt;
At the current time, the standard for a header is &amp;lt;code&amp;gt;=== Headers ===&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;===Headers===&amp;lt;/code&amp;gt; is slightly easier to type, is typed more often by newbies, and works just as well, but has less white space. Input?&amp;lt;br&amp;gt;--[[User:Savok|Savok]] 12:57, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I like &amp;lt;code&amp;gt;=== Header ===&amp;lt;/code&amp;gt; better, because it's easier to read, and the extra whitespace helps call your attention to the name of the section, whereas you might glance over it as an &amp;quot;unrecognized token&amp;quot; if you didn't manage to filter out the immediately surrounding markup.  I think the 2 bytes saved on whitespace is negligible and I certainly don't mind correcting them when I find 'em, if necessary.  A similar question (if it's not been asked) would be whether or not to include a newline in between a heading and its text.  I think for big sections of text, an extra line looks nice, but for multiple, smaller, less important sections, it's easier to manage the headings if there's no blank line separating them from the section they head. --[[User:Marble Dice|Marble Dice]] 14:18, 2 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18754</id>
		<title>40d:Craftsdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18754"/>
		<updated>2008-06-02T16:21:10Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Armor */ Rephrased&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Craftsdwarf's Workshop|key=r|job=Craftsworking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=No Special Profession&lt;br /&gt;
|use=&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Cloth|Plant fibre cloth]]&lt;br /&gt;
* [[Shell]]&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Skull]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* Rock crafts&lt;br /&gt;
* Wood crafts&lt;br /&gt;
* Rock short [[sword]]s&lt;br /&gt;
* Wood [[bolt]]s&lt;br /&gt;
* Bone [[bolt]]s&lt;br /&gt;
* Bone [[decoration]]s&lt;br /&gt;
* Shell [[decoration]]s&lt;br /&gt;
* [[Totem]]s&lt;br /&gt;
* Plant fiber cloth crafts&lt;br /&gt;
* Silk crafts&lt;br /&gt;
* Shell crafts&lt;br /&gt;
* Bone crafts&lt;br /&gt;
* Leather crafts&lt;br /&gt;
* Bone [[armor]]&lt;br /&gt;
* Shell [[armor]]&lt;br /&gt;
* [[Adamantine]] strands&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Craftsdwarf's workshop''' is a [[workshop]] for any dwarves who can make [[stone]], [[bone]] or [[shell]] crafts. It can also be used to make a few things that aren't strictly [[craft]]s, such as shell [[armor]] and bone crossbow [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Craftsworking includes several different skills:&lt;br /&gt;
*[[Bone carving]]&lt;br /&gt;
*[[Stonecrafting]]&lt;br /&gt;
*[[Woodcrafting]]&lt;br /&gt;
*[[Leathercrafting]]&lt;br /&gt;
&lt;br /&gt;
==Uses for crafts==&lt;br /&gt;
===Armor===&lt;br /&gt;
Bone and shell, like all non-metal materials, has 50% of the standard protection of [[iron]] when used to create [[armor]]. While poor in protection value, it's still a good start for protecting a [[dwarf|dwarven]] military before [[Metalsmith's Forge|metalsmithing]] is established. Bone and shell armor is usually preferable over leather armor, as even though it has the same protection value, [[leather]] can be used for leather-exclusive goods such as [[backpack]]s and [[quiver]]s, or more generally for [[bags]] or leather [[clothing]]. Making bone and shell armor can be an effective way to meet certain nobles' mandates if metal armor production is difficult.&lt;br /&gt;
&lt;br /&gt;
===Bolts===&lt;br /&gt;
Bone and wood [[bolts]] for [[crossbow]]s can be made at a Craftdwarf's workshop and can be inexpensive and plentiful. Dwarves will not use metal bolts to practice, they prefer bone and wooden bolts instead.&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
General crafts, such as [[idol]]s, [[scepter]]s, [[mug]]s, etc. are only good as [[trade]] items. It is a good idea to include a [[Craftsdwarf]] with both Bone Carving and Stone Crafting in your beginning party, so you can start producing ammunition and getting rid of those massive piles of rocks. A few [[bin]]s of well-made trade goods are usually sufficient to buy any vital supplies from the first [[caravan]] to arrive at your fortress.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
You can create [[stone]] short [[sword]]s at the craftsdwarf's workshop out of any sharp stone.  In the unmodified game, these short swords can only be made from [[obsidian]].  These have the same damage as [[steel]], so they are extremely useful for early [[trap]]s if you can find or produce obsidian.  However, they require one unit of [[wood]] in their construction, making them mostly impractical on maps with no or little forestation.&lt;br /&gt;
&lt;br /&gt;
The weapons are described as being clubs with a sharp stone edge affixed to the side.  According to [[Toady One]], the weapons are supposed to wear very quickly but this functionality has not yet been implemented.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
They are most likely based on Aztec [http://en.wikipedia.org/wiki/Macuahuitl Macuahuitl.]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Obsidian&amp;diff=18387</id>
		<title>40d Talk:Obsidian</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Obsidian&amp;diff=18387"/>
		<updated>2008-05-30T19:30:06Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is Obsidian currently the only &amp;quot;sharpenable&amp;quot; rock? The fact that &amp;quot;create rock short sword&amp;quot; asks for sharpenable rock rather than obsidian specifically suggests other rocks may be usable (or become usable) for swords.&lt;br /&gt;
&lt;br /&gt;
:The [SHARP] tag in the raws controls whether you can use the rock for making swords. As far as I know, obsidian is the only type of rock that uses this tag, but you can mod in any number of custom rocks (or add the tag to all the existing rocks) hence why it doesn't ask for obsidian specifically. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
::You could just build an obsidian factory, if you have access to replenishing supplies of water and magma. --[[User:30 Second Artbomb|30 Second Artbomb]] 03:09, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Sadly, magma replenishes slowly. --[[User:Savok|Savok]] 09:56, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Mister, I wanna know what you're doing with obsidian so as to drain a magma vent and have to wait for it to replenish.  Do your Marksdwarves practice by firing obsidian swords instead of bolts? --[[User:Marble Dice|Marble Dice]] 15:30, 30 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35868</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35868"/>
		<updated>2008-05-29T20:59:23Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Fixed caravan link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction menu, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  Choosing items from this menu will mark them as [PENDING] and [[dwarves]] will begin moving them to the depot (all dwarves regardless of labor settings will move goods to the depot when necessary).  Items that have been brought to the depot are ready for trade and will be marked as [TRADING].  Items nominated for trading will remain at the depot until the caravan leaves, or the [PENDING] / [TRADING] flag is cleared by choosing the item again.  Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If &amp;quot;Only broker may trade&amp;quot; is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, however dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: Once the goods have been hauled, a broker is waiting, and the caravan has made its way to the depot and unloaded its goods, it's time to trade.  After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Also, be careful of pressing {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again.&lt;br /&gt;
&lt;br /&gt;
==== Merchant mood ====&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. The happier you make a merchant the less profit margin he will require to accept a trade.&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;
If merchants 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 annoyed traders are more likely to reject deals, you should tread cautiously in initial negotiations as 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 offers. Skilled negotiators seem less likely to offend traders with unsuccessful deals.&lt;br /&gt;
&lt;br /&gt;
==== Seizing items ====&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy stolen goods (marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.&lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
Some races send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are 3 tiles wide to pass.  A wagon may enter from a location different than the merchant, if the point the merchant entered was inaccessible to it.  If a wagon is unable to find an open path to the trade depot, it will leave and the dwarves will only be able to trade with the merchants and pack [[animals]].&lt;br /&gt;
&lt;br /&gt;
Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s (ramps covered by a [[hatch]] do obstruct), [[bridge]]s, [[road]]s, or natural or constructed [[floor]] tiles. Building roads, bridges and floor tiles can help keep paths clear by preventing trees from growing, but caravans may enter the map at a location from which they cannot reach an existing road (even if that road connects to the edge of the map), and if alternate unpaved paths exist, they may take those instead.  &lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility.  Any tile marked in green is accessible to a wagon.  Note that a three-tile wide path will only show up as one tile wide in accessibility view, since the tiles next to the walls are not themselves accessible to wagons.&lt;br /&gt;
&lt;br /&gt;
In order to guarantee perfect, permanent wagon accessibility, a three tile path must be cleared around the entire perimeter of the map, with at least one joining path from the border to the trade depot.  Any parts of this path system which have grass must be paved with floor tiles, bridges, or roads to prevent trees from growing.  Ramps must be used to adjust [[z-level]] elevation.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]], and supplies.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[rope]], various [[plants]] and wooden items, and may carry tame [[creatures]].&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* may send a diplomat who imposes a tree cutting quota.&lt;br /&gt;
* is very picky about what items they will accept in trade.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any animal or tree byproducts. Forbidden items include{{ver|0.23.130.23a}}:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26846</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26846"/>
		<updated>2008-05-28T16:21:58Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Outside/Above Ground */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding melting ice, I found that if you melt ice, drain it off to a 2 or 3, and then shunt the magma off somehow (happens often when magma first flows, due to ebb and flow of the magma waves) the 2-depth water will re-freeze, allowing you to re-thaw it into a 7-depth water. ... I found this out the hard way actually, since the magma waves caused successive re-thaws for the water to flood out my then-thought-to-be-way-too-big water pit. --[[User:CrushU|CrushU]] 21:20, 7 January 2008 (EST)[[User:CrushU|CrushU]] 21:20, 07 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2. [[User:Lightning4|Lightning4]] 08:31, 31 December 2007 (EST)&lt;br /&gt;
::0 Water is free so is ice. It doesn't even have a material entry it is hard coded in the game I think. --[[User:Ikkonoishi|Ikkonoishi]] 10:56, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Melting without magma ==&lt;br /&gt;
&lt;br /&gt;
If there is any way to melt ice without magma this would be good to know.&lt;br /&gt;
Are there any drinks that are &amp;quot;just water&amp;quot;? ie can I put water into a barrel and have something to drink through the winter, or do I have to get plants and brew beer / wine / rum to not die of dehydration/thirst?[[User:GarrieIrons|GarrieIrons]] 07:15, 10 January 2008 (EST)&lt;br /&gt;
:Nope, you have to brew something to store a drink in a barrel.  Besides, even if you could store water, you wouldn't want to.  Dwarves need alcohol, or they work much slower.  -[[User:FunnyMan|FunnyMan]] 08:44, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well they may work slow for a bit but at least they don't die![[User:GarrieIrons|GarrieIrons]] 06:50, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Water pit vs lake / pond ==&lt;br /&gt;
&lt;br /&gt;
Does a water pit have to be a certain number of tiles, depth below ground, or overall &amp;quot;internal depth&amp;quot; (ie go a certain number of z-levels) to not freeze? ie how much of a pit do I need to not only dig, but fill, to have water in my fortress no matter what the weather is like?[[User:GarrieIrons|GarrieIrons]] 08:21, 5 February 2008 (EST)&lt;br /&gt;
:Height doesn't seem to be important.  It needs to be either Inside or Below Ground to not freeze, I'm not sure which.  -[[User:FunnyMan|FunnyMan]] 08:41, 5 February 2008 (EST)  Update: It's Below Ground. -[[User:FunnyMan|FunnyMan]] 18:56, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well my current thought is to build a wall out of ice to see it melt and irrigate my field... also, I'm building an up/down stair down a few z-levels. Once done I will work out how to drop my ice down it... yes more to do it than anything else.[[User:GarrieIrons|GarrieIrons]] 06:49, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ice walls ==&lt;br /&gt;
&lt;br /&gt;
Ice Walls can be engraved. I can prove it if you like. I made the change to the article, change the wording if you want.--[[User:Niaba|Niaba]] 06:06, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Outside/Above Ground ==&lt;br /&gt;
&lt;br /&gt;
I made a deep channel by actually digging a tunnel (so dwarves wouldn't get stuck by channelling stupidly), so it was all inside.  BUT I dug an opening through the floor on one of the corners for some reason (thought it was required for flood gate lever).  Anyway, so the water in this corner was inside, but above ground.  And in late autumn it froze over, just when I was thinking I would need a well there!  All the other water is still intact in the channel, but with a corner of damp ice wall blocking flow.  Anyway, if someone else can confirm it doesn't have to be outside to freeze! --[[User:KernelJ|KernelJ]] 10:38, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think I follow your situation.  If you mined out an L-shaped path underground for water, then dug a channel on top of the corner, that corner tile should be outside/light/above ground, unless you put some kind of construction over it.  It's possible that the tile became outside, and then froze to ice, which might cause the game to claim the tile was inside/light/above ground (the game seems to report most outside impassable tiles as inside).  However, even if you've got an ice wall in the corner, water should still be able to flow around it diagonally, shouldn't it? --[[User:Marble Dice|Marble Dice]] 12:21, 28 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26786</id>
		<title>40d:Mandate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Mandate&amp;diff=26786"/>
		<updated>2008-05-26T04:56:49Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mandate is a [[noble]]'s request that your dwarves produce a certain item or type of item.  Starting nobles such as the [[expedition leader]] will not make mandates, upgraded nobles like the [[mayor]] will.&lt;br /&gt;
&lt;br /&gt;
There are two types of mandates, production mandates and export bans.  Export bans forbid the export of some goods, and can be for either goods of a certain type, like [[armor|chain mail]], or goods of a certain material, like [[copper]] items. Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the trade depot. While selecting goods to be brought to the depot, you can select &amp;quot;culling on mandates&amp;quot; so that the item list won't include objects you can't export due to a mandate.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a production mandate, you will have about a year to fulfill it.  These mandates for the production of goods, and can specify type or material, just like export bans.  Note that a single mug is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable.  Purchasing the required items at a trade [[caravan]] will not fulfill a mandate.  Making metal items includes smelting ore to create metal bars of that type.&lt;br /&gt;
&lt;br /&gt;
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates.  If brown, he is making a production mandate, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the mandate expires.  If red, the mandate will expire very soon.  If white, then the mandate has been fulfilled, or it is an export ban.&lt;br /&gt;
&lt;br /&gt;
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves might be sentenced with the 'violation of production order' [[Justice|crime]].  The dwarves sentenced will always have the skills appropriate to the mandate; a failed mandate for the production of [[quiver]]s will sentence [[leatherworker]]s. If the noble can't find dwarfs suitable for punishment he will get another unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Fulfilling the mandate gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Happy [[noble]]s make fewer mandates and [[demand]]s than unhappy ones.&lt;br /&gt;
&lt;br /&gt;
Mandates should not be confused with [[demand]]s.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Demand&amp;diff=28402</id>
		<title>40d:Demand</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Demand&amp;diff=28402"/>
		<updated>2008-05-26T04:56:33Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A demand is a [[noble]]'s request that your dwarves build specific [[furniture]] in one of their rooms.&lt;br /&gt;
&lt;br /&gt;
When a noble makes a demand, you will have about half a year to fulfill it.  Demands are always for furniture, and can be for either [[furniture]] of a certain type, like a [[table]], or [[furniture]] of a certain material, like [[copper]] items.  Sometimes they specify both, for example &amp;quot;green glass window in dining room&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Demands are announced at the bottom of the screen, but if you miss the message, you can see if a noble is demanding anything on the [[nobles screen|noble's screen]].  If the uppercase bracketed word '[DEMAND]' next to a noble's name is white, he is making no demands.  If brown, he is making a demand, and you have a lot of time to complete it.  If yellow, you have a couple seasons before the demand expires.  If red, the demand will expire very soon.&lt;br /&gt;
&lt;br /&gt;
If a demand expires without being fulfilled, the noble will get an unhappy [[thought]], but there aren't any other direct consequences.&lt;br /&gt;
Fulfilling the demand gives the noble a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Happy [[noble]]s make fewer mandates and [[demand]]s than unhappy ones.&lt;br /&gt;
&lt;br /&gt;
[[Mandate]]s should not be confused with demands.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9773</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9773"/>
		<updated>2008-05-26T03:42:00Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Demands */ Verified secretive shell demand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward. An overview of the entire process:&lt;br /&gt;
&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive mods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]{{Verify}}&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Siege engineer]]{{Verify}}&lt;br /&gt;
| [[Siege workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood cutter]]{{Verify}}&lt;br /&gt;
| [[Carpenter's workshop]] or [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). '''If a dwarf does not possess one of the listed skills''', they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]{{Verify}}&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]{{Verify}}&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood burner]]{{Verify}}&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All social skills&lt;br /&gt;
* No skills&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.  Bowyers always create a wood or bone crossbow at a bowyer's workshop, despite the fact that bows can be made from metal.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9770</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9770"/>
		<updated>2008-05-24T19:25:40Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Demands */ Plant fiber cloth demands&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward. An overview of the entire process:&lt;br /&gt;
&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive mods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]{{Verify}}&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Siege engineer]]{{Verify}}&lt;br /&gt;
| [[Siege workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood cutter]]{{Verify}}&lt;br /&gt;
| [[Carpenter's workshop]] or [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). '''If a dwarf does not possess one of the listed skills''', they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]{{Verify}}&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]{{Verify}}&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood burner]]{{Verify}}&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All social skills&lt;br /&gt;
* No skills&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell{{Verify}}&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9769</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9769"/>
		<updated>2008-05-24T19:24:05Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Skills and workshops */ Verified clothier's strange mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward. An overview of the entire process:&lt;br /&gt;
&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive mods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]{{Verify}}&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Siege engineer]]{{Verify}}&lt;br /&gt;
| [[Siege workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood cutter]]{{Verify}}&lt;br /&gt;
| [[Carpenter's workshop]] or [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). '''If a dwarf does not possess one of the listed skills''', they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]{{Verify}}&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]{{Verify}}&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood burner]]{{Verify}}&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All social skills&lt;br /&gt;
* No skills&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell{{Verify}}&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30250</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30250"/>
		<updated>2008-05-16T06:45:58Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* &amp;quot;Finished Goods&amp;quot;-type Artifacts...? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
::Nevermind. I did. Artifact mechanism melted in magma. [[User:Rkyeun|Rkyeun]] 02:34, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:&amp;lt;s&amp;gt;Same thing as 90% of Artis. Sell it or&amp;lt;/s&amp;gt; Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)&lt;br /&gt;
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)&lt;br /&gt;
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
We just endured a rather nasty goblin ambush (I'd built a nice castle but hadn't yet built a real military to go with it, so we huddled inside with the drawbridge up for a whole season while I had my dwarves equip and train a small army to &amp;quot;break out&amp;quot; with) and one of my peasants gave me the nicest present after we cleaned up; a legendary goblin bone door made out of the bones of our fallen enemies. I very much want to use this as our castle's main entrance door now. Does anyone know if an artifact's indestructibility applies to trolls and similar door-wreckers? Oh, I've got magma, so I'll make a copy of the save game and test whether magma can burn through such a thing too. [[User:Bryan Derksen|Bryan Derksen]] 15:30, 5 May 2008 (EDT)&lt;br /&gt;
:It's a constructed nonterrain feature, thus it's going to be knocked down by anything that deconstructs constructions. --[[User:GreyMario|GreyMario]] 17:38, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmph. I'll put it a couple of layers deep inside my fortifications, then. Guests will pass through it but invaders will have to fight pretty hard to get there. I'll just have to be satisfied with my giant electrum drawbridge as a fancy front door. [[User:Bryan Derksen|Bryan Derksen]] 18:10, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact menu ==&lt;br /&gt;
&lt;br /&gt;
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;br /&gt;
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
The value can be found under the artifact menur &amp;quot;l&amp;quot;&lt;br /&gt;
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]&lt;br /&gt;
:There is a thread on the forums somewhere with this specific purpose. --[[User:GreyMario|GreyMario]] 17:02, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Finished Goods&amp;quot;-type Artifacts...? ==&lt;br /&gt;
&lt;br /&gt;
I understand the point of furniture artifacts- they can be built and are great for nobles- but what the heck are you supposed to do with artifact rings/amulets/crowns/scepters/et cetera? I'm sitting on over 300,000 value worth of &amp;quot;Finished Goods&amp;quot; artifacts. I guess my dwarves don't like building furniture... --[[User:Borgin|Borgin]]&lt;br /&gt;
&lt;br /&gt;
:You could abandon the fortress and come back in adventure mode.  Artifact rings?  Too good! --[[User:Marble Dice|Marble Dice]] 11:01, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There might be more point to those types if/when artifacts start getting special magical effects. That's probably a long ways off though. --[[User:BahamutZERO|BahamutZERO]] 12:16, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But even in Adventure Mode, artifacts (besides weapons/armor) don't have much of a point, right? To be honest, I've never gone through Adventure Mode- ''it lags my laptop''. Sad, I know. But like BahamutZERO said, at least they'll gain some point ''eventually''... And hopefully soon. --[[User:Borgin|Borgin]] 23:46, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Well you can trade 'em to merchants in Adventure mode, I'd imagine?  Maybe not, I've never tried, and I doubt the shops sell anything you'd care about (ie masterpiece steel or adamantine weapons and armor). Still, I think it's fun to walk around wearing an artifact ring or amulet! At least until an archer kills you. --[[User:Marble Dice|Marble Dice]] 02:45, 16 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30246</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30246"/>
		<updated>2008-05-15T15:01:20Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* &amp;quot;Finished Goods&amp;quot;-type Artifacts...? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:&amp;lt;s&amp;gt;Same thing as 90% of Artis. Sell it or&amp;lt;/s&amp;gt; Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)&lt;br /&gt;
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)&lt;br /&gt;
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
We just endured a rather nasty goblin ambush (I'd built a nice castle but hadn't yet built a real military to go with it, so we huddled inside with the drawbridge up for a whole season while I had my dwarves equip and train a small army to &amp;quot;break out&amp;quot; with) and one of my peasants gave me the nicest present after we cleaned up; a legendary goblin bone door made out of the bones of our fallen enemies. I very much want to use this as our castle's main entrance door now. Does anyone know if an artifact's indestructibility applies to trolls and similar door-wreckers? Oh, I've got magma, so I'll make a copy of the save game and test whether magma can burn through such a thing too. [[User:Bryan Derksen|Bryan Derksen]] 15:30, 5 May 2008 (EDT)&lt;br /&gt;
:It's a constructed nonterrain feature, thus it's going to be knocked down by anything that deconstructs constructions. --[[User:GreyMario|GreyMario]] 17:38, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmph. I'll put it a couple of layers deep inside my fortifications, then. Guests will pass through it but invaders will have to fight pretty hard to get there. I'll just have to be satisfied with my giant electrum drawbridge as a fancy front door. [[User:Bryan Derksen|Bryan Derksen]] 18:10, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact menu ==&lt;br /&gt;
&lt;br /&gt;
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;br /&gt;
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
The value can be found under the artifact menur &amp;quot;l&amp;quot;&lt;br /&gt;
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]&lt;br /&gt;
:There is a thread on the forums somewhere with this specific purpose. --[[User:GreyMario|GreyMario]] 17:02, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Finished Goods&amp;quot;-type Artifacts...? ==&lt;br /&gt;
&lt;br /&gt;
I understand the point of furniture artifacts- they can be built and are great for nobles- but what the heck are you supposed to do with artifact rings/amulets/crowns/scepters/et cetera? I'm sitting on over 300,000 value worth of &amp;quot;Finished Goods&amp;quot; artifacts. I guess my dwarves don't like building furniture... --[[User:Borgin|Borgin]]&lt;br /&gt;
&lt;br /&gt;
:You could abandon the fortress and come back in adventure mode.  Artifact rings?  Too good! --[[User:Marble Dice|Marble Dice]] 11:01, 15 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9763</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9763"/>
		<updated>2008-05-14T06:37:30Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Skills and workshops */ Think I got the rest of the skills, with verify tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward. An overview of the entire process:&lt;br /&gt;
&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive mods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]{{Verify}}&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]{{Verify}}&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Siege engineer]]{{Verify}}&lt;br /&gt;
| [[Siege workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood cutter]]{{Verify}}&lt;br /&gt;
| [[Carpenter's workshop]] or [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available (if possible). '''If a dwarf does not possess one of the listed skills''', they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]{{Verify}}&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Gem cutter]]{{Verify}}&lt;br /&gt;
* [[Gem setter]]{{Verify}}&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
|&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]{{Verify}}&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood burner]]{{Verify}}&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* No skills&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell{{Verify}}&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9762</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9762"/>
		<updated>2008-05-13T19:47:21Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Skills and workshops */ Mechanics go into strange moods too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward. An overview of the entire process:&lt;br /&gt;
&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive mods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available (if possible). '''If a dwarf does not possess one of the listed skills''', they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* No skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell{{Verify}}&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5149</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5149"/>
		<updated>2008-05-13T19:45:42Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Engineer taken by secretive mood, and creates... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
::::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
&lt;br /&gt;
== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== stark raving suicide ==&lt;br /&gt;
&lt;br /&gt;
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Silk Cloth ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
&lt;br /&gt;
Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism&amp;quot;. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_rat&amp;diff=41565</id>
		<title>40d Talk:Giant rat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_rat&amp;diff=41565"/>
		<updated>2008-05-13T14:41:12Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Okay fine I give&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a finely crafted Giant rat article. This object menaces with spikes of movie references. Which movie was that, anyways? I forget. --[[User:GreyMario|GreyMaria]] 13:41, 12 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is inconceivable that you cannot remember which movie that was. --[[User:Marble Dice|Marble Dice]] 14:22, 12 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Bah well I was hoping to get a rise out of someone with that, but the movie in question was [http://www.imdb.com/title/tt0093779/ The Princess Bride], of course. Great movie. And I agree, subtle humor like that found in this article is just the kind of attitude that makes this wiki so enjoyable. --[[User:Marble Dice|Marble Dice]] 10:41, 13 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_rat&amp;diff=41564</id>
		<title>40d Talk:Giant rat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_rat&amp;diff=41564"/>
		<updated>2008-05-12T18:22:44Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: The mystery continues!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a finely crafted Giant rat article. This object menaces with spikes of movie references. Which movie was that, anyways? I forget. --[[User:GreyMario|GreyMaria]] 13:41, 12 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is inconceivable that you cannot remember which movie that was. --[[User:Marble Dice|Marble Dice]] 14:22, 12 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6816</id>
		<title>40d:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6816"/>
		<updated>2008-05-10T17:55:00Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Skills Used */ too many s's&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's forge|key=f|job= Weaponsmith, Armorsmith, Metalsmith, Crossbow-making&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]] or [[block|Stone blocks]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Chain]]&lt;br /&gt;
*[[Crafts]] - X3 from one metal bar.&lt;br /&gt;
*[[Goblet]]&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Stud]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' is a [[workshop]] used by dwarves to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment, [[traps|trap components]], and other [[Finished Goods|finished goods]]. To build a forge, you must have an [[anvil]], which you start with by default, using 1000 [[starting point]]s. If you don't bring an anvil, you are usually able to trade for one with the dwarven (autumn) and human [[caravan]] that often carry iron anvils at a cost of 1000☼, and steel anvils at a cost of 3000☼. If not, you may also request one from the [[dwarven liaison]] or human [[guild representative]], if you are willing to pay an increased price to guarantee that at least one anvil arrives in the second year/third year. Note that it is presently useless to request the more-expensive steel anvil as there is no difference in productivity.&lt;br /&gt;
&lt;br /&gt;
==Workshop Skills==&lt;br /&gt;
The metalsmith's forge supports multiple skills, so dwarves will need the correct skill for the item you want them to create. The skills available are:&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- weapons and bolts&lt;br /&gt;
*[[Armorsmith|Armoring]] -- armor&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- [[Craft|Crafts]], [[Coins]], and [[chain]]s&lt;br /&gt;
*[[Crossbow-making]] -- crossbows (as of 38c, crossbows seem to require weaponsmithing to construct)&lt;br /&gt;
*[[Trapping]] -- animal traps (possibly a bug)&lt;br /&gt;
*[[Metalsmith|Blacksmithing]] -- All furniture (except chains) and blocks&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], for one [[metal]] [[bar]] each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of silver.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High boot|High boots]]&lt;br /&gt;
* [[Low boot|Low boots]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[Bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (requires the [[trapping]] labor and not any of the metalsmith labors)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]]s (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires 3 [[bars]] to forge except for [[chain]]s, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege equipment]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]].  Only one piece of siege equipment can be forged: the [[Ballista arrowhead]], which requires 3 [[metal]] [[bars]].  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete [[Ballista arrow]].  It is also possible to make pure wooden ballista arrows at the [[siege workshop]], which are assumed to do less damage. The [[siege engine]]s themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]]. Smithing arrowheads seems to require both the [[Weaponsmith|Weapon smithing]] and [[Metal crafter|Metal Crafting]] skills turned on.&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap]] components can be forged from [[copper]], [[iron]], [[bronze]], and [[steel]]. These include:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large, serrated disc]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 [[bars]] of [[metal]] to forge.&lt;br /&gt;
&lt;br /&gt;
Corkscrews, menacing spikes and spiked balls can also be made from wood at a [[carpenter's workshop]], requiring 1 log each.&lt;br /&gt;
&lt;br /&gt;
== Finished Goods ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Anvil]] ([[iron]], [[steel]] or [[adamantine]])&lt;br /&gt;
* [[Craft]]s&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[Coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decoration]]s (such as [[Jeweler's workshop|encrusting with gems]], [[Craftsdwarf's workshop|decorating with bone]] or [[Craftsdwarf's workshop|decorating with shell]]), you cannot specify which object to stud: the smithy will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require fuel.&lt;br /&gt;
&lt;br /&gt;
In addition, 3 [[bars]] of either [[iron]] or [[steel]] can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Metal Clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight clothing.&lt;br /&gt;
All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All [[furniture]] except [[chain]]s and [[animal trap]]s; [[anvil]]s&lt;br /&gt;
* [[Skills#Metal_Crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Skills#Weaponsmith|Weaponsmith]]: All weapons and ammunition (including [[crossbow]]s); [[Trap|trap components]]; [[Siege equipment]]?&lt;br /&gt;
* [[Skills#Armorsmith|Armorsmith]]:  All [[armor]]&lt;br /&gt;
* [[Skills#Trapper|Trapper]]: [[Animal trap]]s&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6815</id>
		<title>40d:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6815"/>
		<updated>2008-05-10T17:54:41Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Skills Used */ Crossbow-making uses weaponsmith at a forge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's forge|key=f|job= Weaponsmith, Armorsmith, Metalsmith, Crossbow-making&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]] or [[block|Stone blocks]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Chain]]&lt;br /&gt;
*[[Crafts]] - X3 from one metal bar.&lt;br /&gt;
*[[Goblet]]&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Stud]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' is a [[workshop]] used by dwarves to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment, [[traps|trap components]], and other [[Finished Goods|finished goods]]. To build a forge, you must have an [[anvil]], which you start with by default, using 1000 [[starting point]]s. If you don't bring an anvil, you are usually able to trade for one with the dwarven (autumn) and human [[caravan]] that often carry iron anvils at a cost of 1000☼, and steel anvils at a cost of 3000☼. If not, you may also request one from the [[dwarven liaison]] or human [[guild representative]], if you are willing to pay an increased price to guarantee that at least one anvil arrives in the second year/third year. Note that it is presently useless to request the more-expensive steel anvil as there is no difference in productivity.&lt;br /&gt;
&lt;br /&gt;
==Workshop Skills==&lt;br /&gt;
The metalsmith's forge supports multiple skills, so dwarves will need the correct skill for the item you want them to create. The skills available are:&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- weapons and bolts&lt;br /&gt;
*[[Armorsmith|Armoring]] -- armor&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- [[Craft|Crafts]], [[Coins]], and [[chain]]s&lt;br /&gt;
*[[Crossbow-making]] -- crossbows (as of 38c, crossbows seem to require weaponsmithing to construct)&lt;br /&gt;
*[[Trapping]] -- animal traps (possibly a bug)&lt;br /&gt;
*[[Metalsmith|Blacksmithing]] -- All furniture (except chains) and blocks&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], for one [[metal]] [[bar]] each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of silver.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High boot|High boots]]&lt;br /&gt;
* [[Low boot|Low boots]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[Bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (requires the [[trapping]] labor and not any of the metalsmith labors)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]]s (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires 3 [[bars]] to forge except for [[chain]]s, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege equipment]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]].  Only one piece of siege equipment can be forged: the [[Ballista arrowhead]], which requires 3 [[metal]] [[bars]].  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete [[Ballista arrow]].  It is also possible to make pure wooden ballista arrows at the [[siege workshop]], which are assumed to do less damage. The [[siege engine]]s themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]]. Smithing arrowheads seems to require both the [[Weaponsmith|Weapon smithing]] and [[Metal crafter|Metal Crafting]] skills turned on.&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap]] components can be forged from [[copper]], [[iron]], [[bronze]], and [[steel]]. These include:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large, serrated disc]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 [[bars]] of [[metal]] to forge.&lt;br /&gt;
&lt;br /&gt;
Corkscrews, menacing spikes and spiked balls can also be made from wood at a [[carpenter's workshop]], requiring 1 log each.&lt;br /&gt;
&lt;br /&gt;
== Finished Goods ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Anvil]] ([[iron]], [[steel]] or [[adamantine]])&lt;br /&gt;
* [[Craft]]s&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[Coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decoration]]s (such as [[Jeweler's workshop|encrusting with gems]], [[Craftsdwarf's workshop|decorating with bone]] or [[Craftsdwarf's workshop|decorating with shell]]), you cannot specify which object to stud: the smithy will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require fuel.&lt;br /&gt;
&lt;br /&gt;
In addition, 3 [[bars]] of either [[iron]] or [[steel]] can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Metal Clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight clothing.&lt;br /&gt;
All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All [[furniture]] except [[chain]]s and [[animal trap]]s; [[anvil]]s&lt;br /&gt;
* [[Skills#Metal_Crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Skills#Weaponsmith|Weaponsmith]]: All weapons and ammunition (including [[crossbows]]s); [[Trap|trap components]]; [[Siege equipment]]?&lt;br /&gt;
* [[Skills#Armorsmith|Armorsmith]]:  All [[armor]]&lt;br /&gt;
* [[Skills#Trapper|Trapper]]: [[Animal trap]]s&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Weaponsmith&amp;diff=21987</id>
		<title>40d:Weaponsmith</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Weaponsmith&amp;diff=21987"/>
		<updated>2008-05-10T17:53:07Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Crossbows too (verified)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Weaponsmith&lt;br /&gt;
| speciality = Weaponsmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = Weaponsmithing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Forge [[weapon]]&lt;br /&gt;
* Forge [[trap]] components&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
}}&lt;br /&gt;
Weaponsmithing is used to make [[metal]] [[weapon]]s (including [[crossbow]]s) and [[bolt]]s at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Skilled weaponsmiths make weapons faster, and make them higher [[quality]].&lt;br /&gt;
&lt;br /&gt;
Making a weapon grants 30 [[skill]] points.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9758</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9758"/>
		<updated>2008-05-10T17:45:36Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Demands */  Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward. An overview of the entire process:&lt;br /&gt;
&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive mods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available (if possible). '''If a dwarf does not possess one of the listed skills''', they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* No skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;dwarf&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell{{Verify}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41093</id>
		<title>User:Marble Dice</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41093"/>
		<updated>2008-05-10T05:24:30Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Strange mood requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange mood requests ==&lt;br /&gt;
I'm gonna try to collect enough info on specific messages from specific moods to put them in a table, or at least enough that I feel justified in replacing what's already on the [[strange mood]] page.  Feel free to help out if you're sure you know which message(s) came from which moods for which materials.&lt;br /&gt;
&lt;br /&gt;
:[[User:GreyMario|GreyMario]] sez: if an item has a ? at the end of it, that means it's not verified.&lt;br /&gt;
&lt;br /&gt;
: I notice there's some strings for &amp;quot;the correct ore&amp;quot; etc on the strange mood page, but these strings are absent from the .exe file when viewed with a hex editor.  They're present if you open up an older version of the game though... Maybe dwarves don't actually request ore anymore? --[[User:Marble Dice|Marble Dice]] 02:18, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hm, that would make sense, given I've never seen an ore request but have seen dwarves use ore as stone. Maybe we could slap a version tag on the &amp;quot;correct ore&amp;quot; moods for those who absolutely insist on being old-school. Next time I get a mood, I'll see if I can confirm any of those possession demands... five out of six of these moods in Dull Hammer have been possessions. --[[User:GreyMario|GreyMario]] 14:56, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Well, I fail at linking to [[User:GreyMario|GreyMario]] in edit comments, but I moved this table to the [[strange mood]] article with a re-write to boot.  Give it a look over and thanks for helping. --[[User:Marble Dice|Marble Dice]] 01:24, 10 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5142</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5142"/>
		<updated>2008-05-10T05:22:01Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
::::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
&lt;br /&gt;
== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== stark raving suicide ==&lt;br /&gt;
&lt;br /&gt;
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9757</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9757"/>
		<updated>2008-05-10T05:18:27Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Big ol' rewrite -- also, thanks to GreyMario&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward. An overview of the entire process:&lt;br /&gt;
&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive mods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available (if possible). '''If a dwarf does not possess one of the listed skills''', they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* No skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds means multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;dwarf&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell{{Verify}}&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Trading/Flowchart&amp;diff=41498</id>
		<title>v0.34:Trading/Flowchart</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Trading/Flowchart&amp;diff=41498"/>
		<updated>2008-05-10T04:00:38Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Added a little margin (I hope)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;margin:0 0 15px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=9|Suggested trading procedure&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|width=50|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
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|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
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|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
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|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
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|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
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|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Conduct all 8 meetings with Liason.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Turn trader's labours back on when finished.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;diff=14231</id>
		<title>40d:Rose gold</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;diff=14231"/>
		<updated>2008-05-09T13:42:24Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Rose Gold|color=#F0F|bgcolor=#808|color1=#880|color2=#FF0&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[gold]] [[bar]]s&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rose gold''' is an alloy of [[gold]] and [[copper]], made at a [[smelter]].  It is made by combining three gold [[bar]]s with one copper bar, which results in four rose gold bars. The value of this is a little subjective, as the total material worth of the produced metal is the same as that of the ingredients (3*30 and 1*2 -&amp;gt; 4*23). Disregarding fuel, you lose the possible utility of the copper bar to get purple-coloured building material. If you have no magma access then the transition will cost you fuel as well, so it's really a question of how important it is that you get purple metal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7134</id>
		<title>40d:Mason</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Mason&amp;diff=7134"/>
		<updated>2008-05-09T13:39:21Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #fff&lt;br /&gt;
| skill      = Mason&lt;br /&gt;
| speciality = Mason&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = Masonry&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Construction]] (stone)&lt;br /&gt;
* Work in [[Mason's workshop]]&lt;br /&gt;
| workshop = [[Mason's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
'''Masons''' are responsible for creating [[furniture]] and other constructions out of [[stone]], using the [[masonry]] labor preference. They do most of their work in the [[mason's workshop]]. &lt;br /&gt;
&lt;br /&gt;
Masons are also responsible for building [[wall]]s and [[floor]]s out of stone.  However this does not give experience towards masonry.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Engraver&amp;diff=10319</id>
		<title>40d:Engraver</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Engraver&amp;diff=10319"/>
		<updated>2008-05-09T13:35:28Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #fff&lt;br /&gt;
| skill      = Engraver&lt;br /&gt;
| speciality = Engraver&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = [[Stone Detailing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Smooth stone&lt;br /&gt;
* Engrave stone&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Engraver''' is the skill used to [[smooth]] or [[engrave]] rocks. The skill of the engraver does not affect the quality of smoothed tiles, but does affect the quality of engraved tiles. It is a good idea to train engravers by having them smooth large areas before engraving anything.&lt;br /&gt;
&lt;br /&gt;
Engraving is a good way to build up the [[attribute]]s: strength, agility and toughness.  Smoothing improves your fortress, doesn't consume resources, doesn't create garbage and builds experience very quickly at the higher skill levels. &lt;br /&gt;
&lt;br /&gt;
However, if engraving is a [[dwarf]]'s highest skill, it is likely that if that dwarf enters and completes a [[strange mood]], then the dwarf will reach legendary status in engraving{{verify}}, instead of in one of the more valuable skills that are harder to train. If you want to build attributes fast, consider [[Pump operator|pump operating]] or record keeping as an alternative, as a mood will not result in a legendary pump operator or [[Record keeper|clerk]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41091</id>
		<title>User:Marble Dice</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41091"/>
		<updated>2008-05-09T04:41:53Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Possession formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange mood requests ==&lt;br /&gt;
I'm gonna try to collect enough info on specific messages from specific moods to put them in a table, or at least enough that I feel justified in replacing what's already on the [[strange mood]] page.  Feel free to help out if you're sure you know which message(s) came from which moods for which materials.&lt;br /&gt;
&lt;br /&gt;
:[[User:GreyMario|GreyMario]] sez: if an item has a ? at the end of it, that means it's not verified.&lt;br /&gt;
&lt;br /&gt;
: I notice there's some strings for &amp;quot;the correct ore&amp;quot; etc on the strange mood page, but these strings are absent from the .exe file when viewed with a hex editor.  They're present if you open up an older version of the game though... Maybe dwarves don't actually request ore anymore? --[[User:Marble Dice|Marble Dice]] 02:18, 8 May 2008 (EDT)&lt;br /&gt;
::Hm, that would make sense, given I've never seen an ore request but have seen dwarves use ore as stone. Maybe we could slap a version tag on the &amp;quot;correct ore&amp;quot; moods for those who absolutely insist on being old-school. Next time I get a mood, I'll see if I can confirm any of those possession demands... five out of six of these moods in Dull Hammer have been possessions. --[[User:GreyMario|GreyMario]] 14:56, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of a quarry. ?&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs stone... rock...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| ...screams &amp;quot;I must have rock blocks!&amp;quot;&lt;br /&gt;
| ...sketches pictures of square blocks.&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs blocks... bricks...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| ...screams &amp;quot;I must have wood logs!&amp;quot;&lt;br /&gt;
| ...sketches pictures of a forest.&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs tree... life...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| ...screams &amp;quot;I must have metal bars!&amp;quot;&lt;br /&gt;
| ...sketches pictures of shining bars of metal.&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs bars... metal...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| ...screams &amp;quot;I must have cut gems!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs gems... shining...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| ...screams &amp;quot;I must have rough gems!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs rough... color...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of glass.&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs raw... green...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of glass and burning wood.&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs raw... clear...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of rough gems and glass.&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs raw... crystal......&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| ...screams &amp;quot;I must have bones!&amp;quot;&lt;br /&gt;
| ...sketches pictures of skeletons.&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs bones... yes...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| ...screams &amp;quot;I must have shells!&amp;quot;&lt;br /&gt;
| ...sketches pictures of a shell. ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of stacked leather.&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs leather... skin...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| ...screams &amp;quot;I must have silk cloth!&amp;quot;&lt;br /&gt;
| ...sketches pictures of stacked cloth.&lt;br /&gt;
| ...mutters &amp;quot;&amp;lt;name&amp;gt; needs cloth... thread...&amp;quot; ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9756</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9756"/>
		<updated>2008-05-08T18:30:25Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Skills */ Table slightly less pretty but much smaller filesize, new skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[carp]]!'''&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within three months or so, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: &amp;quot;possessed&amp;quot; dwarves will create an artifact but gain no skill from it).&lt;br /&gt;
&lt;br /&gt;
For a mood to start, you should not have more than the maximum of (items created / 200) and (underground squares revealed / (48*48)) artifacts already created.&lt;br /&gt;
&lt;br /&gt;
== Strange-mood behavior ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and &amp;quot;claim&amp;quot; it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]].  &lt;br /&gt;
&lt;br /&gt;
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest relevant skill will dictate which workshop you should build for them. Be warned, however, that a moody dwarf will not help you construct a workshop. If you do not have another dwarf with the skills to construct it, you must enable the relevant skill on another dwarf.&lt;br /&gt;
&lt;br /&gt;
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]].  If your miners have found any [[magma]], a dwarf requiring a forge might insist on a [[magma forge]] rather than a regular charcoal-powered forge.  Glassmakers may specifically require a charcoal-fueled glass furnace, and possibly a magma-fueled one{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain experience in that skill. The table to the right describes all applicable skills and their potential workshop requirements. If a dwarf does not possess one of the listed skills, they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* No skills&lt;br /&gt;
&lt;br /&gt;
Active [[soldiers]] can enter a strange mood if they have any relevant skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.&lt;br /&gt;
&lt;br /&gt;
If a dwarf manages to successfully complete an artifact, the dwarf's highest skill will usually be elevated to &amp;quot;legendary&amp;quot;.  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts (&amp;quot;Possessed&amp;quot; dwarves, however, gain no experience). There have been a few exceptions in older versions, details for the current version have to be worked out yet (38c).&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no skills whatsoever (including [[children]], sometimes) can go into strange moods.  Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
In addition to requiring a specific workshop, dwarves will also demand specific raw [[material]]s in order to complete their artifact.  Each artifact will require between one and ten items to complete.&lt;br /&gt;
&lt;br /&gt;
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long. A moody dwarf will not fetch forbidden items; you will have to claim them first. If a required item has to be produced (bones or blocks e.g.) or mined (rough gems) first for an idle dwarf, he/she will pick the first available; it seems in this case no material is specified yet. If on the other hand he/she is asking for stone and 10 types are available, it is well possible that the 11th type not yet mined will be asked for.&lt;br /&gt;
&lt;br /&gt;
Jewelers will usually require mainly rough gems, but can also demand other materials.&lt;br /&gt;
&lt;br /&gt;
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an &amp;quot;Item [[hauling|Haul]]er&amp;quot; who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace). Glass will only be required if sand is available. In some cases, a moody glassmaker will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;.  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.&lt;br /&gt;
&lt;br /&gt;
It is advisable that you keep a small supply of rare materials such as  rough gems and raw glass, as such things are often needed for the artifact's construction.&lt;br /&gt;
&lt;br /&gt;
A moody dwarf will ignore settings concerning [[economic stone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Demands ===&lt;br /&gt;
&lt;br /&gt;
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of &amp;quot;waiting&amp;quot; for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)&lt;br /&gt;
&lt;br /&gt;
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as &amp;quot;Kerging&amp;quot;. This word is the name of the artifact he or she intends to create.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. They may demand but will not pick up forbidden items; you will have to reclaim them first.&lt;br /&gt;
&lt;br /&gt;
Things dwarves demand include:&lt;br /&gt;
&lt;br /&gt;
* [[Bones]] - &amp;quot;bones... yes&amp;quot;, &amp;quot;pictures of skeletons&amp;quot;&lt;br /&gt;
* [[Cloth]] (not thread) - &amp;quot;cloth... thread&amp;quot;, &amp;quot;pictures of stacked cloth&amp;quot;&lt;br /&gt;
* Cut [[gem]]s - &amp;quot;gems... shining&amp;quot;, &amp;quot;gems&amp;quot;. ''These must be ordinary cut gems, not &amp;quot;large&amp;quot; gems.''&lt;br /&gt;
* [[Leather]] - &amp;quot;leather... skin&amp;quot;, &amp;quot;pictures of stacked leather&amp;quot;&lt;br /&gt;
* Metal [[ore]] - &amp;quot;ore... particular ore&amp;quot;, &amp;quot;picture of an ore mine&amp;quot;, &amp;quot;the correct ore&amp;quot;&lt;br /&gt;
* Metal [[bar]]s - &amp;quot;shining bars... metal&amp;quot;, &amp;quot;shining bars of metal&amp;quot;&lt;br /&gt;
* Rough [[gem]]s - &amp;quot;rough... color&amp;quot;. ''Formerly, when a dwarf requested rough gems, he or she would sometimes be looking for a specific type of raw [[glass]]. It is believed that this no longer occurs however, given that dwarves now specifically indicate what type of glass they need.''&lt;br /&gt;
* Raw crystal [[glass]] - &amp;quot;raw... crystal&amp;quot;, &amp;quot;rough gems and glass&amp;quot; (I think this is right.  I have raw types of both green and clear glass, but not crystal glass)&lt;br /&gt;
* Raw clear [[glass]] - &amp;quot;raw... clear&amp;quot;, &amp;quot;glass with burning wood&amp;quot;&lt;br /&gt;
* Raw green [[glass]] - &amp;quot;raw... green...&amp;quot;&lt;br /&gt;
* A distinct [[Shell]] (turtle or cave lobster or both) - &amp;quot;a shell&amp;quot;&lt;br /&gt;
* [[Stone]] - &amp;quot;stone... rock&amp;quot;, &amp;quot;pictures of a quarry&amp;quot;, &amp;quot;the right stone&amp;quot;&lt;br /&gt;
* Stone [[block]]s - &amp;quot;blocks... bricks&amp;quot;, &amp;quot;the proper surface to work on&amp;quot;, &amp;quot;square blocks&amp;quot; &lt;br /&gt;
* [[Wood]] - &amp;quot;tree... life&amp;quot;, &amp;quot;pictures of a forest&amp;quot;, &amp;quot;a tree&amp;quot; &lt;br /&gt;
* Dwarven bones/[[refuse|remains]] - &amp;quot;things... certain things&amp;quot;. ''This demand is only seen during &amp;quot;Macabre&amp;quot; moods.'&lt;br /&gt;
&lt;br /&gt;
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf &amp;quot;has begun a mysterious construction!&amp;quot;. The artifact should be completed within a day or two.&lt;br /&gt;
&lt;br /&gt;
Dwarves which have created an artifact will no longer hold on to it for a time but drop it instantly (38c). The following events therefore are not likely to happen anymore:&lt;br /&gt;
&lt;br /&gt;
The dwarf &lt;br /&gt;
&lt;br /&gt;
*can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}&lt;br /&gt;
* Become nervous and hide the artifact.{{verify}}&lt;br /&gt;
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
== Types of strange moods ==&lt;br /&gt;
&lt;br /&gt;
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but even harder to understand than those of dwarves who withdraw from society.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(please add information, if possible, under what circumstances a dwarf may become posessed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker.  Strangely, none of the other dwarves seem to mind the murder. &lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.&lt;br /&gt;
&lt;br /&gt;
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.&lt;br /&gt;
&lt;br /&gt;
== Multiple Moods ==&lt;br /&gt;
&lt;br /&gt;
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]   two mood dwarves at once&lt;br /&gt;
&lt;br /&gt;
== Unresolved questions ==&lt;br /&gt;
&lt;br /&gt;
* ''Can the same dwarf go into a strange mood more than once?''&lt;br /&gt;
** They can't.&lt;br /&gt;
* ''Can an already legendary dwarf go into a strange mood?''&lt;br /&gt;
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.&lt;br /&gt;
* ''How many strange moods can occur in a single fortress?'' &lt;br /&gt;
** The limit is equal to the number of subterranean squares you've unhidden divided by 2304 (48*48), or the quantity of items made divided per 200. The games selects the lowest of the two values.&lt;br /&gt;
* ''How often do they happen?''&lt;br /&gt;
** An internal counter is set to 1000 at first, and decremented regularly. When it hits zero, instead of being decremented, the probability to trigger a mood is 1/500 (every time). This process is performed between 11 or 12 times a day.&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9755</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9755"/>
		<updated>2008-05-08T17:38:14Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Skills */ Added a table for skill gained vs workshop required&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[carp]]!'''&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within three months or so, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: &amp;quot;possessed&amp;quot; dwarves will create an artifact but gain no skill from it).&lt;br /&gt;
&lt;br /&gt;
For a mood to start, you should not have more than the maximum of (items created / 200) and (underground squares revealed / (48*48)) artifacts already created.&lt;br /&gt;
&lt;br /&gt;
== Strange-mood behavior ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and &amp;quot;claim&amp;quot; it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]].  &lt;br /&gt;
&lt;br /&gt;
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest relevant skill will dictate which workshop you should build for them. Be warned, however, that a moody dwarf will not help you construct a workshop. If you do not have another dwarf with the skills to construct it, you must enable the relevant skill on another dwarf.&lt;br /&gt;
&lt;br /&gt;
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]].  If your miners have found any [[magma]], a dwarf requiring a forge might insist on a [[magma forge]] rather than a regular charcoal-powered forge.  Glassmakers may specifically require a charcoal-fueled glass furnace, and possibly a magma-fueled one{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin-left:60px;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;padding:4px 10px;&amp;quot; | Highest skill&lt;br /&gt;
! style=&amp;quot;padding:4px 10px;&amp;quot; | Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Bonecarver]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Carpenter]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Engraver]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Furnace operator]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Glassmaker]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Mason]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Metal crafter]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Metalsmith]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Miner]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Stone crafter]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Tanner]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Tanner's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Weaver]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Wood crafter]]&lt;br /&gt;
| style=&amp;quot;padding:4px 10px;&amp;quot; | [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain experience in that skill. The table to the right describes all applicable skills and their potential workshop requirements. If a dwarf does not possess one of the listed skills, they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* No skills&lt;br /&gt;
&lt;br /&gt;
Active [[soldiers]] can enter a strange mood if they have any relevant skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.&lt;br /&gt;
&lt;br /&gt;
If a dwarf manages to successfully complete an artifact, the dwarf's highest skill will usually be elevated to &amp;quot;legendary&amp;quot;.  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts (&amp;quot;Possessed&amp;quot; dwarves, however, gain no experience). There have been a few exceptions in older versions, details for the current version have to be worked out yet (38c).&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no skills whatsoever (including [[children]], sometimes) can go into strange moods.  Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
In addition to requiring a specific workshop, dwarves will also demand specific raw [[material]]s in order to complete their artifact.  Each artifact will require between one and ten items to complete.&lt;br /&gt;
&lt;br /&gt;
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long. A moody dwarf will not fetch forbidden items; you will have to claim them first. If a required item has to be produced (bones or blocks e.g.) or mined (rough gems) first for an idle dwarf, he/she will pick the first available; it seems in this case no material is specified yet. If on the other hand he/she is asking for stone and 10 types are available, it is well possible that the 11th type not yet mined will be asked for.&lt;br /&gt;
&lt;br /&gt;
Jewelers will usually require mainly rough gems, but can also demand other materials.&lt;br /&gt;
&lt;br /&gt;
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an &amp;quot;Item [[hauling|Haul]]er&amp;quot; who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace). Glass will only be required if sand is available. In some cases, a moody glassmaker will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;.  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.&lt;br /&gt;
&lt;br /&gt;
It is advisable that you keep a small supply of rare materials such as  rough gems and raw glass, as such things are often needed for the artifact's construction.&lt;br /&gt;
&lt;br /&gt;
A moody dwarf will ignore settings concerning [[economic stone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Demands ===&lt;br /&gt;
&lt;br /&gt;
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of &amp;quot;waiting&amp;quot; for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)&lt;br /&gt;
&lt;br /&gt;
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as &amp;quot;Kerging&amp;quot;. This word is the name of the artifact he or she intends to create.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. They may demand but will not pick up forbidden items; you will have to reclaim them first.&lt;br /&gt;
&lt;br /&gt;
Things dwarves demand include:&lt;br /&gt;
&lt;br /&gt;
* [[Bones]] - &amp;quot;bones... yes&amp;quot;, &amp;quot;pictures of skeletons&amp;quot;&lt;br /&gt;
* [[Cloth]] (not thread) - &amp;quot;cloth... thread&amp;quot;, &amp;quot;pictures of stacked cloth&amp;quot;&lt;br /&gt;
* Cut [[gem]]s - &amp;quot;gems... shining&amp;quot;, &amp;quot;gems&amp;quot;. ''These must be ordinary cut gems, not &amp;quot;large&amp;quot; gems.''&lt;br /&gt;
* [[Leather]] - &amp;quot;leather... skin&amp;quot;, &amp;quot;pictures of stacked leather&amp;quot;&lt;br /&gt;
* Metal [[ore]] - &amp;quot;ore... particular ore&amp;quot;, &amp;quot;picture of an ore mine&amp;quot;, &amp;quot;the correct ore&amp;quot;&lt;br /&gt;
* Metal [[bar]]s - &amp;quot;shining bars... metal&amp;quot;, &amp;quot;shining bars of metal&amp;quot;&lt;br /&gt;
* Rough [[gem]]s - &amp;quot;rough... color&amp;quot;. ''Formerly, when a dwarf requested rough gems, he or she would sometimes be looking for a specific type of raw [[glass]]. It is believed that this no longer occurs however, given that dwarves now specifically indicate what type of glass they need.''&lt;br /&gt;
* Raw crystal [[glass]] - &amp;quot;raw... crystal&amp;quot;, &amp;quot;rough gems and glass&amp;quot; (I think this is right.  I have raw types of both green and clear glass, but not crystal glass)&lt;br /&gt;
* Raw clear [[glass]] - &amp;quot;raw... clear&amp;quot;, &amp;quot;glass with burning wood&amp;quot;&lt;br /&gt;
* Raw green [[glass]] - &amp;quot;raw... green...&amp;quot;&lt;br /&gt;
* A distinct [[Shell]] (turtle or cave lobster or both) - &amp;quot;a shell&amp;quot;&lt;br /&gt;
* [[Stone]] - &amp;quot;stone... rock&amp;quot;, &amp;quot;pictures of a quarry&amp;quot;, &amp;quot;the right stone&amp;quot;&lt;br /&gt;
* Stone [[block]]s - &amp;quot;blocks... bricks&amp;quot;, &amp;quot;the proper surface to work on&amp;quot;, &amp;quot;square blocks&amp;quot; &lt;br /&gt;
* [[Wood]] - &amp;quot;tree... life&amp;quot;, &amp;quot;pictures of a forest&amp;quot;, &amp;quot;a tree&amp;quot; &lt;br /&gt;
* Dwarven bones/[[refuse|remains]] - &amp;quot;things... certain things&amp;quot;. ''This demand is only seen during &amp;quot;Macabre&amp;quot; moods.'&lt;br /&gt;
&lt;br /&gt;
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf &amp;quot;has begun a mysterious construction!&amp;quot;. The artifact should be completed within a day or two.&lt;br /&gt;
&lt;br /&gt;
Dwarves which have created an artifact will no longer hold on to it for a time but drop it instantly (38c). The following events therefore are not likely to happen anymore:&lt;br /&gt;
&lt;br /&gt;
The dwarf &lt;br /&gt;
&lt;br /&gt;
*can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}&lt;br /&gt;
* Become nervous and hide the artifact.{{verify}}&lt;br /&gt;
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
== Types of strange moods ==&lt;br /&gt;
&lt;br /&gt;
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but even harder to understand than those of dwarves who withdraw from society.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(please add information, if possible, under what circumstances a dwarf may become posessed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker.  Strangely, none of the other dwarves seem to mind the murder. &lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.&lt;br /&gt;
&lt;br /&gt;
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.&lt;br /&gt;
&lt;br /&gt;
== Multiple Moods ==&lt;br /&gt;
&lt;br /&gt;
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]   two mood dwarves at once&lt;br /&gt;
&lt;br /&gt;
== Unresolved questions ==&lt;br /&gt;
&lt;br /&gt;
* ''Can the same dwarf go into a strange mood more than once?''&lt;br /&gt;
** They can't.&lt;br /&gt;
* ''Can an already legendary dwarf go into a strange mood?''&lt;br /&gt;
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.&lt;br /&gt;
* ''How many strange moods can occur in a single fortress?'' &lt;br /&gt;
** The limit is equal to the number of subterranean squares you've unhidden divided by 2304 (48*48), or the quantity of items made divided per 200. The games selects the lowest of the two values.&lt;br /&gt;
* ''How often do they happen?''&lt;br /&gt;
** An internal counter is set to 1000 at first, and decremented regularly. When it hits zero, instead of being decremented, the probability to trigger a mood is 1/500 (every time). This process is performed between 11 or 12 times a day.&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9752</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9752"/>
		<updated>2008-05-08T15:52:31Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Fell */ Clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[carp]]!'''&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within three months or so, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: &amp;quot;possessed&amp;quot; dwarves will create an artifact but gain no skill from it).&lt;br /&gt;
&lt;br /&gt;
For a mood to start, you should not have more than the maximum of (items created / 200) and (underground squares revealed / (48*48)) artifacts already created.&lt;br /&gt;
&lt;br /&gt;
== Strange-mood behavior ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and &amp;quot;claim&amp;quot; it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]].  &lt;br /&gt;
&lt;br /&gt;
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest relevant skill will dictate which workshop you should build for them. Be warned, however, that a moody dwarf will not help you construct a workshop. If you do not have another dwarf with the skills to construct it, you must enable the relevant skill on another dwarf.&lt;br /&gt;
&lt;br /&gt;
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]].  If your miners have found any [[magma]], a dwarf requiring a forge might insist on a [[magma forge]] rather than a regular charcoal-powered forge.  Glassmakers will use either a charcoal- or a magma-fuelled{{verify}} glass furnace.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Most farming-, fishing-, trapping-, and combat-related skills (grower, thresher, brewer, fish cleaner, animal trainer, axedwarf, etc.) will not be used in construction of an artifact (although Tanners can enter strange moods, and will take over a [[tanner's shop]]).&lt;br /&gt;
&lt;br /&gt;
List of skills used &amp;quot;normal&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
* [[Stonecrafter]]&lt;br /&gt;
* [[Bonecarver]]&lt;br /&gt;
&lt;br /&gt;
List of skills not used/ignored:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* all Military&lt;br /&gt;
* [[Woodcutter]]&lt;br /&gt;
* .&lt;br /&gt;
* .&lt;br /&gt;
Skills that may be used and gained by dwarves that have no other relevant skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill for making the artifact, but give &amp;quot;correct&amp;quot; legendary skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* .&lt;br /&gt;
&lt;br /&gt;
Active [[soldiers]] can enter a strange mood if they have any relevant skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.&lt;br /&gt;
&lt;br /&gt;
If a dwarf manages to successfully complete an artifact, the dwarf's highest skill will usually be elevated to &amp;quot;legendary&amp;quot;.  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts (&amp;quot;Possessed&amp;quot; dwarves, however, gain no experience). There have been a few exceptions in older versions, details for the current version have to be worked out yet (38c).&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc.&lt;br /&gt;
&lt;br /&gt;
Moody miners and engravers will usually take over a craftsdwarf's or mason's workshop, turn out a stone craft or piece of furniture, and gain legendary skill as miners or engravers respectively (not as stone crafters or masons).  Furnace operators will turn out a metal craft or piece of furniture and become legendary furnace operators. Weavers will take over a [[clothier's shop]] and produce an article of clothing.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no skills whatsoever (including [[children]], sometimes) can go into strange moods.  Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
In addition to requiring a specific workshop, dwarves will also demand specific raw [[material]]s in order to complete their artifact.  Each artifact will require between one and ten items to complete.&lt;br /&gt;
&lt;br /&gt;
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long. A moody dwarf will not fetch forbidden items; you will have to claim them first. If a required item has to be produced (bones or blocks e.g.) or mined (rough gems) first for an idle dwarf, he/she will pick the first available; it seems in this case no material is specified yet. If on the other hand he/she is asking for stone and 10 types are available, it is well possible that the 11th type not yet mined will be asked for.&lt;br /&gt;
&lt;br /&gt;
Jewelers will usually require mainly rough gems, but can also demand other materials.&lt;br /&gt;
&lt;br /&gt;
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an &amp;quot;Item [[hauling|Haul]]er&amp;quot; who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace). Glass will only be required if sand is available. In some cases, a moody glassmaker will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;.  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.&lt;br /&gt;
&lt;br /&gt;
It is advisable that you keep a small supply of rare materials such as  rough gems and raw glass, as such things are often needed for the artifact's construction.&lt;br /&gt;
&lt;br /&gt;
A moody dwarf will ignore settings concerning [[economic stone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Demands ===&lt;br /&gt;
&lt;br /&gt;
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of &amp;quot;waiting&amp;quot; for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)&lt;br /&gt;
&lt;br /&gt;
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as &amp;quot;Kerging&amp;quot;. This word is the name of the artifact he or she intends to create.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. They may demand but will not pick up forbidden items; you will have to reclaim them first.&lt;br /&gt;
&lt;br /&gt;
Things dwarves demand include:&lt;br /&gt;
&lt;br /&gt;
* [[Bones]] - &amp;quot;bones... yes&amp;quot;, &amp;quot;pictures of skeletons&amp;quot;&lt;br /&gt;
* [[Cloth]] (not thread) - &amp;quot;cloth... thread&amp;quot;, &amp;quot;pictures of stacked cloth&amp;quot;&lt;br /&gt;
* Cut [[gem]]s - &amp;quot;gems... shining&amp;quot;, &amp;quot;gems&amp;quot;. ''These must be ordinary cut gems, not &amp;quot;large&amp;quot; gems.''&lt;br /&gt;
* [[Leather]] - &amp;quot;leather... skin&amp;quot;, &amp;quot;pictures of stacked leather&amp;quot;&lt;br /&gt;
* Metal [[ore]] - &amp;quot;ore... particular ore&amp;quot;, &amp;quot;picture of an ore mine&amp;quot;, &amp;quot;the correct ore&amp;quot;&lt;br /&gt;
* Metal [[bar]]s - &amp;quot;shining bars... metal&amp;quot;, &amp;quot;shining bars of metal&amp;quot;&lt;br /&gt;
* Rough [[gem]]s - &amp;quot;rough... color&amp;quot;. ''Formerly, when a dwarf requested rough gems, he or she would sometimes be looking for a specific type of raw [[glass]]. It is believed that this no longer occurs however, given that dwarves now specifically indicate what type of glass they need.''&lt;br /&gt;
* Raw crystal [[glass]] - &amp;quot;raw... crystal&amp;quot;, &amp;quot;rough gems and glass&amp;quot; (I think this is right.  I have raw types of both green and clear glass, but not crystal glass)&lt;br /&gt;
* Raw clear [[glass]] - &amp;quot;raw... clear&amp;quot;, &amp;quot;glass with burning wood&amp;quot;&lt;br /&gt;
* Raw green [[glass]] - &amp;quot;raw... green...&amp;quot;&lt;br /&gt;
* A distinct [[Shell]] (turtle or cave lobster or both) - &amp;quot;a shell&amp;quot;&lt;br /&gt;
* [[Stone]] - &amp;quot;stone... rock&amp;quot;, &amp;quot;pictures of a quarry&amp;quot;, &amp;quot;the right stone&amp;quot;&lt;br /&gt;
* Stone [[block]]s - &amp;quot;blocks... bricks&amp;quot;, &amp;quot;the proper surface to work on&amp;quot;, &amp;quot;square blocks&amp;quot; &lt;br /&gt;
* [[Wood]] - &amp;quot;tree... life&amp;quot;, &amp;quot;pictures of a forest&amp;quot;, &amp;quot;a tree&amp;quot; &lt;br /&gt;
* Dwarven bones/[[refuse|remains]] - &amp;quot;things... certain things&amp;quot;. ''This demand is only seen during &amp;quot;Macabre&amp;quot; moods.'&lt;br /&gt;
&lt;br /&gt;
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf &amp;quot;has begun a mysterious construction!&amp;quot;. The artifact should be completed within a day or two.&lt;br /&gt;
&lt;br /&gt;
Dwarves which have created an artifact will no longer hold on to it for a time but drop it instantly (38c). The following events therefore are not likely to happen anymore:&lt;br /&gt;
&lt;br /&gt;
The dwarf &lt;br /&gt;
&lt;br /&gt;
*can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}&lt;br /&gt;
* Become nervous and hide the artifact.{{verify}}&lt;br /&gt;
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
== Types of strange moods ==&lt;br /&gt;
&lt;br /&gt;
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but even harder to understand than those of dwarves who withdraw from society.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(please add information, if possible, under what circumstances a dwarf may become posessed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker.  Strangely, none of the other dwarves seem to mind the murder. &lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.&lt;br /&gt;
&lt;br /&gt;
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.&lt;br /&gt;
&lt;br /&gt;
== Multiple Moods ==&lt;br /&gt;
&lt;br /&gt;
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]   two mood dwarves at once&lt;br /&gt;
&lt;br /&gt;
== Unresolved questions ==&lt;br /&gt;
&lt;br /&gt;
* ''Can the same dwarf go into a strange mood more than once?''&lt;br /&gt;
** They can't.&lt;br /&gt;
* ''Can an already legendary dwarf go into a strange mood?''&lt;br /&gt;
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.&lt;br /&gt;
* ''How many strange moods can occur in a single fortress?'' &lt;br /&gt;
** The limit is equal to the number of subterranean squares you've unhidden divided by 2304 (48*48), or the quantity of items made divided per 200. The games selects the lowest of the two values.&lt;br /&gt;
* ''How often do they happen?''&lt;br /&gt;
** An internal counter is set to 1000 at first, and decremented regularly. When it hits zero, instead of being decremented, the probability to trigger a mood is 1/500 (every time). This process is performed between 11 or 12 times a day.&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41089</id>
		<title>User:Marble Dice</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41089"/>
		<updated>2008-05-08T06:18:59Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Strange mood requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange mood requests ==&lt;br /&gt;
I'm gonna try to collect enough info on specific messages from specific moods to put them in a table, or at least enough that I feel justified in replacing what's already on the [[strange mood]] page.  Feel free to help out if you're sure you know which message(s) came from which moods for which materials.&lt;br /&gt;
&lt;br /&gt;
:[[User:GreyMario|GreyMario]] sez: if an item has a ? at the end of it, that means it's not verified.&lt;br /&gt;
&lt;br /&gt;
: I notice there's some strings for &amp;quot;the correct ore&amp;quot; etc on the strange mood page, but these strings are absent from the .exe file when viewed with a hex editor.  They're present if you open up an older version of the game though... Maybe dwarves don't actually request ore anymore? --[[User:Marble Dice|Marble Dice]] 02:18, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of a quarry. ?&lt;br /&gt;
| &amp;quot;stone... rock&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| ...screams &amp;quot;I must have rock blocks!&amp;quot;&lt;br /&gt;
| ...sketches pictures of square blocks.&lt;br /&gt;
| &amp;quot;blocks... bricks&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| ...screams &amp;quot;I must have wood logs!&amp;quot;&lt;br /&gt;
| ...sketches pictures of a forest.&lt;br /&gt;
| &amp;quot;tree... life&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| ...screams &amp;quot;I must have metal bars!&amp;quot;&lt;br /&gt;
| ...sketches pictures of shining bars of metal.&lt;br /&gt;
| &amp;quot;bars... metal&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| ...screams &amp;quot;I must have cut gems!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| &amp;quot;gems... shining&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| ...screams &amp;quot;I must have rough gems!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| &amp;quot;rough... color&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of glass.&lt;br /&gt;
| &amp;quot;raw... green...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of glass and burning wood.&lt;br /&gt;
| &amp;quot;raw... clear...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of rough gems and glass.&lt;br /&gt;
| &amp;quot;raw... crystal...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| ...screams &amp;quot;I must have bones!&amp;quot;&lt;br /&gt;
| ...sketches pictures of skeletons.&lt;br /&gt;
| &amp;quot;bones... yes&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| ...screams &amp;quot;I must have shells!&amp;quot;&lt;br /&gt;
| ...sketches pictures of a shell. ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of stacked leather.&lt;br /&gt;
| &amp;quot;leather... skin&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| ...screams &amp;quot;I must have silk cloth!&amp;quot;&lt;br /&gt;
| ...sketches pictures of stacked cloth.&lt;br /&gt;
| &amp;quot;cloth... thread&amp;quot; ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41088</id>
		<title>User:Marble Dice</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41088"/>
		<updated>2008-05-08T06:04:20Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Strange mood requests */ Extracted some strings from the exe with a hex editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange mood requests ==&lt;br /&gt;
I'm gonna try to collect enough info on specific messages from specific moods to put them in a table, or at least enough that I feel justified in replacing what's already on the [[strange mood]] page.  Feel free to help out if you're sure you know which message(s) came from which moods for which materials.&lt;br /&gt;
&lt;br /&gt;
:[[User:GreyMario|GreyMario]] sez: if an item has a ? at the end of it, that means it's not verified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of a quarry. ?&lt;br /&gt;
| &amp;quot;blocks... bricks&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| ...screams &amp;quot;I must have rock blocks!&amp;quot;&lt;br /&gt;
| ...sketches pictures of square blocks.&lt;br /&gt;
| &amp;quot;stone... rock&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| ...screams &amp;quot;I must have wood logs!&amp;quot;&lt;br /&gt;
| ...sketches pictures of a forest.&lt;br /&gt;
| &amp;quot;tree... life&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[ore]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| ...screams &amp;quot;I must have metal bars!&amp;quot;&lt;br /&gt;
| ...sketches pictures of shining bars of metal.&lt;br /&gt;
| &amp;quot;bars... metal&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| ...screams &amp;quot;I must have cut gems!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| &amp;quot;gems... shining&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| ...screams &amp;quot;I must have rough gems!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| &amp;quot;rough... color&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of glass.&lt;br /&gt;
| &amp;quot;raw... green...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of glass and burning wood.&lt;br /&gt;
| &amp;quot;raw... clear...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of rough gems and glass.&lt;br /&gt;
| &amp;quot;raw... crystal...&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| ...screams &amp;quot;I must have bones!&amp;quot;&lt;br /&gt;
| ...sketches pictures of skeletons.&lt;br /&gt;
| &amp;quot;bones... yes&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| ...screams &amp;quot;I must have shells!&amp;quot;&lt;br /&gt;
| ...sketches pictures of a shell. ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of stacked leather.&lt;br /&gt;
| &amp;quot;leather... skin&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| ...screams &amp;quot;I must have silk cloth!&amp;quot;&lt;br /&gt;
| ...sketches pictures of stacked cloth.&lt;br /&gt;
| &amp;quot;cloth... thread&amp;quot; ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant) ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Titan&amp;diff=33564</id>
		<title>40d:Titan</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Titan&amp;diff=33564"/>
		<updated>2008-05-08T04:40:01Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Template butcherability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Titan|symbol=T|color=rgb(0, 127, 127)&lt;br /&gt;
|butcher=no|bones=20|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A&lt;br /&gt;
|biome=* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Titan''' is a [[:Category:Megabeasts|megabeast]] that arrives at fortresses without any warning. Titans are large, intelligent, [[:Category:Humanoids|humanoids]] that attack any [[dwarf]] it may see at the time. Unlike a [[Bronze Colossus]], Titans feel pain and can become overexerted or even knocked unconscious. This makes them much easier opponents to take down, especially if your [[military]] consists of wrestlers, since they can force the titan to overexert itself and become an easy target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Game_Data|[CREATURE:TITAN]&lt;br /&gt;
 	[NAME:titan:titans:titan]&lt;br /&gt;
 	[TILE:'T'][COLOR:3:0:0]&lt;br /&gt;
 	[MEGABEAST]&lt;br /&gt;
 	[GENPOWER:5]&lt;br /&gt;
 	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 	[FANCIFUL]&lt;br /&gt;
 	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:height]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[SIZE:20]&lt;br /&gt;
 	[MAXAGE:600:1200]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
 	[FAT:10]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[BIOME_ANY_LAND]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:10]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41087</id>
		<title>User:Marble Dice</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41087"/>
		<updated>2008-05-08T04:09:06Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Fey bones, raw gems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange mood requests ==&lt;br /&gt;
&lt;br /&gt;
I'm gonna try to collect enough info on specific messages from specific moods to put them in a table, or at least enough that I feel justified in replacing what's already on the [[strange mood]] page.  Feel free to help out if you're sure you know which message(s) came from which moods for which materials.&lt;br /&gt;
&lt;br /&gt;
:[[User:GreyMario|GreyMario]] sez: if an item has a ? at the end of it, that means it's not verified.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| ...screams &amp;quot;I must have rock blocks!&amp;quot;&lt;br /&gt;
| ...sketches pictures of a quarry.?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| ...screams &amp;quot;I must have wood logs!&amp;quot;&lt;br /&gt;
| ...sketches pictures of a forest.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[ore]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| ...screams &amp;quot;I must have metal bars!&amp;quot;&lt;br /&gt;
| ...sketches pictures of shining bars of metal.&lt;br /&gt;
| &amp;quot;shining bars... metal&amp;quot;?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| ...screams &amp;quot;I must have cut gems!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| ...screams &amp;quot;I must have rough gems!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| &amp;quot;raw... green...&amp;quot;?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| &amp;quot;raw... clear...&amp;quot;?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| &amp;quot;raw... crystal...&amp;quot;?&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| ...screams &amp;quot;I must have bones!&amp;quot;&lt;br /&gt;
| ...sketches pictures of skeletons.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| ...screams &amp;quot;I must have shells!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of stacked leather.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| ...screams &amp;quot;I must have silk cloth!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41085</id>
		<title>User:Marble Dice</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Marble_Dice&amp;diff=41085"/>
		<updated>2008-05-07T22:48:46Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Working on a strange mood table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm gonna try to collect enough info on specific messages from specific moods to put them in a table, or at least enough that I feel justified in replacing what's already on the [[strange mood]] page.  Feel free to help out if you're sure you know which message(s) came from which moods for which materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| ...screams &amp;quot;I must have rock blocks!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| ...screams &amp;quot;I must have wood logs!&amp;quot;&lt;br /&gt;
| ...sketches pictures of a forest.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[ore]]&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| ...screams &amp;quot;I must have metal bars!&amp;quot;&lt;br /&gt;
| ...sketches pictures of shining bars of metal.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| ...screams &amp;quot;I must have cut gems!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of skeletons.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| ?&lt;br /&gt;
| ...sketches pictures of stacked leather.&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| ...screams &amp;quot;I must have silk cloth!&amp;quot;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Broker&amp;diff=5736</id>
		<title>40d:Broker</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Broker&amp;diff=5736"/>
		<updated>2008-05-06T17:30:34Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* Room requirements and consolidating nobles */ Oh, it's me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Trade&lt;br /&gt;
* [[Wealth]] status&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Outpost Broker''' is an appointed [[noble]] position.  This noble is the primary dwarf in charge of [[trading]].&lt;br /&gt;
&lt;br /&gt;
Your [[trade depot]] must have a dwarf manning the building in order to trade.  You can set your trade depot for &amp;quot;Only broker may trade&amp;quot;, or for &amp;quot;Anyone may trade&amp;quot;; much like the harvesting options, this allows you to use only your highest-skilled dwarf to conduct trades.&lt;br /&gt;
&lt;br /&gt;
The Outpost Broker uses the following skills:&lt;br /&gt;
&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
&lt;br /&gt;
When chosing a dwarf for the position, relevant skills he/she posesses will be displayed.&lt;br /&gt;
&lt;br /&gt;
Not all of these skills are gained every time. Appraiser is gained from simply seeing new items in the trade depot; the more items there when beginning to trade, the more skill is gained. The Outpost Broker does not gain any skills when proposing a trade that is not accepted, or when offering items to the foreign trader.&lt;br /&gt;
&lt;br /&gt;
The Outpost Broker has many skills in common with the [[expedition leader]] and may therefore be elected as the leader. However, it's not important that the broker is chosen as the expedition leader, as when the leader is promoted to [[mayor]], the title will occasionally switch dwarves. The broker does not seem to have additional noble functions when not engaged in trading.  See the [[appraiser]] page for notes on your created [[wealth]] and trade information.&lt;br /&gt;
&lt;br /&gt;
After your town has reached a certain size, this position will be renamed &amp;quot;Village/Town/... Broker.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room.&lt;br /&gt;
* The broker has the same room and furniture requirements as the [[bookkeeper]] and [[manager]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5775</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5775"/>
		<updated>2008-05-06T17:30:12Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Who's copy pasting?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Bookkeeper&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Accurate stock counts&lt;br /&gt;
}}&lt;br /&gt;
The Bookkeeper is an appointed [[noble]] position. He/she keeps track of the numbers of items in your stockpiles.  The Bookkeeper uses the [[record keeper]] skill, which grants the profession [[Clerk]].&lt;br /&gt;
&lt;br /&gt;
To change the accuracy of the counts in the [[Status]] screen, go into the {{K|n}}obles screen, highlight the Bookkeeper position, and enter the {{k|s}}ettings screen. You can set a desired precision for your Bookkeeper's counts. The higher this is set, the more work is required. Above the lowest precision, your bookkeeper will also require a meager [[office]].  Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Update Stockpile Records&amp;quot; is very high priority, and a bookkeeper will likely do this instead of any other labors the bookkeeper has active.&lt;br /&gt;
&lt;br /&gt;
When set on the highest precision level, the Bookkeeper gains record keeper skill extremely quickly.{{version|0.27.176.38c}} Your Bookkeeper can reach legendary status within a season, achieving all attribute gains associated with the position. At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
== Upgraded titles ==&lt;br /&gt;
* '''Treasurer''' at 100,000 fortress [[wealth]]&lt;br /&gt;
* '''Grand Treasurer''' at 200,000 fortress wealth&lt;br /&gt;
* '''Hoardmaster''' at 300,000 fortress wealth&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room.&lt;br /&gt;
* The bookkeeper has the same room and furniture requirements as the [[broker]] and [[manager]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Broker&amp;diff=5735</id>
		<title>40d:Broker</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Broker&amp;diff=5735"/>
		<updated>2008-05-06T17:27:09Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Links, more info on combining with leader, added notes or room reqs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Trade&lt;br /&gt;
* [[Wealth]] status&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Outpost Broker''' is an appointed [[noble]] position.  This noble is the primary dwarf in charge of [[trading]].&lt;br /&gt;
&lt;br /&gt;
Your [[trade depot]] must have a dwarf manning the building in order to trade.  You can set your trade depot for &amp;quot;Only broker may trade&amp;quot;, or for &amp;quot;Anyone may trade&amp;quot;; much like the harvesting options, this allows you to use only your highest-skilled dwarf to conduct trades.&lt;br /&gt;
&lt;br /&gt;
The Outpost Broker uses the following skills:&lt;br /&gt;
&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
&lt;br /&gt;
When chosing a dwarf for the position, relevant skills he/she posesses will be displayed.&lt;br /&gt;
&lt;br /&gt;
Not all of these skills are gained every time. Appraiser is gained from simply seeing new items in the trade depot; the more items there when beginning to trade, the more skill is gained. The Outpost Broker does not gain any skills when proposing a trade that is not accepted, or when offering items to the foreign trader.&lt;br /&gt;
&lt;br /&gt;
The Outpost Broker has many skills in common with the [[expedition leader]] and may therefore be elected as the leader. However, it's not important that the broker is chosen as the expedition leader, as when the leader is promoted to [[mayor]], the title will occasionally switch dwarves. The broker does not seem to have additional noble functions when not engaged in trading.  See the [[appraiser]] page for notes on your created [[wealth]] and trade information.&lt;br /&gt;
&lt;br /&gt;
After your town has reached a certain size, this position will be renamed &amp;quot;Village/Town/... Broker.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room.&lt;br /&gt;
* The manager has the same room and furniture requirements as the [[bookkeeper]] and [[manager]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5774</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5774"/>
		<updated>2008-05-06T17:15:54Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Added notes or room reqs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Bookkeeper&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Accurate stock counts&lt;br /&gt;
}}&lt;br /&gt;
The Bookkeeper is an appointed [[noble]] position. He/she keeps track of the numbers of items in your stockpiles.  The Bookkeeper uses the [[record keeper]] skill, which grants the profession [[Clerk]].&lt;br /&gt;
&lt;br /&gt;
To change the accuracy of the counts in the [[Status]] screen, go into the {{K|n}}obles screen, highlight the Bookkeeper position, and enter the {{k|s}}ettings screen. You can set a desired precision for your Bookkeeper's counts. The higher this is set, the more work is required. Above the lowest precision, your bookkeeper will also require a meager [[office]].  Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Update Stockpile Records&amp;quot; is very high priority, and a bookkeeper will likely do this instead of any other labors the bookkeeper has active.&lt;br /&gt;
&lt;br /&gt;
When set on the highest precision level, the Bookkeeper gains record keeper skill extremely quickly.{{version|0.27.176.38c}} Your Bookkeeper can reach legendary status within a season, achieving all attribute gains associated with the position. At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
== Upgraded titles ==&lt;br /&gt;
* '''Treasurer''' at 100,000 fortress [[wealth]]&lt;br /&gt;
* '''Grand Treasurer''' at 200,000 fortress wealth&lt;br /&gt;
* '''Hoardmaster''' at 300,000 fortress wealth&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room.&lt;br /&gt;
* The manager has the same room and furniture requirements as the [[broker]] and [[manager]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13418</id>
		<title>40d:Manager</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Manager&amp;diff=13418"/>
		<updated>2008-05-06T17:13:59Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Alphabetized skill list, added notes or room reqs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Manager&lt;br /&gt;
| office=Meager Office&lt;br /&gt;
| function=&lt;br /&gt;
* Manage bulk job orders&lt;br /&gt;
}}&lt;br /&gt;
The Manager is an appointed [[noble]] position. To do his/her work he/she uses the [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
When chosing a dwarf for the position the following skills are also listed as relevant:&lt;br /&gt;
&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]] &lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
&lt;br /&gt;
If this position is left vacant, the Manager screen at {{K|j}} -&amp;gt; {{K|m}} says &amp;quot;A manager is required to coordinate work orders&amp;quot;, which seems to imply that they will not be performed.&lt;br /&gt;
&lt;br /&gt;
== Changing name ==&lt;br /&gt;
&lt;br /&gt;
As the population of the outpost increases, the name of the Manager's job title also changes:&lt;br /&gt;
&lt;br /&gt;
* Outpost Manager: &amp;lt;20 dwarves&lt;br /&gt;
* Hamlet Manager: 20+ dwarves&lt;br /&gt;
* Village Manager: 50+ dwarves{{verify}}&lt;br /&gt;
* Town Manager: 100+ dwarves{{verify}}&lt;br /&gt;
* City Manager: ???{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Approval of work orders ==&lt;br /&gt;
&lt;br /&gt;
When the Manager presides over an Outpost that has less than 20 dwarves, the {{K|j}}ob {{K|m}}anager screen allows all orders to be assigned automatically; the game simply abstracts out the order management and the Manager probably just discusses the jobs while everyone is downing their [[dwarven ale|ale]].&lt;br /&gt;
&lt;br /&gt;
However, upon becoming a Hamlet Manager, the Manager must personally verify each and every task on the manager screen; by that time, the population has grown significantly enough that the Manager must devote at least some of his time to bureaucracy.  The Manager then requires an [[Office]] to perform his or her duties.&lt;br /&gt;
&lt;br /&gt;
The manager screen displays the tasks the Manager has approved with a green check mark, and displays the tasks the Manager has not yet approved with a red X.  Approving these tasks occurs in the Manager's Office: the Manager receives a task automatically and, after spending a short amount of time scribbling furiously, the order is approved and the craftsdwarves can get to work!  Naturally, the Manager cannot be otherwise busy or else he won't be able to approve the orders.  The time taken to approve the order is dependent on the Manager's [[Organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
== Room requirements and consolidating nobles ==&lt;br /&gt;
&lt;br /&gt;
* While this noble does not require a dining room, they may eat at the chair in their office, and if so will receive a negative [[thought]] about the lack of tables.  For this reason, it may be advisable to assign them a small, personal dining room.&lt;br /&gt;
* The manager has the same room and furniture requirements as the [[broker]] and [[bookkeeper]].  Because all three of these nobles tend to have periodic idle time, it may be possible to have one dwarf serve all three functions, especially in the early years of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=21219</id>
		<title>40d:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=21219"/>
		<updated>2008-05-05T14:40:01Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Wrong context menu, cleaned link text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Fortress Mode]], you start with a single immobile wagon that can be broken down into three [[tower cap]] [[log]]s, by pressing {{K|q}}, highlighting the wagon, and pressing {{K|x}}.  A dwarf with the [[Carpentry]] labor enabled will destruct the wagon into its component logs.&lt;br /&gt;
&lt;br /&gt;
For information on wagons as they pertain to dwarven and human caravans, see [[Trading#Wagons|trading]].&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Senso&amp;diff=808</id>
		<title>User talk:Senso</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Senso&amp;diff=808"/>
		<updated>2008-05-04T19:36:36Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: /* GreyMario */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to go by the name Admin on the previous wiki.&lt;br /&gt;
&lt;br /&gt;
Contact Info&lt;br /&gt;
&lt;br /&gt;
- sensoz@gmail.com&lt;br /&gt;
&lt;br /&gt;
- PM me on SA: Senso&lt;br /&gt;
&lt;br /&gt;
== A request ==&lt;br /&gt;
&lt;br /&gt;
Hullo! I've got a request that's fairly minor, though it's something only doable by an admin - copying the 'collapsible tables' code from Wikipedia's [http://en.wikipedia.org/wiki/MediaWiki:Common.js MediaWiki:Common.js] to [[MediaWiki:Common.js]] (or might have to be [[MediaWiki:Monobook.js]], I'm not sure if the configuration on this particular install is different). This would mainly be for the benefit of things like [[Template:Creatures]], to keep them as useful (go directly to related pages without loading a category page in-between) but without taking so much space on the screen. --[[User:Sukael|Sukael]] 15:50, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Done. --[[User:Senso|Senso]] 16:20, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks! As you can see at [[Template:Creatures]], it looks to be working perfectly. --[[User:Sukael|Sukael]] 21:12, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::That's pretty fucking sweet. I didn't even know you could do that with MediaWiki. :)&lt;br /&gt;
&lt;br /&gt;
== Wikipedia links ==&lt;br /&gt;
&lt;br /&gt;
I've just noticed that when I'm not logged in, a link to a random Wikipedia help topic appears on every page in small font in the upper right.  Is there any way to disable it?  Most of the topics I've seen so far are pretty specific to Wikipedia and don't really belong here. --[[User:Peristarkawan|Peristarkawan]] 15:28, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, it's annoying - I'll look into it. It seems to be well hidden into an obscure CSS file. --[[User:Senso|Senso]] 16:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know what's causing it, but putting this in [[MediaWiki:Monobook.css]] should hide it:&lt;br /&gt;
 div#anontip{&lt;br /&gt;
     display:none;&lt;br /&gt;
 }&lt;br /&gt;
:--[[User:Valdemar|Valdemar]] 21:13, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, this seems to have fixed it. If you still see the links, do a full refresh. --[[User:Senso|Senso]] 10:28, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The wiki looks weird to me now. The page is rendered under the left toolbar, making it impossible to read and click links on that side.[http://i210.photobucket.com/albums/bb192/TurgidBolk/dfwikimessed.png screenshot]. It's with skins besides Monobook, and it looks fine in IE (but not in Opera). Is there some way I can fix it? If not, I could just live with another skin I suppose. --[[User:Turgid Bolk|Turgid Bolk]] 22:56, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I have the same problem (I use Opera as my main browser), I fired off an e-mail to Senso so he can fix it. It's incredibly annoying right now. &amp;amp;mdash;[[User:Rick|Rick]] 02:23, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::'''It should be fixed now''', my apologies. I had put the code in Monobook's main CSS file so I removed it. If you still have issues, clear your browser cache and refresh the website. --[[User:Senso|Senso]] 08:37, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I've removed it. It works perfectly fine in Firefox but since it breaks Opera, I'll try to find a permanent solution, in the monobook CSS files directly. --[[User:Senso|Senso]] 15:48, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've found out what's actually causing it. In [[MediaWiki:Common.js]] there's this line:&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 document.getElementById(&amp;quot;contentSub&amp;quot;).innerHTML +='&amp;lt;div style=&amp;quot;position:absolute; z-index:100;  right:100px; top:0px;&amp;quot; class=&amp;quot;metadata&amp;quot; id=&amp;quot;anontip&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;text-align:right; font-size:87%&amp;quot;&amp;gt;•&amp;amp;nbsp;&amp;lt;i&amp;gt;' + messageEdu[whichMessageEdu] + '&amp;lt;/i&amp;gt;&amp;amp;nbsp;•&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;';&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
::Just remove it (search for 'anontip') and the tips should go away. (Alternately, you could change the &amp;quot;messageEdu[x] = 'foo';&amp;quot; lines to Dwarf Fortress related lines =) --[[User:Valdemar|Valdemar]] 15:53, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Well that seems to work! I've removed the line, logged out and refreshed - I don't see the quote anymore and the menus don't look broken. Can someone with IE and Opera let me know if everything is working correctly? --[[User:Senso|Senso]] 08:31, 25 March 2008 (EDT)&lt;br /&gt;
::::Confirming that Opera still works. &amp;amp;mdash;[[User:Rick|Rick]] 10:19, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Old Bloodline article in main namespace ==&lt;br /&gt;
&lt;br /&gt;
There is probably an article named [[Bloodline:Outpost Ducimemal]] in the main namespace that redirects to Outpost Ducimemal, which in turn redirects to the Bloodline namespaced Outpost Ducimemal.  This is causing some confusion on the double redirects page.  Is there any way to fix this?  I can't seem to get at the mainspaced article to fix the redirect (though it would probably best be just to delete it).  --[[User:Shagie|Shagie]] 20:20, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks, I've deleted  [[Outpost Ducimemal]], which was a redirect to [[Bloodline:Outpost Ducimemal]] since I added the namespace. I don't think  [[Bloodline:Outpost Ducimemal]] redirects to anything. --[[User:Senso|Senso]] 22:27, 6 November 2007 (EST)&lt;br /&gt;
:: It now shows up in [[Special:BrokenRedirects]].  This page exists from prior to the bloodline namespace being created and thus was in the main namespace but is now effectively masked by the bloodline namespace article.  --[[User:Shagie|Shagie]] 13:32, 7 November 2007 (EST)&lt;br /&gt;
:::The MediaWiki manual has some instructions on [http://www.mediawiki.org/wiki/Manual:Using_custom_namespaces#Dealing_with_existing_pages dealing with this]. --[[User:Peristarkawan|Peristarkawan]] 15:11, 7 November 2007 (EST)&lt;br /&gt;
::::Even easier: I've manually deleted the redirects in MySQL. --[[User:Senso|Senso]] 15:35, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Database wiredness ==&lt;br /&gt;
&lt;br /&gt;
Since you've fixed this before...&lt;br /&gt;
&lt;br /&gt;
[[Special:Special pages]] -&amp;gt; [[Special:Lonelypages|Orphaned Pages]] -&amp;gt; How do I stop my retarded miners falling in channels as they dig them?&lt;br /&gt;
&lt;br /&gt;
This gets redirected to ''How do I stop miners from falling in channels as they dig them?'' - however, it is not the same one you go to if you hit that page directly or through the FAQ. --[[User:Shagie|Shagie]] 18:52, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm looking into this. It seems that putting the '?' character in the title tends to break things.&lt;br /&gt;
&lt;br /&gt;
== Vandal ==&lt;br /&gt;
&lt;br /&gt;
We have a user blanking the main page and replacing it with racist slurs. [[Special:Contributions/spanky]]. [[User:VengefulDonut|VengefulDonut]] 11:25, 9 March 2008 (EDT) &lt;br /&gt;
&lt;br /&gt;
Hi. [[User:Billdauterive]] ([[Special:Contributions/Billdauterive|contribs]]) keeps reverting the [[Goblin]] article to call them &amp;quot;pedophiles&amp;quot;. Could you block his account or ban him, at least temporarily? After five edits it's just annoying. --[[User:Turgid Bolk|Turgid Bolk]] 14:35, 12 December 2007 (EST)&lt;br /&gt;
:I have reported it on [[SpamReport]] also, mirroring the old page on the old Wiki. If something like this happen again, should I come here to report it instead? --[[User:Eagle of Fire|Eagle of Fire]] 15:24, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm watching both pages but I'd say [[SpamReport]] is better. I've warned the guy, I'll block him if he does it again. --[[User:Senso|Senso]] 15:32, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to make sure that you were aware of it, please take knowledge of this matter posted on the main DF forum: [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001513]]. --[[User:Eagle of Fire|Eagle of Fire]] 21:17, 1 January 2008 (EST)&lt;br /&gt;
:Seems to have been taken care of... --[[User:N9103|Edward]] 12:23, 25 February 2008 (EST)&lt;br /&gt;
::Yes, the day after this was posted. :) --[[User:Senso|Senso]] 11:50, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== SVG ==&lt;br /&gt;
&lt;br /&gt;
I can't upload SVG images. Is this deliberate, or an oversight? --[[User:Savok|Savok]] 11:44, 5 February 2008 (EST)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=#eee&amp;gt;&amp;lt;small&amp;gt;I don't actually have any SVG images to upload, but I expect that some diagrams will be SVG if possible.&amp;lt;/small&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I'll look into this but I think it's disabled by default. I'd need to install a plugin to have full SVG support. --[[User:Senso|Senso]] 11:22, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wiki logo in upper-left corner ==&lt;br /&gt;
&lt;br /&gt;
I just noticed that it is a resize, and shows, so I put together another version tile-by-tile with the tiles 5x8 (which isn't quite the 8x12 ratio; it is compressed horizontally by 6.25%). --[[User:Savok|Savok]] 15:05, 5 February 2008 (EST)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:WikiLogo_4fa619.png]]&lt;br /&gt;
&lt;br /&gt;
:Thanks, I've replaced the old logo. --[[User:Senso|Senso]] 11:20, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Odd. ==&lt;br /&gt;
&lt;br /&gt;
[http://imgplace.com/image/view/50645bd2d36fb631cef55c91c6b4f016 This] shouldn't be happening.&amp;lt;br&amp;gt;&lt;br /&gt;
Not the strange colors - that's GIF. The left-hand menu is placed far below where it should be. --[[User:Savok|Savok]] 10:45, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Here too, and it is really annoying --[[User:Nitem4re|Nitem4re]] 16:58, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Should be fine now, do a full refresh. Let me know if other problems remain. --[[User:Senso|Senso]] 12:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blank pages ==&lt;br /&gt;
&lt;br /&gt;
During about midnight (CDT) last  night the main page was loading as a blank page. I did some experimenting during that time and any page with the #expr parser function failed to load. This is very strange. Possibly a bug in the ParserFunctions extension. I tested it using &amp;lt;nowiki&amp;gt;{{#expr: 1 + 1}}&amp;lt;/nowiki&amp;gt; which normally evaluates just fine to {{#expr: 1 + 1}}. [[User:VengefulDonut|VengefulDonut]] 02:40, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've done some tests right now and it seems to work fine. Are you still experiencing that? It could have been an issue with my host. --[[User:Senso|Senso]] 09:31, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It was a temporary problem. I'll keep an eye out to see if it happens again. If it's not a regular issue, we can probably ignore it. [[User:VengefulDonut|VengefulDonut]] 10:17, 18 April 2008 (EDT)&lt;br /&gt;
::(If it recurs, it will be really easy to notice because the main page won't show up) [[User:VengefulDonut|VengefulDonut]] 10:19, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I noticed the main page being blank at that time as well. The odd thing was that other pages besides the main page were still accessible at my end.--[[User:Richards|Richards]] 11:57, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [[User:GreyMario|GreyMario]] ==&lt;br /&gt;
&lt;br /&gt;
I've noticed some overly aggressive editing by this guy. While in general, it might just be bad form, today it was over the line.&amp;lt;br&amp;gt;&lt;br /&gt;
He decided it was his job to blank and mark for deletion another user's user page. [http://www.dwarffortresswiki.net/index.php?title=Corhen&amp;amp;curid=5449&amp;amp;oldid=24559]&amp;lt;br&amp;gt;&lt;br /&gt;
I'm unsure how to address him about this matter, and the likely hood (given past behavior) of something similar happening again.&amp;lt;br&amp;gt;&lt;br /&gt;
I'd readily give him a &amp;quot;Don't Bite The Newbies&amp;quot; link or something similar if this was Wikipedia, but I don't know how closely we're trying to maintain our format in comparison.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Passing this matter up for your review. --[[User:N9103|Edward]] 22:19, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Umm... The &amp;quot;Corhen&amp;quot; page is not in fact a user page. Corhen does also have a user page, which hasn't been touched by anyone else. Just wanted to clarify, since it looks like you missed that. --[[User:Janus|Janus]] 12:08, 4 May 2008 (EDT)&lt;br /&gt;
::What Janus said. Look '''carefully''' before accusing, please. --[[User:GreyMario|GreyMario]] 13:43, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Grey's actions are justified, but comments such as &amp;quot;my god, who wrote this page&amp;quot; and &amp;quot;oh GOD the stupidity&amp;quot; may themselves impose upon rule U: &amp;quot;avoid flame wars, personal attacks and insults&amp;quot;, even if the pages in question failed to follow a modicum of compliance with site rules. Regardless, there's no need to blow things out of proportion. --[[User:Marble Dice|Marble Dice]] 15:36, 4 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Immigrants&amp;diff=9647</id>
		<title>Immigrants</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Immigrants&amp;diff=9647"/>
		<updated>2008-05-04T04:01:46Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Fixing double redirect to Immigration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Immigration]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Immigrant&amp;diff=9645</id>
		<title>Immigrant</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Immigrant&amp;diff=9645"/>
		<updated>2008-05-04T04:01:31Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Fixing double redirect to Immigration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Immigration]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Underground&amp;diff=22261</id>
		<title>40d:Underground</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Underground&amp;diff=22261"/>
		<updated>2008-05-04T04:00:07Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Fixing double redirect to Tile attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tile attributes]]&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Tile_attributes&amp;diff=41195</id>
		<title>40d Talk:Tile attributes</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Tile_attributes&amp;diff=41195"/>
		<updated>2008-05-03T19:17:07Z</updated>

		<summary type="html">&lt;p&gt;Marble Dice: Doh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Huh, I guess it is subterranean and not just inside.  Man, that really cramps my fortress design! --[[User:Marble Dice|Marble Dice]] 15:17, 3 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Marble Dice</name></author>
	</entry>
</feed>