<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Airzooka</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Airzooka"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Airzooka"/>
	<updated>2026-08-19T18:06:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=170831</id>
		<title>v0.34:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=170831"/>
		<updated>2012-05-03T05:54:02Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: /* Bugs */ Bug not fixed in specified version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors &amp;lt;strike&amp;gt;inflict&amp;lt;/strike&amp;gt; perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills.  Each is important to the healthcare and healing process. &lt;br /&gt;
&lt;br /&gt;
Labors (&amp;amp; Skills)&lt;br /&gt;
&lt;br /&gt;
* '''Diagnosis''' ([[Diagnostician]]) This skill is used at the start of the treatment of every wounded dwarf, and often between procedures as well.&lt;br /&gt;
* '''Surgery''' ([[Surgeon]]) Somewhat less common; amongst others, wounds to organs seem to require it and this is also used to attempt repair of infected or rotten wounds.&lt;br /&gt;
* '''Suturing''' ([[Suturer]]) Fairly commonly needed; all open wounds (from slashing or stabbing injuries) need this. &lt;br /&gt;
* '''Dressing wounds''' ([[Wound dresser]]) This is also used pretty often; wounds are dressed once they have been sutured closed.&lt;br /&gt;
* '''Setting bones''' ([[Bone doctor]]) This is needed for badly broken bones, and lightly fractured bones.&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
Two additional [[labor]]s contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]] Brings water and food to patients&lt;br /&gt;
* [[Recovering wounded]] Will attempt to bring a wounded dwarf to the hospital zone&lt;br /&gt;
&lt;br /&gt;
Note that these non-doctor labors have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarves start with these labors designated, similar to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} &lt;br /&gt;
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least eight for a fully equipped hospital.)&lt;br /&gt;
* Build [[table]]s ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient {{bug|2773}}&lt;br /&gt;
* Build one (or more) [[traction bench]]es to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the victim {{bug|4470}} after a while or they will be in the traction bench a long, long time.&lt;br /&gt;
* Stockpiles are not needed as chests or bags in the hospital zone will be filled with the necessary materials to help a dwarf fix a dwarf that had a little too much [[fun]].&lt;br /&gt;
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).&lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful; grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints allow the broken limb to be utilised until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. The 'Immobilization request' status tag is an indication that a splint or plaster cast is required. &lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Currently there is a bug that may prevent fully healed dwarves from ever leaving the traction bench. {{bug|4470}} Removing the traction bench will free the dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
&lt;br /&gt;
These can be crafted from common wood and metal and like casts immobilize limbs that have sustained bone fractures, allowing the natural healing process to continue while the Dwarf is able to return to their duties. Applying these to a patient utilises and requires the Bone Doctor skill.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*[[Health screen|z-health screen]]&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* &amp;lt;s&amp;gt;Bad luck&amp;lt;/s&amp;gt; [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 2 lye on embark for easy soap.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment can begin until a Resting dwarf has  been diagnosed.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. In this case, simply assign more dwarves to the Diagnosis labor to help your Chief Medical Dwarf.&lt;br /&gt;
**Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled diagnosis (and other medical skills) is helpful.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* DF healthcare is much like real life healthcare, and has many bugs. Some of those bugs may no longer be valid, check the talk page for more information.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special, exotic &amp;quot;strands'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.25}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* Hospital stores more materials than assigned. {{bug|191}} {{bug|4406}}&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench.{{Bug|4470}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* purchased plaster powder does not appear in the hospital storage. {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds onto the filthy GROUND to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  Application of extreme heat is also well known to kill microbes and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma a sacrilege.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=170830</id>
		<title>v0.34:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=170830"/>
		<updated>2012-05-03T05:35:49Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: /* Infection */ Made a link to fun!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors &amp;lt;strike&amp;gt;inflict&amp;lt;/strike&amp;gt; perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills.  Each is important to the healthcare and healing process. &lt;br /&gt;
&lt;br /&gt;
Labors (&amp;amp; Skills)&lt;br /&gt;
&lt;br /&gt;
* '''Diagnosis''' ([[Diagnostician]]) This skill is used at the start of the treatment of every wounded dwarf, and often between procedures as well.&lt;br /&gt;
* '''Surgery''' ([[Surgeon]]) Somewhat less common; amongst others, wounds to organs seem to require it and this is also used to attempt repair of infected or rotten wounds.&lt;br /&gt;
* '''Suturing''' ([[Suturer]]) Fairly commonly needed; all open wounds (from slashing or stabbing injuries) need this. &lt;br /&gt;
* '''Dressing wounds''' ([[Wound dresser]]) This is also used pretty often; wounds are dressed once they have been sutured closed.&lt;br /&gt;
* '''Setting bones''' ([[Bone doctor]]) This is needed for badly broken bones, and lightly fractured bones.&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
Two additional [[labor]]s contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]] Brings water and food to patients&lt;br /&gt;
* [[Recovering wounded]] Will attempt to bring a wounded dwarf to the hospital zone&lt;br /&gt;
&lt;br /&gt;
Note that these non-doctor labors have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarves start with these labors designated, similar to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} &lt;br /&gt;
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least eight for a fully equipped hospital.)&lt;br /&gt;
* Build [[table]]s ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient {{bug|2773}}&lt;br /&gt;
* Build one (or more) [[traction bench]]es to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the victim {{bug|4470}} after a while or they will be in the traction bench a long, long time.&lt;br /&gt;
* Stockpiles are not needed as chests or bags in the hospital zone will be filled with the necessary materials to help a dwarf fix a dwarf that had a little too much [[fun]].&lt;br /&gt;
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).&lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful; grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints allow the broken limb to be utilised until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. The 'Immobilization request' status tag is an indication that a splint or plaster cast is required. &lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Currently there is a bug that may prevent fully healed dwarves from ever leaving the traction bench. {{bug|4470}} Removing the traction bench will free the dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
&lt;br /&gt;
These can be crafted from common wood and metal and like casts immobilize limbs that have sustained bone fractures, allowing the natural healing process to continue while the Dwarf is able to return to their duties. Applying these to a patient utilises and requires the Bone Doctor skill.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*[[Health screen|z-health screen]]&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* &amp;lt;s&amp;gt;Bad luck&amp;lt;/s&amp;gt; [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 2 lye on embark for easy soap.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment can begin until a Resting dwarf has  been diagnosed.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. In this case, simply assign more dwarves to the Diagnosis labor to help your Chief Medical Dwarf.&lt;br /&gt;
**Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled diagnosis (and other medical skills) is helpful.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* DF healthcare is much like real life healthcare, and has many bugs. Some of those bugs may no longer be valid, check the talk page for more information.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special, exotic &amp;quot;strands'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Items linking to a bug on the bug tracker are accurate as of {{version|0.31.25}}.  Older bugs should be removed or tagged with the version they were fixed in.&lt;br /&gt;
&lt;br /&gt;
* Hospital stores more materials than assigned. {{bug|191}} {{bug|4406}}&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}} Possibly fixed in 0.31.20. {{verify}} &lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench.{{Bug|4470}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* purchased plaster powder does not appear in the hospital storage. {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds onto the filthy GROUND to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  Application of extreme heat is also well known to kill microbes and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma a sacrilege.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Concentration&amp;diff=170817</id>
		<title>v0.34:Concentration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Concentration&amp;diff=170817"/>
		<updated>2012-05-02T23:43:05Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Elaborated what concentration was. Re-wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:43, 2 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Concentration''' is a social [[skill]]. Much like the student social skill, concentration affects how much a dwarf absorbs from a military demonstration.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=85279.0 source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crutch-walker&amp;diff=170816</id>
		<title>v0.34:Crutch-walker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crutch-walker&amp;diff=170816"/>
		<updated>2012-05-02T23:36:56Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Verification needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:56, 8 November 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Crutch-walker&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Automatic, use crutch to walk after injury&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Crutch-walker is a skill, usually thought of as in the Healthcare Industry. It cannot be turned off and will be used by any dwarf that needs to use crutches. It is possible to gain experience in this skill in Adventurer Mode by equipping a [[crutch]] in one of your hands. Some players state that with skilled Crutch-Walker character walks faster than normally.{{verify}}&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
*[[Healthcare]]&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Room&amp;diff=170813</id>
		<title>v0.34:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Room&amp;diff=170813"/>
		<updated>2012-05-02T23:02:59Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Re-worded redundancy. Fixed message about the economy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:28, 2 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A functional '''room''' is a [[zone]] extending out from a piece of [[furniture]] that defines the room, created when the room is ''defined from'' that piece of furniture. A room, as the game understands it, is not defined by [[wall]]s and [[door]]s.  A chamber with a [[bed]] in it, for example, is not yet a [[bedroom]]; you have to select the [[bed]] and ''define'' a bedroom from it in order for it to be a room.&lt;br /&gt;
&lt;br /&gt;
Everything covered by that zone is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.&lt;br /&gt;
 &lt;br /&gt;
== Creating == &lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. &lt;br /&gt;
&lt;br /&gt;
If you want to have a door dividing a single, defined room into multiple areas without blocking the room's zone, you can set the door to &amp;quot;internal&amp;quot; in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries. &lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space. &lt;br /&gt;
&lt;br /&gt;
Rooms can not span z-levels; when you define a room it can only be on a single level.&lt;br /&gt;
&lt;br /&gt;
== Assigning ==&lt;br /&gt;
Rooms can be assigned to specific [[dwarves]]. When dwarves have their own room, happy thoughts occur when they sleep in it (alternatively, unhappy thoughts can occur when they do not have their own room to sleep in). Also, most [[noble|nobles]] require an assignment to a room.&lt;br /&gt;
&lt;br /&gt;
You can assign rooms to dwarves manually or automatically. If a dwarf (who does not already have a room) is ready to sleep and there is an unassigned room available, it will be spontaneously claimed by that dwarf. Married couples will share a bedroom, with the exception of some nobles. Once the [[economy]] starts, dwarves have to pay rent for their bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms. A communal [[dining room]] and a communal [[dormitory]] is enough for the general populace, though making the communal dining room high quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
[[Nobles]], on the other hand, require rooms of a minimal quality, containing a minimum number of [[Furniture]].  Not meeting their demands will make them [[thoughts|unhappy]], and also make them not function at their full capacity.&lt;br /&gt;
&lt;br /&gt;
Room quality is determined by the total value of the room's floor and walls, plus the value of any furniture or other constructions in room.  If the floor area of two rooms overlap it decreases the value of each room, but a wall can be part of multiple rooms without causing a decrease in value.&lt;br /&gt;
&lt;br /&gt;
Room quality levels can be viewed through the View Rooms/Buildings ({{K|R}}) command.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing room value ==&lt;br /&gt;
Making a large room, so that it has more floor and wall space, is an easy way to start out a high quality room, as is digging the room out of valuable [[stone]] like [[limestone]] or [[obsidian]] (to make a ''really'' valuable room, put it in a mined out [[magnetite]] cluster) or keep eye on [[gem]] clusters.  Once a room has been mined out, its value can be increased by [[smoothing]] and [[engraving]] the floor and walls.&lt;br /&gt;
&lt;br /&gt;
Afterwards, placing valuable furniture (Preferably [[encrust]]ed with gems or [[artifact]] quality) is an option for increasing value, but not the only one. Constructions (including workshops) inside a room increase a room's value, so you can use non-furniture artifacts in a construction to increase room value:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Building&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| [[Trap#Weapon Trap|Weapon Trap]]&lt;br /&gt;
|-&lt;br /&gt;
| Barrel&lt;br /&gt;
| [[Dyer's shop]], [[Ashery]]&lt;br /&gt;
|-&lt;br /&gt;
| Bucket&lt;br /&gt;
| [[Dyer's shop]], [[Ashery]], [[Well]]*&lt;br /&gt;
|-&lt;br /&gt;
| Mechanism&lt;br /&gt;
| [[Lever]], [[Gear assembly]], [[Trap]], [[Well]]*&lt;br /&gt;
|-&lt;br /&gt;
| Chain&lt;br /&gt;
| [[Restraint]], [[Well]]*&lt;br /&gt;
|-&lt;br /&gt;
| Anvil&lt;br /&gt;
| [[Forge]]&lt;br /&gt;
|}&lt;br /&gt;
:''* - gains additional quality from skilled architecture and construction''&lt;br /&gt;
&lt;br /&gt;
[[Trap#Weapon Trap|weapon trap]]s are an excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus a mechanism, all of which can be encrusted with gems.&lt;br /&gt;
&lt;br /&gt;
Also, [[Lever]]s have the special property that they can be used to stack an infinite number of [[mechanism]]s, all of which count towards room value, in one tile. To add mechanisms simply link the [[lever]] to a deconstructible building such as a [[cage]] and pull the lever &amp;amp;mdash; one of mechanisms used for the link will remain in the lever. You can repeat this process as many times as you want until you increase the room's value to the desired level.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Beaver_man&amp;diff=170727</id>
		<title>v0.34:Beaver man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Beaver_man&amp;diff=170727"/>
		<updated>2012-04-30T07:10:19Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:10, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Beaver&amp;diff=170726</id>
		<title>v0.34:Beaver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Beaver&amp;diff=170726"/>
		<updated>2012-04-30T07:09:36Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:09, 30 April 2012 (UTC)}}&lt;br /&gt;
{{creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Baron_consort&amp;diff=170725</id>
		<title>23a:Baron consort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Baron_consort&amp;diff=170725"/>
		<updated>2012-04-30T07:08:59Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:08, 30 April 2012 (UTC)}}{{Noble&lt;br /&gt;
| noble=Baron consort&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| tomb=Tomb&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| mandates=1&lt;br /&gt;
| demands=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with [[baron]]&lt;br /&gt;
| function=&lt;br /&gt;
* None&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The [[baron consort]] is merely the spouse of the [[baron]]. This [[noble]] serves no useful purpose, instead only making [[mandate]]s, demanding high quality rooms, and constantly having [[children]].&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Barn_owl_man&amp;diff=170724</id>
		<title>v0.34:Barn owl man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Barn_owl_man&amp;diff=170724"/>
		<updated>2012-04-30T07:07:31Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:07, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bark_scorpion_man&amp;diff=170723</id>
		<title>v0.34:Bark scorpion man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bark_scorpion_man&amp;diff=170723"/>
		<updated>2012-04-30T07:05:26Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:05, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bark_scorpion&amp;diff=170722</id>
		<title>v0.34:Bark scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bark_scorpion&amp;diff=170722"/>
		<updated>2012-04-30T07:04:25Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:04, 30 April 2012 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Aye-aye_man&amp;diff=170721</id>
		<title>v0.34:Aye-aye man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Aye-aye_man&amp;diff=170721"/>
		<updated>2012-04-30T07:03:25Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:03, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Aye-aye&amp;diff=170720</id>
		<title>v0.34:Aye-aye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Aye-aye&amp;diff=170720"/>
		<updated>2012-04-30T07:01:40Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:01, 30 April 2012 (UTC)}}&lt;br /&gt;
{{creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl_man&amp;diff=170719</id>
		<title>v0.34:Axolotl man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl_man&amp;diff=170719"/>
		<updated>2012-04-30T07:00:43Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:00, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=170718</id>
		<title>v0.34:Axolotl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=170718"/>
		<updated>2012-04-30T06:58:43Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality (Properly).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:57, 30 April 2012 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=170717</id>
		<title>v0.34:Axolotl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Axolotl&amp;diff=170717"/>
		<updated>2012-04-30T06:57:45Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|06:57, 30 April 2012 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Armadillo_man&amp;diff=170716</id>
		<title>v0.34:Armadillo man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Armadillo_man&amp;diff=170716"/>
		<updated>2012-04-30T06:57:03Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:57, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Armadillo&amp;diff=170715</id>
		<title>v0.34:Armadillo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Armadillo&amp;diff=170715"/>
		<updated>2012-04-30T06:50:43Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:50, 30 April 2012 (UTC)}}&lt;br /&gt;
{{creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Aqueduct&amp;diff=170714</id>
		<title>v0.34:Aqueduct</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Aqueduct&amp;diff=170714"/>
		<updated>2012-04-30T06:48:00Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|06:47, 30 April 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
An '''aqueduct''' is any set of elements that carries [[water]] or [[magma]] from one location to another.  An aqueduct is formed by a combination of [[channel]]s, [[dig|tunnels]], and natural or constructed [[floor]]s and [[wall]]s creating the path for the fluid to follow. Aqueducts can tap into the side of a natural source or use [[pump]]s and gravity to get the fluid to flow to its destination.&lt;br /&gt;
&lt;br /&gt;
Care needs to be taken in the creation of any aqueduct - namely, certain measures like roofing over channels and installing safety valves - are sometimes necessary in order to handle [[pressure|pressurized]] fluids. Since in-game pressure sometimes behaves in counterintuitive ways, it is generally a good idea to familiarize oneself with its mechanics before undertaking any large project, lest [[flood|something unintended occurs]].&lt;br /&gt;
&lt;br /&gt;
Below is an example of the most primitive type of aqueduct, the open surface channel.&lt;br /&gt;
&lt;br /&gt;
     '''Simple aqueduct'''&lt;br /&gt;
        top view&lt;br /&gt;
     &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;......&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}}++&amp;lt;/font&amp;gt;          &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈ &amp;lt;/font&amp;gt; = [[River]]/[[lake]]&lt;br /&gt;
     &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;......&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}}++&amp;lt;/font&amp;gt;          &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈ &amp;lt;/font&amp;gt; = [[Channel]] filled with water&lt;br /&gt;
     &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}}&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;{{char|9}}&amp;lt;/font&amp;gt;          &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;.&amp;lt;/font&amp;gt; = [[Floor]] (indoor/outdoor)&lt;br /&gt;
     &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;.....&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}}++&amp;lt;/font&amp;gt;          &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}} &amp;lt;/font&amp;gt; = [[Wall]]&lt;br /&gt;
     &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;.....&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}}++&amp;lt;/font&amp;gt;          &amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;{{char|9}} &amp;lt;/font&amp;gt; = [[Well]]&lt;br /&gt;
     &lt;br /&gt;
== See also ==&lt;br /&gt;
:* [[Water]]&lt;br /&gt;
:* [[Magma]]&lt;br /&gt;
:* [[Screw pump]]&lt;br /&gt;
:* [[Pressure]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Anaconda_man&amp;diff=170713</id>
		<title>v0.34:Anaconda man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Anaconda_man&amp;diff=170713"/>
		<updated>2012-04-30T06:44:49Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:44, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Anaconda&amp;diff=170712</id>
		<title>v0.34:Anaconda</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Anaconda&amp;diff=170712"/>
		<updated>2012-04-30T06:41:43Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:41, 30 April 2012 (UTC)}}&lt;br /&gt;
{{creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Alligator_snapping_turtle&amp;diff=170711</id>
		<title>v0.34:Alligator snapping turtle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Alligator_snapping_turtle&amp;diff=170711"/>
		<updated>2012-04-30T06:41:03Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:41, 30 April 2012 (UTC)}}&lt;br /&gt;
{{creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Alchemist_(noble)&amp;diff=170710</id>
		<title>23a:Alchemist (noble)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Alchemist_(noble)&amp;diff=170710"/>
		<updated>2012-04-30T06:37:54Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:37, 30 April 2012 (UTC)}}{{Noble&lt;br /&gt;
| noble=Alchemist&lt;br /&gt;
| quarters=Modest Quarters&lt;br /&gt;
| dining=Modest Dining Room&lt;br /&gt;
| office=Modest Office&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| demands=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Perform 10 alchemy jobs&lt;br /&gt;
| function=&lt;br /&gt;
* Work at [[alchemist's laboratory]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
:''The alchemist prefers to work in a laboratory.''&lt;br /&gt;
&lt;br /&gt;
The '''Alchemist''' will come to your fortress once you have performed at least 10 appropriate jobs - making soap or extracting essences from vermin, fish, or plants.&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Albatross_man&amp;diff=170709</id>
		<title>v0.34:Albatross man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Albatross_man&amp;diff=170709"/>
		<updated>2012-04-30T06:36:54Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:36, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Albatross&amp;diff=170708</id>
		<title>v0.34:Albatross</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Albatross&amp;diff=170708"/>
		<updated>2012-04-30T06:26:43Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|06:26, 30 April 2012 (UTC)}}&lt;br /&gt;
{{creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Advisor&amp;diff=170707</id>
		<title>23a:Advisor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Advisor&amp;diff=170707"/>
		<updated>2012-04-30T06:25:54Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|06:25, 30 April 2012 (UTC)}}{{Noble&lt;br /&gt;
| noble=Advisor&lt;br /&gt;
| office=Throne Room&lt;br /&gt;
| quarters=Great Bedroom&lt;br /&gt;
| dining=Great Dining Room&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| stands=2&lt;br /&gt;
| demands=3&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with [[King]]&lt;br /&gt;
| function=&lt;br /&gt;
* None&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The [[advisor]] is a special [[noble]] which arrives along with the [[King]]. Like the king, the advisor is also a historical figure prior to his arrival - in fact, the advisor is none other than your former [[outpost liaison]].&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adder_man&amp;diff=170706</id>
		<title>v0.34:Adder man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adder_man&amp;diff=170706"/>
		<updated>2012-04-30T06:25:06Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|06:25, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Aardvark_man&amp;diff=170705</id>
		<title>v0.34:Aardvark man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Aardvark_man&amp;diff=170705"/>
		<updated>2012-04-30T06:23:42Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Updated Quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|06:23, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Elephant&amp;diff=170704</id>
		<title>v0.34:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Elephant&amp;diff=170704"/>
		<updated>2012-04-30T06:00:54Z</updated>

		<summary type="html">&lt;p&gt;Airzooka: Added buggy template. Moved bug to new section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:00, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=49-67&lt;br /&gt;
|meat=36-219&lt;br /&gt;
|fat=13-58&lt;br /&gt;
|lung=8-12&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|ivory=3&lt;br /&gt;
|intestine=14-19&lt;br /&gt;
|liver=4-6&lt;br /&gt;
|tripe=4-6&lt;br /&gt;
|sweetbread=2-3&lt;br /&gt;
|spleen=2-3&lt;br /&gt;
|kidney=4-6&lt;br /&gt;
|brain=4-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are trainable into war/hunting elephants at the [[kennel]]s by a [[dwarf]] with the [[animal trainer]] [[labor]] enabled.&lt;br /&gt;
&lt;br /&gt;
Being the largest land animals besides {{Catlink|Megabeasts|megabeasts}}, they are sure to make a good choice to train and put in your [[military]]. Their sheer size means that they pack a huge blunt force, making them good against pretty much anything, including well-[[armor]]ed [[goblin]]s. Known in past releases as [[23a:Elephant|a cold, emotionless and highly effective dwarf killing machine]], with blood eternally dripping from their ivory tusks that besieged and became the terror of many [[Main:Boatmurdered|a fortress]]. (Size numbers used to equal combat bonuses, to damage and damage resistance. Now it's just more and thicker tissues.)&lt;br /&gt;
&lt;br /&gt;
[[elf|Elven]] [[caravan]]s may occasionally bring them pre-tamed (if they have settlements in the right locations), but if you embark in their native biome they can also be caught in [[Trap#Cage Trap|cage traps]] and [[tame]]d by one of your dwarves with the assistance of an [[animal trainer]].&lt;br /&gt;
&lt;br /&gt;
If you plan on breeding elephants note that elephant calfs take a very long time to mature, and pregnant elephants will sometimes give birth to triplets. Also, all, or at least most, elephants will follow the animal trainer who tamed them. This is very effective if you train them into war elephants and make the trainer into a recruit. Wherever the squad would be, a massive army of war elephants would follow, making quick work of any goblin ambushes.&lt;br /&gt;
&lt;br /&gt;
Even in death, elephants are wonderful creatures - once butchered, their products are worth ''five'' times as much as those of more boring animals (like [[cow]]s), and their great size means that there will be a ''lot'' of products.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Tame '''Elephants''' are currently bugged, and will die of starvation ''while eating'', because they can't eat enough grass in time.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Airzooka</name></author>
	</entry>
</feed>