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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-06T21:51:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Beekeeping_Industry_Flowchart.png&amp;diff=238409</id>
		<title>File:Beekeeping Industry Flowchart.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Beekeeping_Industry_Flowchart.png&amp;diff=238409"/>
		<updated>2018-11-08T22:32:58Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Antropax uploaded a new version of &amp;amp;quot;File:Beekeeping Industry Flowchart.png&amp;amp;quot;: Harvesting Royal Jelly and honeycomb is a single action which destroys the hive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flowchart for the [[beekeeping industry]].  (Made by [[User:Antropax|Antropax]].)&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Beekeeping_Industry_Flowchart.png&amp;diff=238406</id>
		<title>File:Beekeeping Industry Flowchart.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Beekeeping_Industry_Flowchart.png&amp;diff=238406"/>
		<updated>2018-11-08T21:45:45Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Antropax uploaded a new version of &amp;amp;quot;File:Beekeeping Industry Flowchart.png&amp;amp;quot;: Clean and eliminate blank space I didn't see. Add a step.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flowchart for the [[beekeeping industry]].  (Made by [[User:Antropax|Antropax]].)&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Beekeeping_Industry_Flowchart.png&amp;diff=238404</id>
		<title>File:Beekeeping Industry Flowchart.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Beekeeping_Industry_Flowchart.png&amp;diff=238404"/>
		<updated>2018-11-08T21:29:32Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Antropax uploaded a new version of &amp;amp;quot;File:Beekeeping Industry Flowchart.png&amp;amp;quot;: Remake of Flowchart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flowchart for the [[beekeeping industry]].  (Made by [[User:Antropax|Antropax]].)&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=211572</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=211572"/>
		<updated>2014-10-05T07:32:34Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Undo revision 211571 by Antropax (talk)&lt;/p&gt;
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&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' {{Tile|Ñ|4:0}} are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only [[human]] and [[dwarf|dwarven]] civilizations worship gods, and thus only their members can become vampires. By far most vampires will be human or dwarven, but since civilizations can have members not of their foundation race, the occasional vampiric [[goblin]] or [[elf]] will also occur. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, don't need [[food|food]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population&amp;lt;sup&amp;gt;[which?]&amp;lt;/sup&amp;gt;, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and own items. They do not, however, eat, drink or sleep.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that when they go [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in v0.34.11 is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the &amp;quot;took joy in slaughter lately&amp;quot; thought. &lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[cheating|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of him/her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows, but you will need to be fast when using those because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarfs to [[relationships|relate to]] shouldn't be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as immortal as a sane one and can't be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above? Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled.  Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief time-window to suck someone who is asleep.&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
=== Finding the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Finding a vampire in Adventure mode is quite simple.&lt;br /&gt;
&lt;br /&gt;
# Get a quest to kill a Vampire. Just keep doing quests and one will come along eventually.&lt;br /&gt;
# Get to the village/town where the vampire is said to be.&lt;br /&gt;
# Once at the village/town, ask a random villager or citizen about service. He/she will tell you of the vampire and mention where to start looking. Unfortunately, a vampire lurking in a city's sewers may be much harder to find as citizens will only tell you to look in the &amp;quot;sewers&amp;quot;, which can get rather large and twisty.&lt;br /&gt;
# Use process of elimination to locate the correct house. In each new house ask a villager about service. Pay attention to what direction villagers say to begin looking in each time you ask one about service until you find a villager inside a house that doesn't mention a direction in their service dialogue. That house contains the vampire.&lt;br /&gt;
# You may accuse everyone in that house of being a night creature until you find him, but in most cases, you will be able to recognize the vampire by his flashing sprite. He will announce his true name and become hostile to everyone around him.&lt;br /&gt;
&lt;br /&gt;
=== Killing the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires.&lt;br /&gt;
&lt;br /&gt;
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
&lt;br /&gt;
Vampires attack anyone around them once exposed, so if  you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Even though vampires do not need to eat, if you abandon a fortress with a vampire citizen, legends mode will still report &amp;quot;In the &amp;lt;season&amp;gt; of &amp;lt;year&amp;gt; the dwarf vampire &amp;lt;vampire's name&amp;gt; starved to death in &amp;lt;fortress name&amp;gt;&amp;quot; (Bug not yet reported due to account creation issues.)&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=211571</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=211571"/>
		<updated>2014-10-05T07:27:39Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Vampires do NOT respect burrows&lt;/p&gt;
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&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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'''Vampires''' {{Tile|Ñ|4:0}} are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
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==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only [[human]] and [[dwarf|dwarven]] civilizations worship gods, and thus only their members can become vampires. By far most vampires will be human or dwarven, but since civilizations can have members not of their foundation race, the occasional vampiric [[goblin]] or [[elf]] will also occur. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, don't need [[food|food]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost.&lt;br /&gt;
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Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population&amp;lt;sup&amp;gt;[which?]&amp;lt;/sup&amp;gt;, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and own items. They do not, however, eat, drink or sleep.&lt;br /&gt;
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The most important difference is that when they go [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
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If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
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&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
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A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
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Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
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Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in v0.34.11 is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
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In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the &amp;quot;took joy in slaughter lately&amp;quot; thought. &lt;br /&gt;
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Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
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There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[cheating|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
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Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
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Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
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There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained of all blood by Y.&amp;quot;&lt;br /&gt;
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To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
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== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of him/her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows, but you will need to be fast when using those because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
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== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarfs to [[relationships|relate to]] shouldn't be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as immortal as a sane one and can't be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.&lt;br /&gt;
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Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
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Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
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A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above? Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
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Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer.&lt;br /&gt;
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If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
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If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
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So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
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== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled.  Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue.&lt;br /&gt;
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Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief time-window to suck someone who is asleep.&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
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Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
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== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
=== Finding the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Finding a vampire in Adventure mode is quite simple.&lt;br /&gt;
&lt;br /&gt;
# Get a quest to kill a Vampire. Just keep doing quests and one will come along eventually.&lt;br /&gt;
# Get to the village/town where the vampire is said to be.&lt;br /&gt;
# Once at the village/town, ask a random villager or citizen about service. He/she will tell you of the vampire and mention where to start looking. Unfortunately, a vampire lurking in a city's sewers may be much harder to find as citizens will only tell you to look in the &amp;quot;sewers&amp;quot;, which can get rather large and twisty.&lt;br /&gt;
# Use process of elimination to locate the correct house. In each new house ask a villager about service. Pay attention to what direction villagers say to begin looking in each time you ask one about service until you find a villager inside a house that doesn't mention a direction in their service dialogue. That house contains the vampire.&lt;br /&gt;
# You may accuse everyone in that house of being a night creature until you find him, but in most cases, you will be able to recognize the vampire by his flashing sprite. He will announce his true name and become hostile to everyone around him.&lt;br /&gt;
&lt;br /&gt;
=== Killing the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires.&lt;br /&gt;
&lt;br /&gt;
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
&lt;br /&gt;
Vampires attack anyone around them once exposed, so if  you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Even though vampires do not need to eat, if you abandon a fortress with a vampire citizen, legends mode will still report &amp;quot;In the &amp;lt;season&amp;gt; of &amp;lt;year&amp;gt; the dwarf vampire &amp;lt;vampire's name&amp;gt; starved to death in &amp;lt;fortress name&amp;gt;&amp;quot; (Bug not yet reported due to account creation issues.)&lt;br /&gt;
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{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=195826</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=195826"/>
		<updated>2014-01-26T05:22:30Z</updated>

		<summary type="html">&lt;p&gt;Antropax: /* Identification */ repeating word&lt;/p&gt;
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&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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'''Vampires''' {{Tile|Ñ|4:0}} are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost. This can be used to keep your vampire workers happy and sane.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and possess items. They do however not eat, drink or sleep.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that when they go [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skills|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in v0.34.11 is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherman, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is either indicating that they need blood or that they have been sober of alcohol for quite some time.{{verify}} In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even [[follow]]ing it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[cheating|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above? Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled.  Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they have no chance to die and instantly pass out. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]].&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
=== Finding the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Finding a vampire in Adventure mode is quite simple.&lt;br /&gt;
&lt;br /&gt;
# Get a quest to kill a Vampire. Just keep doing quests and one will come along eventually.&lt;br /&gt;
# Get to the village where the vampire is said to be.&lt;br /&gt;
# Once at the village, ask a random villager about service. they will tell you of the vampire and mention where to start looking.&lt;br /&gt;
# Use process of elimination to locate the correct house. In each new house ask a villager about service. Pay attention to what direction villagers say to begin looking in each time you ask one about service until you find a villager inside a house that doesn't mention a direction in their service dialogue. That house contains the vampire.&lt;br /&gt;
# Accuse everyone in that house of being a night creature until you find him! He will announce his true name and become hostile to everyone around him.&lt;br /&gt;
&lt;br /&gt;
=== Killing the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires.&lt;br /&gt;
&lt;br /&gt;
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
&lt;br /&gt;
Vampires attack anyone around them once exposed, so if  you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in fortress mode, they still appear to suffer from symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Even though vampires do not need to eat, if you abandon a fortress with a vampire citizen, legends mode will still report &amp;quot;In the &amp;lt;season&amp;gt; of &amp;lt;year&amp;gt; the dwarf vampire &amp;lt;vampire's name&amp;gt; starved to death in &amp;lt;fortress name&amp;gt;&amp;quot; (Bug not yet reported due to account creation issues.)&lt;br /&gt;
* Drinking blood permanently lowers one's speed, due to uninhibited tooth and muscle growth.{{bug|5231}}&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Crematory&amp;diff=194290</id>
		<title>Masterwork:Crematory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Crematory&amp;diff=194290"/>
		<updated>2013-11-20T01:16:49Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Import from MW manual&lt;/p&gt;
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&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
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{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Build labor!! Skill!! Buildmat!! Dimension!! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| Architect &amp;amp; Furnace Operator || Furnace Operating || 4 Blocks, 1 Grate || 5x3 || rowspan=2|Mason or Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2|building_crematory.txt || colspan=2|reaction_crematory.txt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Great for cleaning up your fort. You can burn all kinds of different items, including body parts and remains, any sort of items and wooden furniture to get some ash or charcoal out of it. Wooden items produce coal for sure, body parts/remains might leave ash, and all smaller items have a small chance for either.&lt;br /&gt;
&lt;br /&gt;
This is mostly done to reduce the amount of items, so it is nor very efficient in creating ash or coal. I advise to build one or two of these next to your refuse piles. &lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Masterwork:Colosseum&amp;diff=194289</id>
		<title>Masterwork:Colosseum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Masterwork:Colosseum&amp;diff=194289"/>
		<updated>2013-11-20T01:07:52Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Import from MW manual&lt;/p&gt;
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&lt;div&gt;{{quality|Tattered|21:57, 29 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Build labor!! Skill!! Buildmat!! Dimension!! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| Mason || Any Skill || 5 Blocks, 4 statues || 11x11 || rowspan=2|Mason or Carpenter&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2|building_colosseum.txt || colspan=2|reaction_colosseum.txt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The colosseum allows you to fight creatures. You need a changeling pet for it to work. The changeling is transformed into the monster you want to fight. To create metal colossi as enemies you will also need the &amp;quot;book of summonings&amp;quot; which can be bought from the drow.&lt;br /&gt;
&lt;br /&gt;
The creatures are sorted by strength. Some have special abilities: Cerberus can breath fire. Cave Ogre is blind. Giant Scorpion has very potent venom. The balrog is hot enough to melt parts of it that are not magma-proof. Each killed balrog gives you 2 volcanic weapons, a trophy and a skill aether, for the legendary skill boost.&lt;br /&gt;
&lt;br /&gt;
Every Colossus is a building destroyer, so if you dont kill him, he will raze the colosseum, the door, and then your fortress. Each killed colossus gives you a trophy, 25 bars of metal, and a soul, for the legendary skill boost.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Honeycomb&amp;diff=194166</id>
		<title>v0.34:Honeycomb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Honeycomb&amp;diff=194166"/>
		<updated>2013-11-12T03:18:10Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Rated exceptional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:17, 11 November 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''honeycomb''' is a material collected from a [[hive]]. Once the hive contains a colony of [[honey bee]]s it will eventually create a honeycomb (a single hive will produce exactly two honeycombs a year). The honeycomb will then be harvested by a dwarf with the [[beekeeper|beekeeping]] labor active if the hive is set to &amp;quot;gather any products&amp;quot; and empty [[jug]]s are available{{verify}}. The jug is only needed for the [[royal jelly]] that is also produced in the process. Note that actual harvesting and further transport (to a stockpile or [[screw press]]) are separate processes, only the first needs to be done by the beekeeper; the harvested honeycomb may remain in the hive.&lt;br /&gt;
&lt;br /&gt;
Honeycombs are categorized as a [[tool]]. If you want to make a honeycomb-only stockpile, enable &amp;quot;tools&amp;quot; under finished goods and &amp;quot;wax&amp;quot; as the only acceptable material.&lt;br /&gt;
&lt;br /&gt;
Honeycombs can be [[screw press|pressed]] into [[honey]] and [[wax]].&lt;br /&gt;
&lt;br /&gt;
Honeycombs are by default stored in finished goods stockpiles and can be stored in bins (but are not stored in jugs).&lt;br /&gt;
&lt;br /&gt;
The only honeycombs currently implemented are from bees, called ''honey bee wax honeycomb''. Bumble bee honeycombs do not exist. Bumble bees in reality do store food, but nowhere near as much as honey bees and their colonies are much smaller. It may or may not be a bug. &lt;br /&gt;
&lt;br /&gt;
See also [[beekeeping industry]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Industry&amp;diff=194165</id>
		<title>v0.34:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Industry&amp;diff=194165"/>
		<updated>2013-11-12T03:08:59Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Rated Exceptional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:08, 11 November 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (provision of services). Quaternary industries (intellectual activities) are not present due to the fact that dwarves are not known for their intellectual pursuits.&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*[[Wood industry]]: Growing and cutting wood to produce items including furniture and fuel.&lt;br /&gt;
*[[Stone industry]]: Exploration and mining stone to produce buildings and items.&lt;br /&gt;
*[[Farming]] industry: The gathering and farming of plants for food and textiles.&lt;br /&gt;
*[[Alcohol]] industry: The production of alcohol to keep dwarves hydrated and content.&lt;br /&gt;
*[[Fuel industry]]: The production of fuel to support the metal, glass and ceramics industries.&lt;br /&gt;
*[[Fishing industry]]: Fish are harvested and processed into food and shells.&lt;br /&gt;
*[[Meat industry]]: Animals are processed into meat, leather, bones, teeth and horns.&lt;br /&gt;
*[[Metal industry]]: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts.&lt;br /&gt;
*[[Beekeeping industry]]: Bees are collected into hives, which produce honeycomb and royal jelly.&lt;br /&gt;
*[[Poultry industry]]: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct.&lt;br /&gt;
*[[Extract]] industry: Vermin and plants can be processed into valuable extracts for export.&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*[[Armor]] industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.&lt;br /&gt;
*[[Weapon]] industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
*[[Finished goods]] industry: Almost all materials can be used to produce crafts for export.&lt;br /&gt;
*[[Furniture industry]]: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*[[Soap]] industry: The production of soap to be used in healthcare.&lt;br /&gt;
*[[Glass industry]]: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*[[Gem industry]]: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*[[Textile industry]]: Plant fiber, spider silk, and wool/hair thread are woven into cloth to produce clothing, rope, bags, and bandages, and to decorate crafts.&lt;br /&gt;
*[[Ceramic industry]]: Clay is used to create moderate quality containers, bricks, and crafts.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Industries===&lt;br /&gt;
*[[Military]]: Brave dwarves put themselves in danger so that others may live in peace.&lt;br /&gt;
*[[Healthcare]]: Patching up your inevitably-wounded dwarves.&lt;br /&gt;
*[[Trading]]: Fortress goods are exchanged for materials and goods from other civilized places.&lt;br /&gt;
*[[Noble|Administration]]: &amp;lt;s&amp;gt;Parasites&amp;lt;/s&amp;gt; Dwarves who process work orders, keep the inventory, administer justice, and meet with foreign diplomats. Also good at pulling levers.&lt;br /&gt;
{{Category|Industry}} {{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=175375</id>
		<title>v0.34:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=175375"/>
		<updated>2012-07-16T17:07:32Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Undo revision 175371 by 142.195.251.128 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on soil or muddied rock. Mud-free stone will not allow the building of a farm plot on top. The &amp;quot;Farming (Fields)&amp;quot; [[labor]] must be enabled.&lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work).&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean seeds can be planted there. Certain biomes will not allow planting certain seeds, and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' -- 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop there (or even for the plant to appear in the season list).  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[wild strawberries]] are a good choice for outdoor fields -- both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile).  The exact improvement is not known.  To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]].  The plot must be re-fertilized each season, requiring ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1''.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Flood|bucket brigade]] or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible on tiles that are part of [[Mountain]] [[biome]]s (or any other &amp;quot;freezing&amp;quot; biome such as [[Glacier]] or [[Tundra]]), regardless of how much mud or soil is present.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[wild strawberry|wild strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season; if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|catastrophe]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Presser&amp;diff=175342</id>
		<title>v0.34:Presser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Presser&amp;diff=175342"/>
		<updated>2012-07-15T17:15:34Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|03:08, 28 February 2011 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Presser&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Pressing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Press liquid from paste&lt;br /&gt;
* Press honey and wax from honeycomb&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Screw press]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Presser''' is the skill associated with the pressing [[labor]]. Pressers make [[rock nut oil|oil]], [[honey]] and [[wax|craft material]]s at a [[screw press]].&lt;br /&gt;
&lt;br /&gt;
Presser [[skill|skill level]] is used to determine the speed at which the labor is completed. The type of container used also adds to the value of the final product. &lt;br /&gt;
&lt;br /&gt;
Pressers produce ingredients of [[soap]] and process [[honeycomb]]s for a fortress as part of the [[soap|soap industry]] and [[beekeeping industry]] respectively.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Soap_industry&amp;diff=175341</id>
		<title>v0.34:Soap industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Soap_industry&amp;diff=175341"/>
		<updated>2012-07-15T17:13:47Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Soap]]&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Glassmaker&amp;diff=175340</id>
		<title>v0.34:Glassmaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Glassmaker&amp;diff=175340"/>
		<updated>2012-07-15T16:59:25Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Removed self referring link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:15, 16 April 2011 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Glassmaker&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = [[Glassmaking]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make raw glass&lt;br /&gt;
* Construct glass furniture&lt;br /&gt;
* Make glass goblet&lt;br /&gt;
* Make glass toy&lt;br /&gt;
* Make glass instrument&lt;br /&gt;
* Make glass [[vial]]&lt;br /&gt;
* Make glass tube&lt;br /&gt;
* Make glass [[window]]&lt;br /&gt;
* Make glass trap component&lt;br /&gt;
| workshop = &lt;br /&gt;
* Glass furnace &lt;br /&gt;
* Magma glass furnace&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Glassmaker''' is the skill associated with the glassmaking [[labor]]. Glassmakers make [[glass]] [[furniture]], [[container]]s, [[block]]s, [[trap component]]s, [[gem|raw glass gems]], some [[pipe section|machine component]]s and [[crafts|craft items]] at a [[glass furnace]] or [[magma glass furnace]]&lt;br /&gt;
&lt;br /&gt;
Glassmaker [[skill|skill level]] is used to determine the [[quality]] of the created good. The type of glass also determines the base value of the final product. &lt;br /&gt;
&lt;br /&gt;
Glassmakers can produce nearly everything for a fortress as part of the [[glass industry]]. Using a magma glass furnace can produce green glass indefinitely without consuming anything but dwarven labor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Industry&amp;diff=175308</id>
		<title>v0.34 Talk:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Industry&amp;diff=175308"/>
		<updated>2012-07-14T03:29:58Z</updated>

		<summary type="html">&lt;p&gt;Antropax: /* Construction */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheese==&lt;br /&gt;
So... Is [[cheese|cheesemaking]] its own industry or should it get lumped in with [[extracts]]?  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 12:13, 12 July 2012 (UTC)&lt;br /&gt;
:Its a close call, [[Milk]] being an extract and since cheesemaking only has the one reaction, one building, and one product I think it should count as a extract (like thread being turned into cloth as part of textiles) --[[User:Antropax|Antropax]] 17:02, 12 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Extracts ==&lt;br /&gt;
&lt;br /&gt;
There seems to be some debate on  where the extract industry belongs. Agreed they do not belong in the Tertiary sector, but extracts are more of a chemical bottling industry. Where the primary meat industry provides a carcass, the extracts industry provides the processed bottled blood. --[[User:Antropax|Antropax]] 07:20, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is trade really an industry as such. It is not a service nor does it create anything. Trade stands as a concept on par with industry, not a sector of it. --[[User:Antropax|Antropax]] 07:29, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
28 February 2012 user:King Mir added construction industry, and the same day user:Nahno undid it stating 'That is not an industry as such'&lt;br /&gt;
&lt;br /&gt;
However the erection of constructions, workshops, furniture and especially [[smoothing]] and [[engraving]] provide a service and count as wealth generating good. Is this an industry as such or not?&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fish&amp;diff=175303</id>
		<title>v0.34:Fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fish&amp;diff=175303"/>
		<updated>2012-07-14T01:00:47Z</updated>

		<summary type="html">&lt;p&gt;Antropax: {{disambig}} tag added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|23:43, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Fish''' may refer to the small aquatic [[vermin]], larger [[Creature#Aquatic|aquatic creatures]] or the [[fishing industry]] as a whole. See these articles for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vermin}}&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Many articles link here, including almost every fish creature but this article is a mess and doesn't cover the steps as fully as fisherdwarf industry. How many readers where misdirected here thinking it contained information it doesn't? Recommend either leaving it a stub or reworking as a category of vermin and creatures. Posting here in absence of talk page --Antropax --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Antropax&amp;diff=175281</id>
		<title>User:Antropax</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Antropax&amp;diff=175281"/>
		<updated>2012-07-13T17:30:09Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Created user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Notes ==&lt;br /&gt;
&lt;br /&gt;
'Beekeeping industry' and 'Hive' need to be merged and then separated ad industry and workshop.&lt;br /&gt;
Industry page is in flux, needs attention.&lt;br /&gt;
&lt;br /&gt;
Animal trainer is halfway between versions, kennels are not used and dogs are not the only animal&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf&amp;diff=175266</id>
		<title>v0.34:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dwarf&amp;diff=175266"/>
		<updated>2012-07-13T08:18:49Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Minor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|01:46, 15 June 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Dwarf (Germanic mythology)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf.jpg|206px|thumb|A [[graphite]] engraving of a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are [[Stupid dwarf trick|&amp;quot;intelligent&amp;quot;]] [[alcohol|alcohol-dependent]] {{Catlink|Humanoids|humanoid}} [[creature]]s that are the featured [[civilization|race]] of [[fortress mode]], as well as being playable in [[adventure mode]]. They are well known for their stout physique and prominent [[beard]]s, which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier then the average [[human]], and have a heightened sense of their surroundings. Dwarves live in elaborate underground [[fortress]]es carved from the [[mountain|mountainside]], are naturally gifted [[miner|miners]], [[metalsmith]]s, and [[stone crafter]]s, and value the acquisition of [[wealth]] and [[value|rare]] [[metal]]s above all else.&lt;br /&gt;
&lt;br /&gt;
Dwarven civilizations typically form peaceful trade-based relationships with [[human]]s and &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; [[elves]], and their most hated enemies are the [[goblin]]s. Dwarven babies become [[children]] one and a half years after birth, grow up to become adults at their twelfth birthday, and live to be around 150-170 years of age.&lt;br /&gt;
&lt;br /&gt;
Well-trained dwarves are a menace in combat; they are the only race that can enter a [[martial trance]] when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best [[weapon|arms]] and [[armor]]. They are incapable, however, of riding [[mount]]s, and will always fight on foot.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Dwarves are the default race in fortress mode, as in, the only one that can be played without [[modding]]. As a [[trading]] race, Dwarves will send a [[caravan]] every year in [[Calendar|Autumn]].  These merchants will bring back tales of a fortress's [[wealth]] and goods, which will attract [[immigrant]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarves may occasionally be struck by divine inspiration and desire to create a [[legendary artifact]], an item of masterful crafting and great value. A dwarf who is successful in this quest will likely become a [[skill|legendary]] worker in that profession; however, if the appropriate materials are not available, the dwarf will instead go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Dwarves react to stress violently. When pushed to unhappiness by unfortunate events, dwarves are more likely to [[tantrum]] than to talk things out.  It is not uncommon to find them overturning furniture, injuring others, and generally being rowdy . Paradoxically, they also have a strong sense of [[justice]], and those who damage property or other dwarves may find themselves incarcerated, or -- in extreme cases -- on the receiving end of the [[Hammerer]]'s corporal punishment.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
Dwarven fortresses (and their inhabitants) currently do not exist in Adventurer mode, although player-made fortresses that have been abandoned can attract Dwarf NPCs that will settle down in it. Unfortunately, [[human]]-made armor is too large for them to wear, and humans are the only race with [[shop]]s, so all armor upgrades will have to come from looting elves, goblins, and other dwarves.  Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
== Ethics ==&lt;br /&gt;
Morally speaking, dwarven [[ethics]] most closely resemble human and elven ethics, agree somewhat with [[kobold]] and animal-people ethics, and disagree strongly with goblin ethics. Unlike elves, dwarves find the devouring of dead enemies unthinkable, and will not butcher or consume intelligent beings (goblins see this as a personal matter). They are entirely opposed to torture of any sort for any reason, unlike elves, humans, kobolds and animal-people (who find certain forms of torture acceptable) and especially goblins, who find all torture acceptable. Dwarves tolerate animal trophies but shun those who keep trophies of sapient beings, and find those who keep trophies of other dwarves appalling. Dwarves find the killing of animals, enemies and plants completely acceptable, unlike elves, kobolds and animal-people. An exception to this is the killing of neutral beings, which is sanctioned as long as the killing had been officially ordered. A dwarf found to have participated in assault, theft, trespassing or vandalism will be seriously punished; some crimes such as killing other dwarves, breaking oaths, slavery and treason are punishable by death. On the other hand, lying is considered a personal matter.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stones]], and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[Metalsmith|smiths]], although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of mythology, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
== Community outlook ==&lt;br /&gt;
Dwarves have accumulated a reputation among players for being slow-witted, although to be fair, this is more a function of the game itself (and certain consequences thereof) than it is the fault of the dwarves. The instances of dwarven stupidity are numerous; examples include [[dodging]] into thin air (off of cliffs and into [[river]]s), never accounting for [[water]] [[flow]] (and being swept off of [[waterfall]]s to a watery grave several [[z-level]]s below), always taking the easy [[path]]s (even through a pond [[syndrome|poisoned]] with toxic [[forgotten beast]] blood), building [[construction]]s from the wrong side (trapping themselves within), [[channel]]ing the floor one &amp;lt;s&amp;gt;is&amp;lt;/s&amp;gt; was standing on, wandering off to do dangerous things ([[web|collecting webs]] when a [[giant cave spider]] is visibly lurking), and generally disregarding dangerous circumstances (carrying back friendly [[corpse]]s even when the goblins that have rendered them horizontal are a mere two feet away).&lt;br /&gt;
&lt;br /&gt;
The problem is further compounded by dwarven touchiness; they easily become depressed, throwing [[tantrum]]s that spiral out of control for what seem like minor reasons (e.g. a temporary lack of [[wear|unworn]] [[clothing#The_great_sock_obsession|socks]]). This inevitably leads to players' emphasis of the &amp;quot;dworfy&amp;quot;: failsafe design, machinery in place of dwarfpower, fun with [[magma]], seizing control of the environment, killing all the cute fuzzy animals, strip mining the whole place hollow, etc. It is a great insult to be called an [[elf]], implying that the player is apt to sit around and gaze at trees, living in the world rather then bending it to their will.&lt;br /&gt;
&lt;br /&gt;
In accounts of exploits or [[fun]], the generic name [[main:Urist|Urist]] is often used in place of any specific dwarf name, often because the default dwarf names are complex, random, and hard to remember. Several other nicknames for dwarves also exist; some are less polite than others.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Industry&amp;diff=175265</id>
		<title>v0.34 Talk:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Industry&amp;diff=175265"/>
		<updated>2012-07-13T07:29:57Z</updated>

		<summary type="html">&lt;p&gt;Antropax: /* Trade */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheese==&lt;br /&gt;
So... Is [[cheese|cheesemaking]] its own industry or should it get lumped in with [[extracts]]?  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 12:13, 12 July 2012 (UTC)&lt;br /&gt;
:Its a close call, [[Milk]] being an extract and since cheesemaking only has the one reaction, one building, and one product I think it should count as a extract (like thread being turned into cloth as part of textiles) --[[User:Antropax|Antropax]] 17:02, 12 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Extracts ==&lt;br /&gt;
&lt;br /&gt;
There seems to be some debate on  where the extract industry belongs. Agreed they do not belong in the Tertiary sector, but extracts are more of a chemical bottling industry. Where the primary meat industry provides a carcass, the extracts industry provides the processed bottled blood. --[[User:Antropax|Antropax]] 07:20, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is trade really an industry as such. It is not a service nor does it create anything. Trade stands as a concept on par with industry, not a sector of it. --[[User:Antropax|Antropax]] 07:29, 13 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=175264</id>
		<title>Template:DF2014 industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=175264"/>
		<updated>2012-07-13T07:27:04Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Industry}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Primary Industries&lt;br /&gt;
| [[Wood industry]] - [[Stone industry]] - [[Farming|Farming industry]] - [[Alcohol|Alcohol industry]] - [[Fuel industry]] - [[Fishing industry]] - [[Meat industry]] - [[Metal industry]] - [[Beekeeping industry]] - [[Poultry industry]] - [[Extract|Extract industry]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Secondary Industries&lt;br /&gt;
| [[Armor|Armor industry]] - [[Weapon|Weapon Industry]] - [[Finished goods|Finished goods industry]] - [[Soap|Soap Industry]] - [[Glass industry]] - [[Gem industry]] - [[Textile industry]] - [[Ceramic industry]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Tertiary Industries&lt;br /&gt;
| [[Military]] - [[Health care]] - [[Trade]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=175263</id>
		<title>Template:DF2014 industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=175263"/>
		<updated>2012-07-13T07:26:18Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Brought into line with main industry article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Industry}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Primary Industries&lt;br /&gt;
| [[Wood industry]] - [[Stone industry]] - [[Farming|Farming industry]] - [[Alcohol|Alcohol industry]] - [[Fuel industry]] - [[Fishing industry]] - [[Meat industry]] - [[Metal industry]] - [[Beekeeping industry]] - [[Poultry industry]] - [[Extract|Extract industry]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Secondary Industries&lt;br /&gt;
| [[Armor|Armor industry]] - [[Weapon|Weapon Industry]] - [[Finished goods|Finished goods industry]] - [[Soap|Soap Industry]] - [[Glass industry]] - [[Gem industry]] - [[Textile industry]] - [[Ceramic industry]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Tertiary Industries&lt;br /&gt;
| [[Military]][[Health care]][[Trade]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Industry&amp;diff=175262</id>
		<title>v0.34 Talk:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Industry&amp;diff=175262"/>
		<updated>2012-07-13T07:20:22Z</updated>

		<summary type="html">&lt;p&gt;Antropax: /* Extracts */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheese==&lt;br /&gt;
So... Is [[cheese|cheesemaking]] its own industry or should it get lumped in with [[extracts]]?  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 12:13, 12 July 2012 (UTC)&lt;br /&gt;
:Its a close call, [[Milk]] being an extract and since cheesemaking only has the one reaction, one building, and one product I think it should count as a extract (like thread being turned into cloth as part of textiles) --[[User:Antropax|Antropax]] 17:02, 12 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Extracts ==&lt;br /&gt;
&lt;br /&gt;
There seems to be some debate on  where the extract industry belongs. Agreed they do not belong in the Tertiary sector, but extracts are more of a chemical bottling industry. Where the primary meat industry provides a carcass, the extracts industry provides the processed bottled blood. --[[User:Antropax|Antropax]] 07:20, 13 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Migrating_group&amp;diff=175251</id>
		<title>v0.34:Migrating group</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Migrating_group&amp;diff=175251"/>
		<updated>2012-07-12T17:17:49Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Redirect to 'Immigration#Adventure mode' page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:Immigration#Adventure mode]]&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=175250</id>
		<title>v0.34:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=175250"/>
		<updated>2012-07-12T17:16:07Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added migrating group in adventure mode, cleaned format, added buggy tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 seem typical in early seasons, followed by a large wave in the low double digits in the second Spring, one year after embark.  It may be the case that the first 2 migrant waves are special and possibly generated out of thin air, like all waves used to be. Even if your parent civilization is extinct, two waves will still show up. Each group of migrants will often include domestic animals, either as a pet or unclaimed livestock. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things.  Max wave size reported to date is 77.&amp;lt;sup&amp;gt;[http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants will have skills that match your fortress' needs: Migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production and basic crafting according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing-- if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preference bug ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. But the use of programs such as [[utilities|Dwarf Therapist]] can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into data/[[init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
If the fortress population exceeds the population cap when the dwarven [[liaison]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
The first two immigrant waves are hardcoded so you will always receive them, and you must have more than 10 dwarves {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you may{{Verify}} need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all. {{Verify}}{{Bug|2922}}&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 2 and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
If any migrants to your fort were formerly traders or soldiers with a trade caravan, then they will be marked as a &amp;quot;friendly&amp;quot; Trader, stand around at the map edge for a while (blocking the rest of the migrants), and then wander around randomly, unable to be assigned labors. {{Bug|5098}}&lt;br /&gt;
&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Industry&amp;diff=175249</id>
		<title>v0.34 Talk:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Industry&amp;diff=175249"/>
		<updated>2012-07-12T17:02:15Z</updated>

		<summary type="html">&lt;p&gt;Antropax: /* Cheese */ Extract&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheese==&lt;br /&gt;
So... Is [[cheese|cheesemaking]] its own industry or should it get lumped in with [[extracts]]?  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 12:13, 12 July 2012 (UTC)&lt;br /&gt;
:Its a close call, [[Milk]] being an extract and since cheesemaking only has the one reaction, one building, and one product I think it should count as a extract (like thread being turned into cloth as part of textiles) --[[User:Antropax|Antropax]] 17:02, 12 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=175237</id>
		<title>Template:DF2014 industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=175237"/>
		<updated>2012-07-12T03:14:37Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Food Industry --&amp;gt;farming industry and alcohol industry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Industry}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Primary Industries&lt;br /&gt;
| [[Wood industry]] - [[Stone industry]] - [[Farming|Farming industry]] - [[Alcohol|Alcohol industry]] - [[Fuel industry]] - [[Fishing industry]] - [[Meat industry]] - [[Metal industry]] - [[Beekeeping industry]] - [[Poultry industry]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Secondary Industries&lt;br /&gt;
| [[Armor|Armor industry]] - [[Weapon|Weapon Industry]] - [[Finished goods|Finished goods industry]] - [[Soap|Soap Industry]] - [[Glass industry]] - [[Ceramic industry]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Tertiary Industries&lt;br /&gt;
| [[Gem industry]] - [[Textile industry]] - [[Health care|Health care Industry]] - [[Extract|Extract industry]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Alcohol&amp;diff=175236</id>
		<title>v0.34:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Alcohol&amp;diff=175236"/>
		<updated>2012-07-12T03:11:26Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:08, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alcohol is the favored drink of [[dwarves]]; a dwarf will drink booze an average of four times per [[calendar|season]], and without it they will soon become [[thought|unhappy]]. Thoughts imply that dwarves like to have some variety in what they drink.  Many dwarves have a [[preferences|favorite drink]], selected at first randomly from all possible alcoholic beverages, but new types of booze may become preferred as they are discovered.&lt;br /&gt;
&lt;br /&gt;
Note that setting booze on [[fire]] will ''not'' cause it to explode (nor has it ever done so) - however, exposing it to high [[temperature]]s '''will''' cause it to boil away (and the wooden [[barrel]]s themselves can also be set on fire).&lt;br /&gt;
&lt;br /&gt;
==Acquiring Alcohol for your Dwarves==&lt;br /&gt;
There are three methods of acquiring alcohol, one of which is only available before embark.&lt;br /&gt;
*At [[embark]], alcohol may be purchased with embark points.&lt;br /&gt;
*[[Trading|Traders]] that visit the fortress will often have alcohol of some sort to sell.&lt;br /&gt;
*The third and most reliable method requires a [[brewer]], a [[still]], and a working [[farm plot]]. Most [[crops]] can be brewed into valuable alcohol.  &lt;br /&gt;
**In a pinch you can also [[Plant gathering|gather plants]] and brew them at a [[still]] in the same way you would with [[crops]].&lt;br /&gt;
**Mead does not require any plants to be made, though it does require honey which is made through [[beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
==Variety==&lt;br /&gt;
:''He has been tired of drinking the same old booze lately.''&lt;br /&gt;
&lt;br /&gt;
Variety in booze keeps away unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
If a dwarf drinks the same old booze over and over, he will eventually get a bad thought from 'drinking the same old booze lately.', unless that dwarf has a preference for that type of booze.  A dwarf who likes a type of booze will never get tired of drinking it.&lt;br /&gt;
&lt;br /&gt;
Lack of variety causes bad thoughts, but will never cause a dwarf to stop drinking.  Even after years of drinking a booze they don't like, a dwarf will never prefer water or dying of thirst to drinking the same old booze.  You can therefore keep a fortress alive on only one type of booze so long as you have enough good thoughts to offset the bad thought from lack of booze variety.&lt;br /&gt;
&lt;br /&gt;
==Consequences of a Sober Fortress==&lt;br /&gt;
&lt;br /&gt;
Any creature with the [ALCOHOL_DEPENDENT] [[creature token|token]], dwarves included, will suffer performance penalties as a result of being deprived of alcohol. This manifests as a loss of [[speed]] in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort (unless you're a cruel overlord and/or want to have [[Fun]]).&lt;br /&gt;
&lt;br /&gt;
Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thought]]s from thirst.&lt;br /&gt;
&lt;br /&gt;
Alcohol withdrawal appears in the dwarf's thoughts and preferences as &amp;quot;starting to work slowly due to its scarcity&amp;quot; after 3 months, &amp;quot;really wants a drink&amp;quot; after 6 months, &amp;quot;has gone without a drink for far, far too long&amp;quot; after 9 months, and finally &amp;quot;can't even remember the last time he/she had some&amp;quot; after an entire year.&lt;br /&gt;
&lt;br /&gt;
== Types of Alcohol ==&lt;br /&gt;
&lt;br /&gt;
===Plant-based===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Plump helmet]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Pig tail]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Ale&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave wheat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sweet pod]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dwarven Rum&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Grown Outside ====&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Muck root]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Swamp Whiskey&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Bloated tuber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tuber Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Prickle berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Prickle Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Wild strawberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Strawberry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Longland grass]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Longland Beer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rat weed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sewer Brew&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Fisher berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Fisher Berry Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rope reed]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|River Spirits&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sliver barb]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gutter Cruor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Sun berry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sunshine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Whip vine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Whip Wine&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Animal-based===&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; width=&amp;quot;50%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
{{Category|Drinks}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Honey]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mead&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Industry&amp;diff=175235</id>
		<title>v0.34:Industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Industry&amp;diff=175235"/>
		<updated>2012-07-12T03:10:33Z</updated>

		<summary type="html">&lt;p&gt;Antropax: /* Primary Industries */Broke up 'Food Industry' into farming industry and alcohol industry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:11, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
All dwarves love money, and a complete industry in all its glory is the easiest way to make lots and lots of money.&lt;br /&gt;
&lt;br /&gt;
Traditionally industries have been broken into primary (resource extraction), secondary (the refining and reprocessing of these resources into goods), and tertiary (further improvement of these goods).&lt;br /&gt;
&lt;br /&gt;
Industries in Dwarf Fortress can be broken into the following categories. These categories are based on [http://geography.about.com/od/urbaneconomicgeography/a/sectorseconomy.htm Economy Sectors]. Note that the end products of one industry are often the inputs to another, and some industries can fit into more than one category.&lt;br /&gt;
===Primary Industries===&lt;br /&gt;
*[[Wood industry]]: Growing and cutting wood to produce items including furniture and fuel.&lt;br /&gt;
*[[Stone industry]]: Exploration and mining stone to produce buildings and items.&lt;br /&gt;
*[[Farming]] industry: The gathering and farming of plants for food and textiles.&lt;br /&gt;
*[[Alcohol]] industry: The production of alcohol to keep dwarves hydrated and content.&lt;br /&gt;
*[[Fuel industry]]: The production of fuel to support the metal, glass and ceramics industries.&lt;br /&gt;
*[[Fishing industry]]: Fish are harvested and processed into food and shells.&lt;br /&gt;
*[[Meat industry]]: Animals are processed into meat, leather, bones, teeth and horns.&lt;br /&gt;
*[[Metal industry]]: Raw ore is refined into metal bars, which may be used for weapons, armor, furniture, and crafts.&lt;br /&gt;
*[[Beekeeping industry]]: Bees are collected into hives, which produce honeycomb and royal jelly.&lt;br /&gt;
*[[Poultry industry]]: Raising egg-laying animals primarily to collect and consume the eggs. Excess animals can be used in the meat industry as a byproduct.&lt;br /&gt;
&lt;br /&gt;
===Secondary Industries===&lt;br /&gt;
*[[Armor]] industry: Metal, wood, leather, and bone are used to produce armor to keep your dwarves safe.&lt;br /&gt;
*[[Weapon]] industry: Metal, wood, stone, and bone are used to produce weapons to keep the goblins away.&lt;br /&gt;
*[[Finished goods]] industry: Almost all materials can be used to produce crafts for export.&lt;br /&gt;
*[[Furniture industry]]: Using stone, wood, and metal to produce furniture primarily for installation in your outpost.&lt;br /&gt;
*[[Soap]] industry: The production of soap to be used in healthcare.&lt;br /&gt;
*[[Glass industry]]: Sand is used to create low quality gems, plus an assortment of other goods.&lt;br /&gt;
*[[Ceramic industry]]: Clay is used to create moderate quality containers, bricks, and crafts.&lt;br /&gt;
&lt;br /&gt;
===Tertiary Industries===&lt;br /&gt;
*[[Gem industry]]: Raw gems are cut, some into finished goods, while most are then used to decorate (&amp;quot;encrust&amp;quot;) a multitude of items.&lt;br /&gt;
*[[Textile industry]]: Plant fiber, spider silk, and wool/hair thread are woven into cloth to produce clothing, rope, bags, and bandages, and to decorate crafts.&lt;br /&gt;
*[[Healthcare]] Industry: Patching up your inevitably-wounded dwarves.&lt;br /&gt;
*[[Extract]] industry: Vermin and plants can be processed into valuable extracts for export.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}} {{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Extract_industry&amp;diff=175233</id>
		<title>v0.34:Extract industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Extract_industry&amp;diff=175233"/>
		<updated>2012-07-12T02:20:20Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Redirect to extract&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:Extracts]]&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Extracts&amp;diff=175232</id>
		<title>v0.34:Extracts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Extracts&amp;diff=175232"/>
		<updated>2012-07-12T02:17:22Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|06:11, 27 December 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Extracts''' is a general term used to classify various types of substances derived from animals or plants. Non food extracts do not currently have a purpose in the current build except as export goods.&lt;br /&gt;
&lt;br /&gt;
==Producing extracts==&lt;br /&gt;
A variety of buildings allow you to produce extracts:&lt;br /&gt;
&lt;br /&gt;
===Butcher's shop===&lt;br /&gt;
{{main|Butcher's shop}}&lt;br /&gt;
Certain [[vermin]] will yield extracts at the butcher's shop by using the {{k|e}}xtract from a dead animal task. Requires a living caged animal, a glass [[vial]] (metal flasks will not work), and a dwarf with the [[Animal dissector|small animal dissection]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
*[[Fire snake]]s create [[liquid fire]]&lt;br /&gt;
*[[Phantom spider]]s create [[venom]]&lt;br /&gt;
*[[Cave spider]]s create [[venom]]&lt;br /&gt;
&lt;br /&gt;
===Farmer's workshop===&lt;br /&gt;
{{main|Farmer's workshop}}&lt;br /&gt;
With the appropriate caged animal and a [[milker]], barrels and buckets you can produce milk at the farmer's workshop.&lt;br /&gt;
* Live (untamed) [[purring maggot]]s create [[Dwarven milk]], worth 2☼ per unit&lt;br /&gt;
* Milk can be cooked to make food.&lt;br /&gt;
&lt;br /&gt;
[[Golden salve]] can be created from [[valley herb]]s, requiring a [[vial]] and a dwarf with the [[plant processing]] labor enabled:&lt;br /&gt;
* 1 Valley herb makes 5 units of Golden salve, worth 100☼ per unit&lt;br /&gt;
&lt;br /&gt;
[[Dwarven syrup]] is created via &amp;quot;Process plants (barrel)&amp;quot;&lt;br /&gt;
* 1 [[Sweet pod]] makes 5 Dwarven Syrup, worth 20☼ per unit. &lt;br /&gt;
* Syrup can be cooked to make food.&lt;br /&gt;
&lt;br /&gt;
[[Milk]] is created via &amp;quot;Milk Creature,&amp;quot; requiring an empty bucket, an empty barrel (or available space in an existing milk barrel), a mature, non-pet, milkable animal, and a dwarf with the [[milker]] labor enabled. See the [[milk]] and [[cheese]] pages for more details.&lt;br /&gt;
&lt;br /&gt;
===Still===&lt;br /&gt;
{{main|Still}}&lt;br /&gt;
[[Gnomeblight]] can be created from [[Kobold bulb]]s at a still via &amp;quot;Extract plant essence&amp;quot;, requiring a [[vial]] and a dwarf with the [[Plant gathering]] labor enabled:&lt;br /&gt;
* 1 Kobold bulb makes 5 units of Gnomeblight, worth 100☼ per unit&lt;br /&gt;
&lt;br /&gt;
===Fishery===&lt;br /&gt;
{{main|Fishery}}&lt;br /&gt;
With a living caged fish and a [[fish dissector]], you can get extracts from our aquatic neighbors.&lt;br /&gt;
* 1 [[Moghopper]] makes five units of [[Mog juice]], worth 50☼ per unit&lt;br /&gt;
&lt;br /&gt;
===Import only===&lt;br /&gt;
Currently, there are some extracts that cannot be produced on site and need to be imported.&lt;br /&gt;
&lt;br /&gt;
Various types of [[venom]] can also be purchased, but currently have no use:&lt;br /&gt;
*[[Snakeman]] Venom&lt;br /&gt;
*[[Giant desert scorpion]] Venom&lt;br /&gt;
*[[Giant cave spider]] Venom&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Milk]]&lt;br /&gt;
*[[Venom]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts| ]]&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=175231</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=175231"/>
		<updated>2012-07-12T02:16:56Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}{{Buggy}}&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;
==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;
== Skills and Injuries==&lt;br /&gt;
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.&lt;br /&gt;
&lt;br /&gt;
[[Diagnostician]] -- [[Surgeon]] -- [[Suturer]] -- [[Wound dresser]] -- [[Bone doctor]] -- [[Feed patients/prisoners]] -- [[Recovering wounded]]&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to bring a wounded dwarf to the hospital zone, or lacking one to the nearest unoccupied bed. A '''diagnoser''' will then identify and prescribe a treatment which any doctor (including himself) may carry out. A dwarf cannot be treated without a diagnosis. Depending on the injury a treatment labor will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
[[Wound|Injuries]]&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''NONE: No recorded active wounds on the part.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''BROKEN: The part has lost all structural integrity or muscular ability.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''MISSING: The part is completely gone. '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
If a chief medical dwarf is appointed you can view your fortress' health using the {{k|z}}-status key), or individually by selecting a dwarf and using {{k|w}} for wounds section.&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors depending on severity using thread and cloth for fractures, splints and castes, or traction benches. Grasping is often impaired during healing.  The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured, severe wounds impair grasping during healing. Closed wounds will be dressed by a wound dresser.  Caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches. Repair of infected or rotten wounds is treated similarly. Caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the Feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default all dwarves start with the non-doctor labors designated. These have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf.&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;
== Equipment ==&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. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
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;
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized 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. Applied by a bone doctor.&lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again &lt;br /&gt;
*'''Tables''' are used to conduct operations on.&lt;br /&gt;
*'''Beds''' are used by patients to rest.&lt;br /&gt;
*'''Thread''' is used to suture closed wounds.&lt;br /&gt;
*'''Cloth''' is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*'''Soap''' is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*'''Water''' is used to clean wounds, bathe patients and give drink. Patients do not drink alcohol.&lt;br /&gt;
*'''Buckets''' are used to gather and hold the water for its uses.&lt;br /&gt;
*'''Containers''' are used to store hospital supplies&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;
** Due to an annoying years-old bug, hauling dwarves routinely oversupply hospitals. This can be troublesome in many ways, particularly when all the cloth in the fortress is routed to the hospital, leaving your clothier without clothmaking materials and filling the hospital containers with cloth and thread, which leaves no room for soap. Because of this, ''do not, ever,'' place containers in a hospital zone; instead, designate separate stockpiles nearby for cloth, thread, soap and other hospital implements. Setting those stockpiles to not accept bins or barrels, while space-consuming, can help to visualize the state of hospital stocks and prevent further container-capacity related issues.&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. 1 bar of soap = 150 units of hospital 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;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special &amp;quot;exotic&amp;quot; strands.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&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;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
&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 and 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 prevent infections 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;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Textile_industry&amp;diff=175230</id>
		<title>v0.34:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Textile_industry&amp;diff=175230"/>
		<updated>2012-07-12T02:16:34Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:51, 11 July 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''textile industry''' involves making [[clothing]], [[bag]]s, [[rope]]s, and related [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is required in the long run to keep your dwarves clothed and happy (as their starting clothing will slowly [[wear]] away), and can be a very lucrative option as a wealth industry, especially if the goods are dyed and sewn with images as well. Common choices for textile trade goods are gloves, mittens, shoes and socks at a [[clothier's shop]] because they are made in pairs or cloth crafts at a [[craftsdwarf's workshop]]. A textile industry is also important for healthcare because cloth and thread are needed for bandages and suturing respectively, although the necessary materials can be acquired in small but acceptable amounts via [[caravan]]s.&lt;br /&gt;
&lt;br /&gt;
See also the [[Leather#Leather industry|leather industry]], which produces similar but less valuable goods.&lt;br /&gt;
&lt;br /&gt;
==Basic materials==&lt;br /&gt;
===Crops===&lt;br /&gt;
There are six [[crop]]s that can be [[Farming|grown]] for use in the textile industry, two of which can be [[plant processing|processed]] by a [[thresher]] at a [[farmer's workshop]] into [[thread]] (and then into [[cloth]] by a [[weaving|weaver]] at a [[loom]]), and four of which can be [[miller|milled]] into [[dye]].&lt;br /&gt;
&lt;br /&gt;
The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple dye.&lt;br /&gt;
&lt;br /&gt;
[[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in many cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s brought in by human and elven [[caravan]]s, but they do have the advantage of growing in all seasons. The counterpart to pig tails underground is [[rope reed]] above ground, a widely distributed crop that can similarly be brewed or processed into thread. [[Hide root]] is similarly widely available and can be used to make redroot dye, as is [[blade weed]], used to make emerald dye. The highest-value and most difficult to acquire dye is [[sliver barb]], a black dye-producing crop that only grows in [[evil]] areas; it is never available from caravans or from embark, and must be pulled from the earth itself via plant gathering, often under the risk posed by [[weather|evil weather]].&lt;br /&gt;
&lt;br /&gt;
===Wool and hair===&lt;br /&gt;
[[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every few months; as they also produce [[milk]], they are extremely versatile animals that can supplement or even support your textile industry. [[Troll]]s can also be sheared by their master [[goblin]]s, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable but cannot be otherwise obtained.&lt;br /&gt;
&lt;br /&gt;
[[Hair]] is another textile material that comes from animals, but it is obtained by [[butcher]]ing certain hairy animals such as [[horse]]s and [[yak]]s, as a byproduct of the [[meat industry]]. Hair is the most limited of the weaving materials, as it can only be made into dyeable [[thread]], and cannot be made into proper clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
===Silk===&lt;br /&gt;
Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, [[brown recluse spider]]s, and [[giant cave spider]]s. The first three kinds of spiders are [[vermin]] that will leave [[web]]s lying around your fortress, which can be collected by the automatic &amp;quot;collect webs&amp;quot; job at a [[loom]]. These spiders can bite dwarves, however, and although their bites are non-lethal, the dwarf in question will be very woozy for a while afterwards. Note that [[cat]]s kill spiders mercilessly, so if you want to use them for textiles, &amp;quot;vermin breeding chambers&amp;quot;, or at the very least locking up your cats, are necessary precautions.&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected &amp;quot;in the wild&amp;quot; at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort.&lt;br /&gt;
&lt;br /&gt;
The advantage of giant cave spider silk is that, although harder to get and more irregular, it's also worth significantly more than normal cloth.&lt;br /&gt;
&lt;br /&gt;
===Trading and gathering===&lt;br /&gt;
The raw materials for a textile industry can be acquired via trading, as caravans bring large amounts of [[cloth]] and some thread, dye, and finished clothing, and can bring more if you ask. If you have the wealth for it, you can simply buy caravan cloth in bulk and then refine it to your needs. Caravan trading is enough to clothe even the largest fortress in fine clothing, but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on where you embarked, and is unpredictable.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use two [[job]]s under [[plant processing]] at a [[farmer's workshop]]: you either {{k|p}}rocess the pig tails or rope reed, or {{k|S}}pin the wool or hair. Making thead out of silk is easier - if there are spider webs on the map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. Note, however, that this applies to giant cave spider silk as well, and that collecting it benefits from military protection.&lt;br /&gt;
&lt;br /&gt;
Thread can be dyed, which increases its value as well as the value of anything woven from it (cloth can also be dyed directly, see below). Thread's primary use is for [[suturing]] at a hospital, and for decorating finished clothing - otherwise it is an intermediate good that needs to be woven into cloth and, finally, the finished product. For animal hair, though, thread itself is the finished product.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
By default, any non-hair thread produced is automatically queued up for [[weaving]] at a [[loom]], but this can be changed with [[standing orders]] under {{k|o}}, and may be necessary in the case of giant cave spider webs. Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]]. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to set workshop [[Orders]] so that dwarves only weave [[dye]]d thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes and cloth goods==&lt;br /&gt;
Once the thread is sewn into cloth, it can be put to use by a [[clothier]] at a [[clothier's shop]] to create [[clothes]], the usual end product for the textile industry. Clothing is required for a mature fortress, as clothes will eventually [[wear]] away, and necessitate replacement; a highly-skilled clothesmaker is a boon for any fortress.&lt;br /&gt;
&lt;br /&gt;
If you plan to use clothing for trading, you can increase its value by sewing images onto it.  Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, can add significant value to an item.&lt;br /&gt;
&lt;br /&gt;
Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es, and [[well]]s, and [[bag]]s are used to store seeds, milling products, and powders (including dye), as well as [[sand]] for the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
Cloth can also be used to make [[craft|cloth crafts]] at a [[craftsdwarf's workshop]], which is a valuable but rarely needed trade good.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing an object is not strictly necessary (as dwarves do not mind how well-made their clothes are, so long as they have them), but useful because it is an easy way to greatly increase its [[value]]. Both thread and cloth can be dyed, but dyed objects cannot be redyed - the coloration is permanent.&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants (which ones are described in basic materials, above), you are ready to [[miller|mill]] them at a [[millstone]] or [[quern]]. Note that this requires an empty [[bag]] into which the dye will be deposited. Dye can then be applied at a [[dyer's shop]] by a [[dyer]]; the value boost is significant, and a well-dyed article of clothing increases in value significantly. One bag of dye can be used for several dyeing jobs.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
Overall, the textile industry consists of eight different jobs: ([[grower|growing]], [[plant processing]], [[shearing]], [[spinning]], [[weaving]], [[clothier|clothes making]], [[milling]], and [[dyeing]]). The value of the finished product is determined by the [[quality]] of three specific steps (as well as the base material): weaving, dyeing, and clothes-making. Obviously, then, the more skilled your weavers, dyers, and clothiers, the better and more valuable your items will be.&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed), then you need to establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably increase harvests, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop [[orders]] to use only dyed thread, leaving out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Gem_industry&amp;diff=175229</id>
		<title>v0.34:Gem industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Gem_industry&amp;diff=175229"/>
		<updated>2012-07-12T02:16:18Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:39 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''gem industry''' deals with the processing of [[gem]]s. Like other [[Industry|industries]], it creates raw materials, [[finished goods]], and can be used to enhance finished goods with [[decoration]]s. Because of the skills and materials involved, the gem industry is very closely tied to the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Jeweler's Workshop==&lt;br /&gt;
The [[jeweler's workshop]] is the heart of the gem industry. '''Rough gems'''  are taken to the the jeweler's workshop, where dwarves use the [[Gem cutter]] skill to turn the rough gems into '''cut gems''' or '''large gems.''' At the same workshop, a dwarf uses the [[Gem setter]] skill to take the cut gems and use them to [[decoration|encrust]] a wide variety of items.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Gems==&lt;br /&gt;
The easiest way to obtain rough gems is through [[mining]]. Highly skilled [[miner]]s are more likely to leave a rough gem behind when they mine through a tile, and it may be advisable to designate certain gem [[cluster]]s as [[burrow]]s restricted to your most skilled miners in hopes of maximizing your yield.&lt;br /&gt;
&lt;br /&gt;
The [[glass industry]] is also a ready source of [[glass|raw glass]], which is treated in all ways as a rough gem. While glass has a relatively low value compared to other gems, with a [[magma glass furnace]] and [[sand]] it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarves [[experience]] in Gem Cutting and Gem Setting, or at least preventing those skills from becoming [[Rusty]].&lt;br /&gt;
&lt;br /&gt;
Finally, all manner of gems are generally available through trade with dwarf and human [[caravan]]s, including rough gems, cut gems, large gems, gem crafts, and various glass products.&lt;br /&gt;
&lt;br /&gt;
==Gem Cutting==&lt;br /&gt;
[[Gem cutting]] is a [[job]] at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be encrusted (see '''Gem Setting''', below). Large gems and gem crafts are [[finished goods]] and occur much more seldom; gem crafts are rarer than large gems. The gem cutter's skill level does not appear to affect the chances of producing a large gem or gem crafts, since gems have no quality levels, but it is possible that levels past [[Legendary]] might affect the process{{verify}}. Experimental results suggest that the odds of getting a large gem are 1 in 7, and the odds of gem crafts are 1 in 15{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. &lt;br /&gt;
&lt;br /&gt;
===Large Gems===&lt;br /&gt;
'''Large gems''' are considered [[finished goods]] and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have [[item value|quality levels]], dependent on the skill level in Gem Cutting{{verify}}. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A large gem of base quality is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Gem Crafts===&lt;br /&gt;
'''Gem crafts''' are [[crafts]] made out of a type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above mentioned large gems), gem crafts have [[item value|quality levels]], dependent on the skill level in Gem Cutting{{verify}}. [[Glass]] cannot be made directly into crafts at a [[glass furnace]], only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem craft is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Perfect Gems===&lt;br /&gt;
'''Perfect gems''' are [[artifact]]s created by dwarves seized by a [[strange mood]]. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (120); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼, plus the value of any additional decorations. Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a moody dwarf choosing one of them. Forbidding low-value gems is also an option.&lt;br /&gt;
&lt;br /&gt;
==Gem Setting==&lt;br /&gt;
[[Gem setting]] is a [[job]] at the jeweler's workshop, and takes a ''cut gem'' to [[decoration|encrust]] [[furniture]], [[ammo]], and [[finished goods]]. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of [[stockpiles]], and probably locking the [[jeweler]] in a [[burrow]] to avoid them going to different stockpiles.&lt;br /&gt;
&lt;br /&gt;
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem decoration is thus worth 20-7,200☼. A given item may possess multiple decorations (but only one using each type of gem{{verify}}), and encrusting items with gems can increase the wealth of a fortress substantially.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
The [[glass industry]] produces ''raw glass'', which is treated as a rough gem for all purposes. Cutting a raw glass gem usually yields a cut glass gem of the same type, and may yield a large cut glass gem or cut glass crafts. Perfect cut glass gems are also possibly, but very rare due to the circumstances required for their creation. Cut glass gems may be set by a [[Gem setter]], just like any other cut gem. &lt;br /&gt;
&lt;br /&gt;
Glass crafts et al. made by gem cutting instead of normal [[glassmaking]] '''do not''' satisfy [[mandate]]s for glass crafts or objects, but will satisfy mandates for large gems or gem crafts. Cut glass gems may also be used to construct a gem [[window]], although this is less valuable than making a window directly from glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Gem cutter]]s receive the same experience cutting raw glass as other, more valuable gems; so it is typical for beginning [[jeweler]]s to &amp;quot;train&amp;quot; by cutting raw green glass gems until they reach [[Legendary]] skill level. This requires a good source of [[sand]] and [[fuel]] or [[magma]] for the [[glass furnace]], and provides a surplus of cut glass gems which may be used to [[encrust]] trade goods and the like.&lt;br /&gt;
&lt;br /&gt;
==Gem Windows==&lt;br /&gt;
[[Window]]s can be made out of any sort of glass at a [[glass furnace]] (in which case they are a type of [[furniture]]), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a &amp;quot;gem window.&amp;quot; If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a &amp;quot;gem window&amp;quot; yields the gems that made it up.&lt;br /&gt;
&lt;br /&gt;
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a [[glass]] [[window]] has a [[value]] modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value.&lt;br /&gt;
&lt;br /&gt;
==Industry Management==&lt;br /&gt;
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contains valuable gems (like [[kimberlite]], the source of all diamonds). Designate rare or valuable clusters of gems as [[burrow]]s for your high-skill miners to maximize your yield. &lt;br /&gt;
&lt;br /&gt;
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Designate the jeweler's workshop/high-value stockpile as a burrow specific your highest-level jeweler(s), and the jeweler's workshop/low-value stockpile as a burrow specific to your jewelers-in-training. For extra safety, use ({{key|q}}-{{key|P}}) to set the high-value jeweler's workshop profile so only your highest-skilled jewelers can use it.&lt;br /&gt;
&lt;br /&gt;
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Encrusting skills, particularly if your [[glass industry]] is in full swing.&lt;br /&gt;
&lt;br /&gt;
When encrusting items, dwarves will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible, as part of the burrow. And, if necessary, lock the doors until the jeweler encrusts the item.&lt;br /&gt;
&lt;br /&gt;
==Industry Overview==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| raw glass counts as rough gems&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|☼|#090|☼|#099|☼|#fff|&lt;br /&gt;
  |☼|#090|☼|#099|☼|#099|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |A|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Clusters&lt;br /&gt;
  |background=#777|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Mining&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|A|#ccc|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|A|#fff| rough rock crystals&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Glass industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem cutting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|#afa|C|#afa|L|#afa|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#afa|T|#afa|L|#afa| sometimes created&lt;br /&gt;
  |      |A|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#afa|C|#afa|E|    |&lt;br /&gt;
  |      |A|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Windows&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|▒|#f00|▒|#00f| |#fff|&lt;br /&gt;
  | |#fff|▒|#0f0|▒|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|    |C|#afa|E|    |&lt;br /&gt;
  |      |A|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Large Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|♦|#f00|♦|#00f| |#fff|&lt;br /&gt;
  | |#fff|♦|#0f0|♦|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Crafts&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#f00|♀|#f00|o|#00f|°|#00f|&lt;br /&gt;
  |Å|#0f0|¶|#0f0|♀|#fff|δ|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Furnit. Hauling&lt;br /&gt;
  |color=3:0|&lt;br /&gt;
  |      |A|#acc|      |&lt;br /&gt;
  |E|    |C|#acc|L|#acc|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#acc|T|#acc|L|#acc| 3 gems are needed&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Cut Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|♦|#f00|♦|#00f| |#fff|&lt;br /&gt;
  | |#fff|♦|#0f0|♦|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|L|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
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|-&lt;br /&gt;
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{{Item Block|title=Finished Goods&lt;br /&gt;
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{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
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{{Item Block|title=Encrusted Goods&lt;br /&gt;
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|}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ceramic_industry&amp;diff=175228</id>
		<title>v0.34:Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ceramic_industry&amp;diff=175228"/>
		<updated>2012-07-12T02:14:53Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|01:40, 3 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''ceramic industry''' is one of the major crafting industries, using [[clay]], [[kaolinite]], and [[fuel]] at a [[kiln]] to form fairly expensive ceramic goods with the [[pottery]] and [[glazing]] skills. It is one of three industries that necessitates fuel, the others being the [[glass industry]] (to which it is very similar) and the [[metal industry]]. Although it has a fairly limited variety of goods when compared to masonry or similar trades, ceramic goods are naturally worth three to ten times those of common stone or wood, making it a lucrative option for building wealth. The goods that can be produced are [[jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]], made out of three types of [[ceramic]]s: [[earthenware]], [[stoneware]], and [[porcelain]].&lt;br /&gt;
&lt;br /&gt;
==Raw materials==&lt;br /&gt;
The most important raw material for ceramics is [[clay]], which is a type of [[soil]] that appears in [[layer]]s. Finding out whether or not you have clay is easy: unlike the base material for the glass industry, [[sand]], clay is reported as either &amp;quot;clay&amp;quot; or &amp;quot;shallow clay&amp;quot; in the [[embark]] screen, and if you want to establish a ceramic industry you should have clay available. What type of clay you have available cannot be determined ahead of time.&lt;br /&gt;
&lt;br /&gt;
Garden variety [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]] are used to produce [[earthenware]], the most common ceramic material, with a [[value]] multiplier of three, which is more than any wood and any stone other than [[obsidian]]. The chief disadvantage of earthenware is that it must be [[glaze]]d in order to store liquids, a process that is described below. &lt;br /&gt;
&lt;br /&gt;
Fire clay, which has a value multiplier of four, is used to make [[stoneware]], does not need glaze to store liquids, and is more valuable despite not being more difficult to produce. If you have fire clay, it is a free 25% value boost to your ceramic industry.&lt;br /&gt;
&lt;br /&gt;
As long as you have even a single square of clay, you will be able to create as many ceramic goods as your fuel sources allow; any clay square will generate clay when worked, although clay will only be collected from squares designated with a clay collection [[activity zone]].&lt;br /&gt;
&lt;br /&gt;
The only non-clay source of ceramics is also the most valuable - [[kaolinite]], which produces [[porcelain]]. This is a dark red stone found in sedimentary layers that must be [[mining|mined]] out, making it a finite resource, unlike the other two types of ceramics (and very similar to [[crystal glass]]). This is balanced by the fact that porcelain goods have a value multiplier of ten, on par with mid-range ores like [[silver]]; since it is no more difficult to produce (just requiring some mining) and also does not require glazing, having kaolinite on the map is a boon for any fortress.&lt;br /&gt;
&lt;br /&gt;
==Clay collection==&lt;br /&gt;
Before you can create any ceramic goods you must first collect some clay. To do so, you must designate a clay collection [[activity zone]] ({{k|i}}) with at least one valid clay tile somewhere in it (although having only one will cause supply issues). Dwarves with the [[Hauling#Item hauling|item hauling]] labor enabled will either take it to an appropriate stone [[stockpile]], or leave it there for the potter to retrieve. Because you will constantly need more clay, it is a good idea to build and put a kiln on repeat collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking anything else there. Unlike [[sand]] for the [[glass industry]], collecting clay does not require any sort of container.&lt;br /&gt;
&lt;br /&gt;
==Firing==&lt;br /&gt;
One you have the clay (or kaolinite) collected and the fuel ready (if needed), you can designate stuff at the [[kiln]] to be fired by a [[potter]]. A standard [[kiln]] will consume one unit of [[fuel]] per job; a [[magma kiln]] uses no fuel. For a discussion of fuel sources, see the [[fuel industry]]. The kiln does not allow you to select which type of ceramic to produce; instead, the potter will take the closest available material, be it ordinary clay, fire clay, or kaolinite. If no glazing is needed, this is the final step, and a skilled [[potter]] working a kiln can produce his/her goods at a steady clip.&lt;br /&gt;
&lt;br /&gt;
==Glazing==&lt;br /&gt;
[[Glazing]] is a process that covers a material in a coat of varnish, protecting it, making it shiny, and, as with other &amp;quot;embellishment&amp;quot; processes, adding to its value. If you have a lot of earthenware materials and want to use them for storing liquids, glazing is necessary; otherwise, it just makes your things more valuable. Glaze can be applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].&lt;br /&gt;
&lt;br /&gt;
There are two types of glazes: [[ash glaze]] and [[tin glaze]]. The first uses a unit of [[ash]], produced by a [[wood burner]] at a [[wood furnace]] with the logs of felled [[tree]]s. The second uses [[tin]] [[bar]]s, a relatively scarce metal only available if you have [[cassiterite]] on your map, and is thus sourced from your [[metal industry]]. Much like kaolinite, this is a mineral resource you may or may not have, but are lucky to get: where ash glaze is worth 50☼, tin glaze is worth 100☼.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
The clay collection order occupies a kiln and requires the [[hauling#Item hauling|item hauling]] labor, not pottery or furnace operating. Since clay collection is time-consuming,  you may start to see job cancellations as the potter's increasing skill outpaces his/her suppliers; to ensure a smooth process, either have multiple dwarves with item hauling enabled, or make sure you have a large gathering area and a large number of people with the job enabled (or both).&lt;br /&gt;
&lt;br /&gt;
The biggest frustration with the ceramic industry is that you can't fine-tune what your dwarves will use. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the fact that dwarves will go for the nearest available resource; make a stockpile right next to the kilns, choose what goes in there, and you can more or less force the potters to use one material over another, albeit with some tedium. This has the major disadvantage of requiring you to haul things back and forth when you switch orders, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Glass_industry&amp;diff=175227</id>
		<title>v0.34:Glass industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Glass_industry&amp;diff=175227"/>
		<updated>2012-07-12T02:14:32Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|04:13, 15 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Glass Industry''' is an extremely versatile source of items. Everything from [[trade good]]s to [[furniture]] to low value [[glass]] [[gem]]s to [[block]]s to [[trap component]]s can be made from glass, making [[Glassmaker]]s an extremely useful profession.&lt;br /&gt;
&lt;br /&gt;
=Producing glass=&lt;br /&gt;
&lt;br /&gt;
In order to produce [[glass]] in great quantities, your map should have [[sand]]. Sand is offered by [[caravan]]s, but very little can be acquired at a time. If you want a massive glass industry, check on your pre-[[embark]] map for sand layers.&lt;br /&gt;
&lt;br /&gt;
To make items from glass, sand must first be gathered in [[bag]]s using a task available at any [[glass furnace]], &amp;quot;Gather Sand&amp;quot;.  You must designate a [[activity zone|Sand Collection zone]] from the ({{k|i}})-menu that includes an accessible area of sand in order for this task to succeed.  &lt;br /&gt;
&lt;br /&gt;
Once you have one bag of sand you can order glass to be created at a furnace.  A standard [[glass furnace]] will consume one unit of [[fuel]] per job; a [[magma glass furnace]] uses no fuel.&lt;br /&gt;
&lt;br /&gt;
==Collecting sand==&lt;br /&gt;
&lt;br /&gt;
All types of glassmaking require at least a [[container|bag]] of [[sand]]. The &amp;quot;Collect [[Sand]]&amp;quot; order at the glass furnace requires the &amp;quot;[[hauling#Item_hauling|item hauling]]&amp;quot; labor, not glassmaking. The Collect Sand order does however still occupy the glass furnace, preventing glassmakers from working in it until it has been completed. Collecting sand is also a time consuming task, and glassmakers quickly become faster at making items than at gathering materials to the point that jobs are canceled as sand becomes scarce.&lt;br /&gt;
&lt;br /&gt;
===Collecting sand efficiently===&lt;br /&gt;
&lt;br /&gt;
There are two main ways around this problem, each with its own benefits and drawbacks. &lt;br /&gt;
&lt;br /&gt;
====Brute force====&lt;br /&gt;
The fast, somewhat sloppy method is to build additional glass furnaces for the sole purpose of [[repeat]]ing the Collect Sand order while others are used for actual glassmaking. Keep in mind that ordering glass goods through the [[manager]] will schedule jobs in your sand collection glass furnaces, which can get irritating and interfere with your balance of sand supplies and glassmaking orders. To avoid this, queue ten sand collection jobs and set them all to repeat. This will prevent new jobs from being assigned to the [[furnace]].&lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*This method will free up time for your glassmakers to focus on making glass items. &lt;br /&gt;
&lt;br /&gt;
*It is possible to turn off all of your craftsdwarves' hauling labors and let your pack of otherwise useless [[Potash maker|Potash Maker]]s do all the grunt work of filling [[container|bags]].&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*This method is hard to balance. Just when you think you have found an equilibrium between supply and demand, a legendary glassmaker goes to sleep and every bag is filled with sand during his absence, resulting in a cascade of canceled bag filling jobs. If you go too far the other way and order more bags than can be used, hundreds of surplus sand bags accumulate until you eventually run out of bags or tweak the balance again.&lt;br /&gt;
&lt;br /&gt;
====Slow and easy====&lt;br /&gt;
The slightly slower but more controllable method of collecting sand efficiently. Assign each glass furnace to an individual glassmaker, and make sure that the dwarf's item hauling labor is turned on. Stagger work orders so the glassmaker hauls their own sand, then makes their item, then hauls their own sand. &lt;br /&gt;
&lt;br /&gt;
'''Benefits:''' &lt;br /&gt;
*Orders can be set to repeat endlessly in the background with no oversight, which is particularly excellent when mass producing [[Gems#Glass|raw glass]] or [[block]]s.&lt;br /&gt;
&lt;br /&gt;
*Usage of bags is set to a minimum, which frees [[cloth]] and [[leather]] for other purposes.&lt;br /&gt;
&lt;br /&gt;
'''Drawbacks:'''&lt;br /&gt;
*Tandem job orders like this mean that only five orders can be placed at a time, meaning that orders are placed most effectively as [[repeat]]s. A way around this is to set five different types of tandem orders and [[suspend]] and unsuspend them as desired.&lt;br /&gt;
&lt;br /&gt;
*This method is slower than the brute force method, and doesn't give your horde of idle dwarves anything to do.&lt;br /&gt;
&lt;br /&gt;
*The manager can still be a burden with this system and ruin the balance of labors.&lt;br /&gt;
&lt;br /&gt;
==Varieties of glass==&lt;br /&gt;
&lt;br /&gt;
:*Producing '''green glass''' requires only a bag of sand. Green glass items are [[value|worth]] twice as much as objects made from most [[stone]], making it equivalent to cheap metals like [[copper]] and [[zinc]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''clear glass''' requires one bar of [[pearlash]] in addition to a bag of sand. Clear glass items are worth five times as much as items made from most stones, making it equivalent to metals like [[bronze]].&lt;br /&gt;
&lt;br /&gt;
:*Producing '''crystal glass''' requires no sand, but does require pearlash and rough [[rock crystal]]s, a [[gem]] which is not found on all maps. Cut rock crystals bought from [[trader]]s will not work for producing crystal glass. Crystal glass is worth ten times as much as objects made from most stones, making it equivalent in value to metals like [[silver]].&lt;br /&gt;
&lt;br /&gt;
See also &amp;quot;[[Glass]]&amp;quot; for a full discussion of the properties of glass items.&lt;br /&gt;
&lt;br /&gt;
==Glass Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
[[Image:Glassflow2.png|Thumb|800px|Flowchart of the glass industry and its interaction with surrounding industries.]]&lt;br /&gt;
&lt;br /&gt;
=Glassmaking vs. masonry=&lt;br /&gt;
There is considerable overlap between items produced from [[stone]] at a [[Mason's workshop]], and items produced from glass at glass furnaces. [[Mason]]ry is easier to get running and will [[stone management|clear excess stone]] from your fortress. Glass produces items with a higher base [[value]] (unless you make your masons use flux or [[obsidian]]), and using a [[magma glass furnace]] allows you to make green glass objects without consuming anything but dwarven labor. Glass also provides a [[magma-safe]] alternative, to prepare for magma-based projects before it's discovered or avoid stockpile micromanagement for the correct building materials.&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Soap&amp;diff=175226</id>
		<title>v0.34:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Soap&amp;diff=175226"/>
		<updated>2012-07-12T02:13:56Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:35, 24 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Soap''' is a particularly useful type of [[bar]] used for [[clean self|personal cleaning]], which increases happiness (&amp;quot;recently took a soapy bath&amp;quot;) and lowers the chances of an [[infection]] in case they are [[wound]]ed, and for cleaning [[wound]]s in [[hospital]]s, preventing infections from developing. It is thus a vital commodity in dwarven [[health care]], and one not traded in [[caravan]]s: you're going to have to make some soap yourself.&lt;br /&gt;
&lt;br /&gt;
Soap is made of two components, [[lye]] and either [[tallow]] or [[rock nut oil]], and occupies a dedicated workshop, the [[soap maker's workshop]] (in very old versions, it was handled by the [[alchemist's laboratory]]). It thus has a somewhat complicated production process; lye must be processed at an [[ashery]] from [[ash]], which in turn must be burned at a [[wood furnace]] from [[wood]] logs that must first be [[woodcutting|cut down]]. [[Tallow]] is rendered from [[fat]] from butchered [[creature|animal]]s at a [[kitchen]], requiring either [[livestock]] or [[hunting]] activities, while rock nut oil must be [[pressing|pressed]] from rock nuts at a [[screw press]], which first requires [[plant gathering|gathering]] up or [[farming|growing]] [[quarry bush]]es and then processing them into bags. One unit of tallow or oil plus one of lye creates a single bar of finished soap.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not require soap to clean [[contaminant]]s such as mud and blood from themselves - if necessary, they will use murky pools, artificial pools of water, brooks, or a [[well]]. However, using soap will often generate the happy [[thought]] &amp;quot;recently took a soapy bath&amp;quot;. It is possible to construct bath-houses (rooms containing pools of water, a soap stockpile, and perhaps a few nice statues) so dwarves living deep underground need not venture to dangerous cave pools or surface brooks to clean off a little mud or bloodstain. For cleaning wounds and preventing infection after [[surgery]], however, [[hospital]]s should be kept stocked with a small amount of soap. Soap will get used up as dwarves wash themselves; the current rate seems to be 1/10 a bar per washing, so each bar lasts quite a while.&lt;br /&gt;
&lt;br /&gt;
Dwarves have an internal &amp;quot;dirtiness&amp;quot; level, which gets lowered when they have a bath, lowered further when they have a soapy bath and slowly builds up over time.  This &amp;quot;dirtiness&amp;quot; value is connected to the chance of getting an infection if the dwarf is injured, making soap useful as a preventative as well as treatment.  &lt;br /&gt;
&lt;br /&gt;
A convenient way to keep an emergency stockpile of soap is to use it as a building material for workshops or constructions such as walls.  When/if you need more soap, you can deconstruct and get the soap bars back.  Since soap in a hospital is reserved for hospital use, this is especially useful in case you start to produce soap before setting up a hospital. &lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If you have a [[stack]] of lye (bought via [[embark]] or from a [[caravan]]) then the entire stack will be used up to make a single bar of soap. {{Bug|2117}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Furniture_industry&amp;diff=175225</id>
		<title>v0.34:Furniture industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Furniture_industry&amp;diff=175225"/>
		<updated>2012-07-12T02:13:03Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:15, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
The '''furniture industry''' deals with the creation and disposition of [[furniture]], which is any item that is stored in a [[stockpile|furniture stockpile]]. Furniture can be made from a very broad range of materials: [[wood]], [[stone]], [[metal]], [[glass]], and [[cloth]] or [[leather]] for bags ([[artifact]] furniture may be made out of unusual materials such as [[bone]]). The wide variety of options can at first be confusing and intimidating to many players, but in time you will appreciate the tremendous flexibility and potential this approach brings to the game, both for aesthetic and practical purposes. Many players are inspired to [[stupid dwarf trick|novel approaches]] to fortress placement and [[mega construction|design]].&lt;br /&gt;
&lt;br /&gt;
All furniture has a [[item value|base value]], determined by its item type ([[bed]], [[barrel]], [[anvil]], etc.), which is multiplied by its '''material multiplier''' ([[silver]], [[orthoclase]], [[glumprong]], etc.) and its '''quality modifier''' (fine, exceptional, etc.) to determine it's '''final value''' (any '''decorations''' on the furniture are calculated separately and added to the final value). All furniture has both a material multiplier and quality modifier. Quality is dependent on the relative [[skill]] of the dwarf that completes the [[job]] of building the piece of furniture: [[experience|highly-skilled]] dwarves will produce higher-quality furniture, increasing your fortress' [[wealth]]. The number and value of furniture in a [[room]] determines the room's value; smaller rooms with more valuable furnishings can be more useful for meeting [[noble]]'s requirements in fortresses where space is an issue.&lt;br /&gt;
&lt;br /&gt;
For ease of reference, the furniture industry is broken down into discussion by basic material ([[wood]], [[stone]], etc.), and then by [[workshop]].&lt;br /&gt;
&lt;br /&gt;
==Wood Furniture==&lt;br /&gt;
: ''see also: [[Wood industry]]''&lt;br /&gt;
[[Wood]] furniture is relatively lighter and more prone to damage than furniture made from stone, metal or glass because wood is both [[fire|combustible]] and, in the case of [[barrel]]s, susceptible to [[vermin]]. The great advantage of wood is its ready accessibility and the tendency of [[tree]]s to regrow over time, making wood a readily renewable resource. Early in the life of a fortress, before the [[metal industry|metal]] or [[glass industry|glass industries]] are up and running, wood is the only material available for the making of [[barrel]]s, an essential storage device for [[food]] and [[booze]]. Barring certain [[artifact]]s, wood remains the only material that can be made into a [[bed]] or [[siege engine]]s.&lt;br /&gt;
&lt;br /&gt;
For most purposes, different types of wood are interchangeable. However, certain exotic woods have properties that make them more or less suitable for different types of furniture. For example, [[feather tree]] wood is the lightest wood in the game, and ideal for furniture that needs to be moved often such as [[bucket]]s - but it is the worst wood in the game to make [[ballista arrow]]s from, because ballista arrow damage is determined by [[weight]]. Ideally, ballista arrows should be made from the heaviest woods in the game: [[glumprong]] or [[blood thorn]].&lt;br /&gt;
&lt;br /&gt;
Most woods are brown, and produce brown furniture. However, exotic woods can be used to make red ([[goblin-cap]]), crimson ([[blood thorn]]), white ([[tower-cap]], [[feather tree]]), yellow ([[fungiwood]]), teal ([[spore tree]]), indigo ([[nether-cap]]), black ([[black-cap]]), purple ([[glumprong]]), or violet ([[tunnel tube]]) wooden furniture.&lt;br /&gt;
&lt;br /&gt;
===Carpenter's Workshop===&lt;br /&gt;
The [[carpenter's workshop]] is used to make most wooden furniture, and requires a dwarf with the [[carpentry]] labor enabled. One [[log]] is consumed to make each item of wooden furniture. The following furniture can be made at a carpenter's workshop: [[armor stand]], [[barrel]], [[bed]], [[bin]], [[bucket]], [[cabinet]], [[casket]], [[door]], [[floodgate]], [[grate]], [[hatch cover]], [[table]], [[throne]], [[weapon rack]].&lt;br /&gt;
&lt;br /&gt;
===Siege Workshop===&lt;br /&gt;
The [[siege workshop]] is used to produce [[siege engine|catapult parts]], [[siege engine|ballista parts]] and [[ballista arrow]]s, and requires a dwarf with the [[siege engineer]] labor enabled. One [[log]] is consumed to make either siege engine part or one ballista arrow.&lt;br /&gt;
&lt;br /&gt;
==Stone Furniture==&lt;br /&gt;
: ''see also: [[Stone industry]]''&lt;br /&gt;
[[Stone]] furniture is heavy and durable when compared to [[wood]], can be used to make most items of furniture, and vast quantities of rough stone are made available by [[mining]] on most maps, making it the staple furniture material of most dwarf fortresses. It is not as versatile as [[metal]] or [[glass]], but it also consumes no [[fuel]] to make an item of furniture.&lt;br /&gt;
&lt;br /&gt;
Some stones, notably [[graphite]], are quite [[fire|combustible]] and any furniture made from such materials should not be located near [[magma]], [[fire snake]]s, [[fire imp]]s, [[dragon]]s, or any other source of [[fire]]. Other stones are designated as [[magma-safe]], and furniture made from such materials will be [[fire-safe]] as well.&lt;br /&gt;
&lt;br /&gt;
Particularly valuable [[economic stone]]s are designated as prohibited for general use by [[mason]]s and the like for making stone furniture or crafts, being reserved for the [[furnace]]s. In some cases, however, it might be desirable or necessary to make furniture from economic stone. A noble might demand a [[native silver]] [[table]] for their room, or other magma-safe materials being exhausted a [[bauxite]] [[floodgate]] might be necessary to control the magma flow. [[Native gold]] is a peculiar case where the [[ore]] has the same [[material value]] as [[gold|gold metal]], and making furniture directly from native gold can save both time and [[fuel]]. Whatever the case, if you do desire to make use of economic stone in furniture, you must do so from the &lt;br /&gt;
the [[Status#Stone_Status_Screen|z-Status: Stone]] menu. Due to a bug, [[obsidian]] cannot currently be designated from this screen.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you take precautions and [[stockpile]] your stone and place your [[workshop]] in such a way as to minimize the distance between the two; a dwarf will typically grab the rough stone nearest the workshop when fulfilling a [[job]] to craft stone furniture. Designating a [[burrow]] that includes only the workshop and the economic stone stockpile can help ensure your dwarf grabs the correct type of stone, and may prevent other dwarfs with similar jobs from raiding the stockpile.&lt;br /&gt;
&lt;br /&gt;
===Mason's Workshop===&lt;br /&gt;
The [[mason's workshop]] is used to make most stone furniture, and requires a dwarf with the [[masonry]] labor enabled. One unit of rough [[stone]] is consumed in making each item of stone furniture. The following furniture can be made at a mason's workshop: [[armor stand]], [[bin]], [[cabinet]], [[chair]], [[chest]], [[coffin]], [[door]], [[floodgate]], [[grate]], [[hatch cover]], [[millstone]], [[quern]], [[statue]], [[table]], [[weapon rack]].&lt;br /&gt;
&lt;br /&gt;
===Mechanic's Workshop===&lt;br /&gt;
The [[mechanic's workshop]] is used to make [[mechanism]]s and [[traction bench]]es, and requires a dwarf with the [[mechanic]] labor enabled. One unit of rough stone is consumed in making each mechanism. Mechanisms that are going to be used in [[magma]] [[floodgate]]s or the like should be made from [[magma-safe]] materials.&lt;br /&gt;
&lt;br /&gt;
==Metal Furniture==&lt;br /&gt;
: ''see also: [[Metal industry]]''&lt;br /&gt;
[[Metal]] furniture is even more durable and heavy than [[stone]], and can be used to make a wider variety of furniture. Crafting metal furniture requires not only [[bar]]s of metal but [[fuel]] for the forge or access to [[magma]]. Metal furniture made from [[gold]], [[platinum]], [[aluminum]], [[steel]], and [[adamantine]] are the most [[item value|valuable]] in the game, based solely on material multiplier (quality modifiers and [[decoration]]s will vary). [[Barrel]]s made from metal, even low-value metals like [[billon]] or [[lead]], are significantly more effective at keeping [[vermin]] from [[wear|gnawing]] at food supplies.&lt;br /&gt;
&lt;br /&gt;
Metals with low melting points like [[copper]] and its [[alloy]]s are not [[magma-safe]] and should not be used to make furniture that will contact [[magma]].&lt;br /&gt;
&lt;br /&gt;
Unlike with wood or stone, you may specify the precise type of metal used to make an item of metal furniture, which removes the necessity of creating specific [[stockpile]]s and [[burrow]]s. It may still be a good idea to adjust the [[manager|workshop profile]] to restrict certain workshops and their associated tasks to your most [[experience]]d [[blacksmith]]s.&lt;br /&gt;
&lt;br /&gt;
===Metalsmith's Forge===&lt;br /&gt;
The [[metalsmith's forge]] and [[magma forge]] are used to make all metal furniture, and requires a dwarf with the [[blacksmith]] labor enabled. One [[bar]] of the specified [[metal]] is consumed in making each item of metal furniture; a metalsmith's forge will also consume one unit of [[fuel]] per [[job]]. The following furniture can be made from any metal at a forge: [[armor stand]], [[barrel]], [[bin]], [[bucket]], [[cabinet]], [[chest]], [[door]], [[floodgate]], [[grate]], [[hatch cover]], [[coffin|sarcophagus]], [[statue]], [[table]], [[throne]], [[weapon rack]].&lt;br /&gt;
&lt;br /&gt;
[[Copper]], [[silver]], [[bronze]], [[bismuth bronze]], [[iron]], [[steel]], and [[adamantine]] may be made into [[mechanism]]s; this option is under the &amp;quot;Trap Components&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
[[Iron]], [[steel]], and [[adamantine]] may be made into [[anvil]]s; this option is under the &amp;quot;Other Objects&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Despite being listed under furniture at the forge, [[chain]]s, [[animal trap]]s, [[cage]]s, [[pipe section]]s, [[splint]]s, [[crutch]]es, and [[block]]s are ''not'' furniture. They do not require the blacksmith labor to create, and they do not go into the furniture [[stockpile]] once created.&lt;br /&gt;
&lt;br /&gt;
==Glass Furniture==&lt;br /&gt;
: ''see also: [[Glass industry]]''&lt;br /&gt;
[[Glass]] furniture is comparable to [[stone]] furniture in most respects, but has a higher [[value|material multiplier]] than ordinary stone ([[economic stone]] is another matter entirely). Making glass furniture requires not only [[sand]], but access to [[fuel]] or [[magma]]. However, a [[magma glass furnace]] and a sand layer can produce an infinite amount of [[green glass]] furniture without consuming any materials whatsoever.&lt;br /&gt;
&lt;br /&gt;
Glass is not currently considered [[magma-safe]] and glass furniture should not be placed in contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
===Glass Furnace===&lt;br /&gt;
The [[glass furnace]] and [[magma glass furnace]] are used to make all glass furniture, and requires a dwarf with the [[glassmaker]] labor enabled. One unit of the specified [[gem|raw glass]] (green, clear, or crystal) is consumed in making each item of glass furniture; a glass furnace will also consume one unit of [[fuel]] per job. The following furniture can be made from any glass at a furnace: [[armor stand]], [[barrel]], [[bin]], [[container|box]], [[bucket]], [[cabinet]], [[coffin]], [[floodgate]], [[grate]], [[hatch cover]], [[door|portal]],  [[statue]], [[table]], [[throne]], [[weapon rack]], [[window]].&lt;br /&gt;
&lt;br /&gt;
==Cloth Furniture==&lt;br /&gt;
: ''see also: [[Textile industry]]''&lt;br /&gt;
[[Cloth]] [[bag]]s are counted as furniture and will be normally be deposited in the furniture [[stockpile]], unless they are used as [[container]]s for [[seed]]s, [[flour]] and the like. [[Giant cave spider]] silk cloth is the most valuable in the game, and it may be wise to designate a special [[stockpile]] and [[workshop]] for working with it, [[manager|restricted]] to your most highly skilled clothesmaker to ensure a higher [[value|quality modifier]].&lt;br /&gt;
&lt;br /&gt;
===Clothier's Shop===&lt;br /&gt;
The [[clothier's shop]] is used to make cloth bags, and requires a dwarf with the [[clothesmaking]] labor enabled. One unit of the specified cloth ([[silk]] or [[plant]]) will be consumed in making each bag.&lt;br /&gt;
&lt;br /&gt;
==Leather Furniture==&lt;br /&gt;
: ''see also: [[Meat industry]]''&lt;br /&gt;
[[Leather]] [[bag]]s are counted as furniture and will be normally be deposited in the furniture [[stockpile]], unless they are used as [[container]]s for [[seed]]s, [[flour]] and the like. You cannot designate the specific type of leather used to make a bag, and leather from rare and dangerous creatures can be particularly [[value|valuable]], so it may be wise to designate a special [[stockpile]] and [[workshop]] for working with it, [[manager|restricted]] to your most highly skilled leatherworker to ensure a higher [[value|quality modifier]].&lt;br /&gt;
&lt;br /&gt;
[[Giant cave spider]]s and [[giant desert scorpion]]s give [[chitin]] instead of leather, and it cannot be made into bags.&lt;br /&gt;
&lt;br /&gt;
[[Dragon]] and [[fire imp]] leather appear to be [[magma-safe]], and any bags made from them should be magma-safe as well. This can be a bad thing if such an object gets stuck in, say, a [[floodgate]] that is letting a torrent of [[magma]] through.&lt;br /&gt;
&lt;br /&gt;
===Leather Works===&lt;br /&gt;
The [[leather works]] is used to make leather bags, and requires a dwarf with the [[leatherworking]] labor enabled. One unit of the leather will be consumed in making each bag.&lt;br /&gt;
&lt;br /&gt;
==Decorating Furniture==&lt;br /&gt;
Furniture can be [[decorate]]d by many different materials so as to improve its [[value]], record the history of the fortress, and give dwarves happy [[thought]]s from looking at them. Furniture will only be decorated if it is in a stockpile, not while it is currently in use. To ensure a given piece of furniture gets decorated, designate a special [[stockpile]] for the furniture near the [[workshop]] and make it a burrow (make sure the dwarf can still access the raw materials for the decoration).&lt;br /&gt;
&lt;br /&gt;
==Buying and Selling Furniture==&lt;br /&gt;
Furniture is generally heavy and will diminish how much you can [[trade]] with the [[caravan]]s when they arrive; well-crafted, decorated, furniture made from valuable materials will get you more bang for your [[currency|dwarfbuck]]. Trading in [[booze]], [[leather]], [[cloth]], [[flour]], and the like usually results in a certain amount of exchange in [[barrel]]s, [[bag]]s, and [[bin]]s. Beware trading [[elves]] any piece of furniture derived from [[wood]], as this may start a [[war]]. Dwarven and [[human]] caravans will occasionally carry [[anvil]]s.&lt;br /&gt;
&lt;br /&gt;
==Industry Overview==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 49em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Wood industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Metal industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Stone industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Glass industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Extended Item Block|title=Wood Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |÷|#000|#770|π|#770|#000|÷|#000|#770|X|#000|#770|&lt;br /&gt;
  |÷|#000|#770|╤|#770|#000|X|#000|#770|û|#770|#000|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Metal Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |π|#770|π|#555|Ω|#fff|Ω|#ff0|&lt;br /&gt;
  |Ω|#770|╤|#fff|╤|#fff|Ω|#0ff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Stone Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |π|#999|π|#999|Ω|#555|Ω|#fff|&lt;br /&gt;
  |Ω|#fff|╤|#999|╤|#999|╤|#555|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Glass Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |π|#090|π|#090|Ω|#099|Ω|#fff|&lt;br /&gt;
  |Ω|#090|╤|#099|╤|#099|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
  |A|#dfd|C|#dfd|L|#dfd|&lt;br /&gt;
  |      |E|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Decorated Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|&lt;br /&gt;
  |π|#999|π|#999|Ω|#555|╤|#fff|&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|L|    |&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|    |C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
  |L|#fff|T|#fff|E|    | [[decorate]]&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    | build rooms and buildings&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    | sell to [[trade]]rs&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item=[[Barrel]]s, [[Bin]]s|use=Store [[food]], [[Alcohol|drinks]] and items&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item=[[Bucket]]s|use=Used to carry liquid&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Construction industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Export industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{Category|Furniture}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Finished_goods&amp;diff=175224</id>
		<title>v0.34:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Finished_goods&amp;diff=175224"/>
		<updated>2012-07-12T02:12:31Z</updated>

		<summary type="html">&lt;p&gt;Antropax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for [[trading]].  They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
There is no way to issue a job order for a specific subtype of a good with multiple subtypes.  If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods can be produced in multiples.  It is possible to get up to three crafts from a single resource.  The chance of multiples is increased with more [[experience]] in the craftsdwarf skill.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include [[figurine|'''figurines''']], [[jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns''']], and '''scepters'''.  They are the only type of trade good that appears on its own page in the Trade Depot menu. Some subtypes of crafts can be works of art (figurines, for example) on them when first built. This does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''. Stone mugs can be found under the 'All' section of the Move Trade Goods interface.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves never drink [[booze]] out of mugs, preferring instead to drink straight from the [[barrel]].  However, they can be used to transport liquids in [[Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]]. Totems cannot be built as permanent structures, but careful management of custom [[stockpile]]s will allow the player to place totems at artistically pleasing locations around the fortress.&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
Large gems have no subtypes.  It is not possible to issue a job order for large gems; instead, cutting any [[gem]] or raw [[glass]] has a chance to produce a large gem instead of ordinary cut gems.  Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a [[glass furnace]], and must be acquired through the processing of raw glass by a gem cutter.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods.  On occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworking]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]||[[Clothesmaking]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Y||Y||Y||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note that wooden cups, instruments, or toys can only be made using the job manager, as the craftsdwarf's workshop interface does not permit selecting them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Glass and gems have a small, random chance to be cut into crafts. See the finished goods [[Finished_goods#Glass_Crafts.3F|discussion page]] for details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; See [[Trade good#Large gems|Large gems]] above. Large glass gems are cut at a jeweler's workshop, not a glass furnace.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Large gems (other than those cut from [[glass]]) are never taken to a stockpile. {{bug|4430}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=175223</id>
		<title>v0.34:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=175223"/>
		<updated>2012-07-12T02:11:58Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:06, 17 May 2012 (UTC)}}{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
&lt;br /&gt;
A '''weapon''' in the sense described on this page is any object specifically designed to be wielded in the pursuit of bodily harm to others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords).&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
Weapons fall into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans. These cannot be reliably produced by your dwarves, and may use skills they are unfamiliar with. It is also impossible to buy them in bulk, and considering they are of variable quality and material and usually quite expensive, they are rarely worth it, except when they are products of [[strange mood]]s (see strange moods, below). Since they are bread-and-butter for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
One can divide weapons in dwarf fortress into three categories. The first is slashing weapons, like the shortsword and battle axe. These weapons work by concentrating their force along a blade, allowing them to make gashes in or completely sever body parts, and given the opportunity, make the quickest work of their foes. They are far less effective against armored targets, however, as armor will block most hits and convert them into weaker blunt damage.&lt;br /&gt;
&lt;br /&gt;
The second is piercing weapons, like the spear and foreign pike. These weapons work by concentrating their force at a point, allowing them to punch through armor and damage internal organs, often getting stuck and giving their wielder further leverage on the target. Note that ranged weapons - [[crossbow]]s, bows, and blowguns, (blowguns cannot be used as a ranged weapon currently), - are effectively piercing weapons with range to them. When used in melee, these weapons function like weaker war hammers.&lt;br /&gt;
&lt;br /&gt;
The third is crushing weapons, like the war hammer and mace. These weapons work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. These weapons are slow to kill their targets - dwarves have a habit of breaking every bone in their opponent's body before moving on to the next target - but are the most effective weapons against heavy and heavily armored foes which shrug off damage more easily.&lt;br /&gt;
&lt;br /&gt;
There's also training weapons. Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. Training axes, spears, and short swords can be constructed in dwarf fortress mode. They used to be useful for avoiding sparring injuries, but since dwarves sparring generally do not carry that risk, they are mostly useless, except in [[danger room]]s.&lt;br /&gt;
&lt;br /&gt;
=== Types of targets ===&lt;br /&gt;
One can divide the types of foes you will meet into three categories. The first is organic and unarmored (or poorly armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), [[semi-megabeast]]s and [[megabeast]]s besides the [[bronze colossus]]. Weapons that deal slashing damage work best and quickest against these types of enemies, severing whole body parts and leaving them severely incapacitated.&lt;br /&gt;
&lt;br /&gt;
The second is organic and armored enemies, like [[ambush]]ers and [[siege]]rs. The way [[armor]] works, slashing blows that are countered by a piece of armor are converted into generally less effective blunt damage; the best damage against these kinds of enemies are piercing weapons, which punch through armor and damage their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower.&lt;br /&gt;
&lt;br /&gt;
The third and most dangerous types of enemies are inorganic enemies (or ones that [[Giant cave spider|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, and depending on the material they are made of, may be very difficult to slash at (although a forgotten beast made of, for instance, mud is laughably easy to kill). Against these enemies, crushing weapons are the best, because they can chip at their foes until they collapse from cumulative damage.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become weapon lords for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shieldless, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has has used a particular weapon for a long time will grow attached to it, and be very unhappy if you take it away. This is fine if they are wielding a ☼Steel Mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant &amp;amp;mdash; a forgotten beast for instance. Only the last shot counts for the [[kill list|kill]]. Once named, the weapon will appear in the artifact list, albeit in blue.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as being significantly more valuable.&lt;br /&gt;
{{v0.31:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a moodable profession, which means that you can get [[artifact]] weapons. This is a bit of a mixed bag: although a legendary [[armorsmith]], [[engraver]], or [[stone crafter]] would be more useful, it's certainly better then a legendary [[mechanic]]. Artifact weapons have a 3x combat bonus, but do ''not'' have to be made of logical materials; ordinarily a [[rainbow trout]] [[bone]] spear is impossible, but a moody dwarf can create one with a single bone. Thus artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods are not held to producing native weapons, and in fact often don't, as the number of foreign weapons outnumbers the natives. In the case where they create a valuable and battle-worthy foreign weapon (like a steel two-handed sword), it's worth it to manually go through your dwarves to find someone who can best utilize it, and assign it to him. See the caveats of foreign weapons however, discussed below.&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[Wood cutter]]s use battle axes, and [[miner]]s use picks. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
Crossbows and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=112008.0 this forum post] for details.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Battle Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0x&lt;br /&gt;
| Mace&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick (foreign)&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0x&lt;br /&gt;
| Mining&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Short Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon -- or any unwanted [[armor]], for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. &lt;br /&gt;
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All training weapons must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit. Do not equip two-handed swords with a shield, for instance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2H Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean animal peoples&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], Goblin, Human, [[Kobold]]&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5x&lt;br /&gt;
| Mace&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Great Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Halberd&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Kobold&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Long Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Elf, Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Multigrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Morningstar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Scimitar&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Size==&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness, so not all dwarves can use all weapons. The following table shows approximately how many dwarves can use each weapon one or two handed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battle Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Pick&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Short Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Spear&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Great Axe&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Halberd&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dagger (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Long Sword&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49&lt;br /&gt;
| 7/49&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Morningstar&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Pike&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scimitar&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details.&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes= &amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=120|impactfracture=120|impactelasticity=100|shearyield=15|shearfracture=15|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact strain at yield''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear strain at yield''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
[[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard) in regards to edged weaponry. &lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine  &amp;lt;p&amp;gt;(worst for missiles)&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarves vs. 15 dwarves combats) in the [[object testing arena]] shows that the best dwarven-made weapon against humanoids is the silver war hammer {{version|0.31.12}}.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic{{Bug|535}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=175222</id>
		<title>Template:DF2014 industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:DF2014_industry&amp;diff=175222"/>
		<updated>2012-07-12T02:10:46Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Armour --&amp;gt; Armor Silly Canadian me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}} &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Industry}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Primary Industries&lt;br /&gt;
| [[Wood industry]] - [[Stone industry]] - [[Food|Food industry]] - [[Fuel industry]] - [[Fishing industry]] - [[Meat industry]] - [[Metal industry]] - [[Beekeeping industry]] - [[Poultry industry]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Secondary Industries&lt;br /&gt;
| [[Armor|Armor industry]] - [[Weapon|Weapon Industry]] - [[Finished goods|Finished goods industry]] - [[Soap|Soap Industry]] - [[Glass industry]] - [[Ceramic industry]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Tertiary Industries&lt;br /&gt;
| [[Gem industry]] - [[Textile industry]] - [[Health care|Health care Industry]] - [[Extract|Extract industry]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=175221</id>
		<title>v0.34:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Armor&amp;diff=175221"/>
		<updated>2012-07-12T02:09:03Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:29, 21 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms. Ears, nose, lips and teeth are exposed, even in full armor, whilst robes and capes tend to cover the throat. &lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armour slows down dwarves considerably more than it did in the past. In one arena test, a naked peasant had 951 speed on creation and a peasant in full bronze armour had a speed of 643. An armoured peasant Grand Master Armour User skill raised their speed to 951.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf hit by a weapon would invariably suffer damage, well-armored dwarves have a good chance of blunting the damage or bouncing it off altogether, reducing major strikes to mere bruises and grave wounds to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless also functions in that sense, often blocking weak attacks (and rendering a clothed dwarf a better fighter than a naked one).&lt;br /&gt;
&lt;br /&gt;
A clothed dwarf takes little more than a few seconds to die to a [[goblin]] [[ambush]]. One clad in a full set of exceptional steel armor, meanwhile, can expunge a goblin squad of most of its ammo and a half a minute of its time before finally dying. Dwarves armed only with weapons might be a sufficient response to thieves and local wildlife, but a serious [[military|army]] requires equally serious armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of armor ===&lt;br /&gt;
In terms of classifications, armor can be classed into three different types. The first is [[clothing]], made of [[leather]] or [[cloth]]. Clothing can only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can dampen damage. Most dwarves will be wearing clothing; those that aren't will usually be very [[tantrum|unhappy]], [[baby|babies]], or [[insane]]. The second type is [[leather]] and [[bone]] armor, which is specialized for the purpose from clothing; it is very weak, but still better than nothing. The last type is true [[metal]] armor, made at a [[metalsmith's forge]]; it is this armor that is made by an [[armorer]], and should be used by a serious military.&lt;br /&gt;
&lt;br /&gt;
Though all clothes can protect from damage, a &amp;quot;true&amp;quot; suit of armor consists of the following pieces:&lt;br /&gt;
*'''Leather armor''': Protects upper body, leather only.&lt;br /&gt;
or&lt;br /&gt;
*'''Mail Shirt''': Protects upper body and upper arms, made of chain mail (slightly weaker, but cheaper to produce).&lt;br /&gt;
*'''Breastplate''': Protects upper body, can be worn over a mail shirt.&lt;br /&gt;
and&lt;br /&gt;
*'''Helms''': Protect the head.&lt;br /&gt;
and&lt;br /&gt;
*'''Gauntlets''': Protect the hands and wrists.&lt;br /&gt;
and&lt;br /&gt;
*'''Leggings''': Protect upper and middle legs, made of chain mail.&lt;br /&gt;
or&lt;br /&gt;
*'''Greaves''': Protect upper and middle legs, made of plate mail.&lt;br /&gt;
and&lt;br /&gt;
*'''Low boots''': Protects feet.&lt;br /&gt;
or&lt;br /&gt;
*'''High boots''': Protects feet and lower legs.&lt;br /&gt;
and&lt;br /&gt;
*'''Buckler''': Can be used to block attacks.&lt;br /&gt;
or&lt;br /&gt;
*'''Shields''': Can be used to block attacks (better than a buckler).&lt;br /&gt;
&lt;br /&gt;
=== Armor skill ===&lt;br /&gt;
Armor use trains the [[armor user]] [[skill]]. Where armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.&lt;br /&gt;
&lt;br /&gt;
Every time a dwarf reflects an attack with their armor ([[reports|report]]ed as &amp;quot;the attack was deflected by his/her &amp;lt;armor&amp;gt;&amp;quot;), they will receive 30 [[experience]]. The skill can trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.&lt;br /&gt;
&lt;br /&gt;
=== Shield skill ===&lt;br /&gt;
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
:''See also: [[Metal#Weapon and armor quality]]''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|Elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor material is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piecing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! colspan=5|Metal armor comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next-to-guaranteed on any embark containing more than one metal).&lt;br /&gt;
* [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor, and has slightly better material properties than iron, but also weights more.&lt;br /&gt;
* [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored but more expensive to produce and with the same material definitions.&lt;br /&gt;
* [[Iron]] is a fairly commonly found as [[hematite]], [[limonite]], or [[magnetite]]. It is comparable to bronze.&lt;br /&gt;
* [[Steel]] is the best non-candy armor material, and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel is worth its weight in [[gold]]; making lots of armor is a sure way to attract attention, but at least it's going into shiny armor, right?&lt;br /&gt;
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparallelled armor, but is very time-consuming to produce, in addition to being hazardous to mine. It is immensely valuable to boot.&lt;br /&gt;
&lt;br /&gt;
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here].&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.&lt;br /&gt;
&lt;br /&gt;
{{DF2012:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
This means that, effectively, masterworks produced by legendary [[armorer]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. However, artifacts can be made of totally inappropriate materials, and the spectacularly low defensive values of a [[rainbow trout]] [[bone]] mail shirt vastly outweigh any bonuses it gets. This can be problematic when your [[militia commander]] drops everything to retrieve himself his new piece of candy. Nonetheless, artifact-quality weapons-grade armor are very strong defensively.&lt;br /&gt;
&lt;br /&gt;
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to [[wear]], and the fact that only non-clothing garments increase the armor user skill.&lt;br /&gt;
&lt;br /&gt;
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, shoes and sandals are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. It is important to understand that dwarves are gender-insensitive; a male dwarf may well put on a dress.&lt;br /&gt;
&lt;br /&gt;
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and capes will cover the throat and provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one. The number of adamantine wafers or stacks of cloth required to create armor is equal to the material size.&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]] and [[Backpack]] are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces a pair of gloves, gauntlets or mittens -- one right-handed and one left-handed.  The items from a single job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses (sockmail)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces one pair of footwear.  Unlike gloves, footwear items are interchangeable (they are not right- or left-footed).  The two items from a single crafting job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Armor, Over, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This is typically not an issue with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old [[40d:dungeon master|dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size,20 permit) means you can put on a mask (20,10) or two caps (10,20), but only two head veils (10,100).  Any of these configurations can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10,15) allows only one face veil (10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules so it is possible to have three chain mail shirts (15,50), a breastplate (20,50), and 25 capes (10,300) on ones upper body plus a helm and six hoods on ones head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each sucessive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workaround about Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armour piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armour.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Head'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Upper Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Upper Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lower Body'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Lower Body (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hands'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Hands (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Feet'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Feet (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection but cheap sets are lighter and easier to mass produce.''&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
There are three tags that govern how far coverage reaches.&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and throat.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equiped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty with just two problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
* Faces can't be covered by head armor.&lt;br /&gt;
* Throats cannot be protected by metal armor (except adamantine cloth).&lt;br /&gt;
&lt;br /&gt;
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=175220</id>
		<title>v0.34:Egg production</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Egg_production&amp;diff=175220"/>
		<updated>2012-07-12T02:07:58Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:15, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Producing eggs''', like the [[meat industry]], the [[beekeeping industry]], the [[fishing industry]] and [[farming]], creates [[food]]. In egg production, collection and cooking of [[egg]]s is the primary activity, as, over time, domestic poultry such as [[chicken]]s can produce much more food as eggs than the same animal produces as meat when butchered (1 egg = 1 meal). When starting out a new fortress, raising poultry can be an excellent way to quickly fill up your food [[barrel]]s as it requires very little set-up for your dwarves. As a by-product of egg production, older or excess animals can be butchered as part of the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
== Acquiring Egg-laying Animals ==&lt;br /&gt;
There are several sources for obtaining egg-laying [[animal]]s, outlined below.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy [[Domestic_animal#Comparison_of_domestic_poultry|domestic poultry]] at [[embark]] and even decide how many males and females of each animal you embark with. Since you don't need males to produce eggs, and need only one male to breed, you could embark with three or four hens, and at most one rooster. Poultry animals are very economical to purchase at embark, costing only 6[[currency|☼]] each. &lt;br /&gt;
&lt;br /&gt;
Of the domestic poultry, [[turkey]]s produce the most eggs per clutch on average, followed by [[duck]]s, then [[chicken]]s and [[guineafowl]]. Turkeys are the largest animals, and produce the most meat and other products if butchered as part of the meat industry, with [[goose|geese]] and [[blue peafowl]] only slightly smaller. All domestic poultry become adults one year after hatching, but geese, blue peafowl, and guineafowl grow to full size at one year; other poultry only reach full size after two years.&lt;br /&gt;
&lt;br /&gt;
===Migration===&lt;br /&gt;
Immature domestic poultry may arrive at your fortress with a wave of [[migrant]]s. These animals may be strays or [[pet]]s.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
''Requires: A [[trade depot]], a [[Broker|trader]], a [[merchant]], and some tradeable goods''&lt;br /&gt;
&lt;br /&gt;
You can purchase egg-laying animals from a merchant. Elves may bring tamed exotic animals which are additionally [[giant eagle|interesting for defense purposes]].&lt;br /&gt;
&lt;br /&gt;
===Cage traps===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, a [[mechanic]], a [[kennel]], and a [[animal trainer]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch egg-laying animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk or fly. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals ''will'' walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or trigger their aggression. To successfully trap large animals, form a choke point some distance away from them: build walls, perhaps several z-levels high, to create a continuous barrier to movement. &lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
Egg-laying animals that are caught in a cage trap need to be tamed by an [[animal trainer]] at a [[kennel]] before they can be safely used to produce eggs.&lt;br /&gt;
&lt;br /&gt;
===Breeding===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, one or more [[nest box]]es, and time''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map, and there is an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, then sooner or later (and probably sooner) the male will fertilize the eggs laid by the female. No contact between the male and the female or eggs is needed - fertilization can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership. ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)'' Even a male in a flock of wild animals outside the fortress walls can fertilize a clutch locked deep in a lowest level. A female can lay a clutch of eggs again immediately after the last clutch hatches. A female that can not claim a nest box ''will not'' lay a clutch of eggs. &lt;br /&gt;
&lt;br /&gt;
A fertilized clutch will only hatch if they are left in the nest box undisturbed and their mother is allowed to incubate the eggs. Collecting the eggs, [[butcher's shop|slaughtering]] the mother, or deconstructing the nest box will all prevent the eggs from hatching. A clutch of eggs to be used for breeding should be [[forbidden]] to prevent their collection. Even if the eggs and mother are left undisturbed, it is possible that clutch was not fertilized. Eggs that don't hatch after two seasons will likely never hatch.  To make sure that the eggs are left undisturbed, make sure that no [[stockpile]]s accept that type of egg, and if you [[cooking|cook]] any meals make sure that that type of egg is turned off in the kitchen sub-screen of the [[status]] screen.  Alternatively, you can put the nest boxes in a room behind a [[door]] and forbid the door to keep your dwarves away from the eggs.&lt;br /&gt;
&lt;br /&gt;
As a large number of free-roaming animals will reduce your game speed, a common strategy is to cage all your young poultry until matured because they cannot lay eggs, and do not give the same amount of bones, meat, and fat as adults. Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher a [[saltwater crocodile]] hatchling right away, rather than wait 3 years for it to mature and produce more meat and bones.&lt;br /&gt;
&lt;br /&gt;
Using [[cage trap]]s judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like a [[cave crocodile]] farm!&lt;br /&gt;
&lt;br /&gt;
==Egg Collection==&lt;br /&gt;
''Requires: A tame adult female egg-laying animal, a [[nest box]], and [[food hauling]]''&lt;br /&gt;
&lt;br /&gt;
Once you have at least one tame adult female egg-laying animal, you need to build a [[nest box]] to begin production of delicious and filling [[egg]]s. Every so often, the adult females will claim a nest box and lay a clutch of eggs. Then, a [[food hauling|food hauler]] will collect the eggs and move them to a food [[stockpile]]. As food hauling is an unskilled labor; any dwarf in the fortress can be as good at egg collection as every other dwarf! Egg collection is a great way to use those [[peasant]]s that otherwise just move boulders around the fortress.&lt;br /&gt;
&lt;br /&gt;
Eggs must be [[cook]]ed into [[prepared meal]]s at a [[kitchen]] before they can be eaten by dwarves.&lt;br /&gt;
&lt;br /&gt;
==Egg-laying Animals==&lt;br /&gt;
''This table is incomplete (2012-05-22). You can help by adding to it.''&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Outdoor Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Adder]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Albatross]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|305&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alligator]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alligator snapping turtle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Barn owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Beak dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1600&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Black mamba]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Blue peafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|102&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Bushmaster]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|22&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Buzzard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cassowary]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|550&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Chicken]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Common snapping turtle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|21&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Desert tortoise]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Duck]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|142&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Echidna]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emperor penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|465&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Emu]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|805&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant eagle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant tortoise]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|82&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Gila monster]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Goose]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Grey parrot]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|40&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Great horned owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Guineafowl]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Hornbill]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kakapo]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kea]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kestrel]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[King cobra]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kingsnake]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Little penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|53&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Loon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|152&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Monitor lizard]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Osprey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Penguin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Peregrine falcon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|46&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Platypus]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Puffin]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Python]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Raven]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|52&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Saltwater crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Sea_serpent|Sea serpent]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Snowy owl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|62&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Swan]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|340&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Turkey]]†&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|87&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Vulture]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[White stork]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|}&lt;br /&gt;
:† Common [[domestic animal]], can be purchased at embark&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''Subterranean Animals'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cave dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Crundle]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Elk bird]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Giant cave swallow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Helmet snake]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Jabberer]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;| '''[[:Megabeast|Megabeasts]]'''&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Minimum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Maximum Number of Eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Egg Size&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dragon]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6100&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Roc]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|201000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Aquatic egg laying animals will not claim a nest box. It doesn't matter if the box is built underwater or on land. {{Bug|4105}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Beekeeping_industry&amp;diff=175219</id>
		<title>v0.34:Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Beekeeping_industry&amp;diff=175219"/>
		<updated>2012-07-12T02:07:36Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:32, 31 March 2011 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
The '''beekeeping industry''' is a straightforward process that allows a fortress to produce food ([[honey]], [[royal jelly]]), drink ([[mead]]), and craftable materials ([[wax]]) from [[honey bee]]s.&lt;br /&gt;
&lt;br /&gt;
==Setup and usage of hives==&lt;br /&gt;
&lt;br /&gt;
First up you need an area that can support [[honey bee]]s ([[bumblebee]]s can't be used). These [[vermin]]-type creatures occur in any non-freezing [[biome]].  After finding a colony of bees, the next step is to create an artificial [[hive]] in the [[craftsdwarf's workshop]], [[kiln]] or [[metalsmith's forge]] using stone, wood, ceramics or metal.&lt;br /&gt;
[[Image:Beekeeping Industry Flowchart.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Construction of the hive is then done by a dwarf with the [[beekeeper|beekeeping]] labor enabled, and must be made in a tile adjacent to an outside tile. Unless the player specifies otherwise (with {{K|q}}-{{K|c}}), the beekeeper will then automatically find the nearest live hive and transfer it to the artificial hive. &lt;br /&gt;
&lt;br /&gt;
For each empty built hive being set to 'Install colony when ready', an 'Install Colony in Hive' task will be automatically added to the job list. Beekeepers would not take the job unless there is a wild colony of honey bees or ready to split domestic colony in a hive.  Multiple beekeepers/hives can task the same colony, see bugs section&lt;br /&gt;
&lt;br /&gt;
From there the player has two options:&lt;br /&gt;
* The player may toggle the hive (using {{K|q}}-{{K|g}}) so that the product is not automatically gathered. This will cause the hive to grow, allowing it to be split into additional artificial hives. &lt;br /&gt;
* If the player chooses to have the hive harvested, a beekeeper will approach the hive after 3 months{{verify}} or so and transfer royal jelly to an empty [[jug]] and produce a [[honeycomb]].&lt;br /&gt;
&lt;br /&gt;
By setting hives to either be harvested, or grown until splittable, a player can enjoy sustainable honey harvesting, even without access to more wild honey bees (for instance, if your fortress is under siege). The hives set to be collected will be periodically destroyed in order to yield honey, and then refreshed by splitting off bees from the non gathering hives.&lt;br /&gt;
&lt;br /&gt;
The royal jelly is counted as an edible item and can be cooked or eaten as is. The honeycomb requires a bit more effort: it must be brought to a [[screw press]] to be turned into honey, which is also edible and can be cooked. Pressing a honeycomb also requires an empty jug.&lt;br /&gt;
&lt;br /&gt;
That honey can then be brought to a [[still]] and, when combined with a non-absorbent [[barrel]], can create mead.&lt;br /&gt;
&lt;br /&gt;
The pressed honeycomb can be brought to a [[craftsdwarf's workshop]] and turned into wax [[crafts]].&lt;br /&gt;
&lt;br /&gt;
==Examining hives==&lt;br /&gt;
Interacting with a hive ({{K|q}}) will show:&lt;br /&gt;
&lt;br /&gt;
* Which options have been set for that hive (install colony or don't, gather products or save for split).&lt;br /&gt;
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.&lt;br /&gt;
* If the hive is {{DFtext|Ready to be split|2:1}}.&lt;br /&gt;
&lt;br /&gt;
If interacting with the hive shows {{DFtext|Not ready to be split|7:0}} then it might mean it has a colony too small to be split, or that it has no colony at all.  To see if a hive has a colony, uses &amp;quot;view items in buildings&amp;quot; ({{K|t}}), which will show an item [[stack]] of thousands of bees if there's a colony.  {{K|t}} will also show if the hive has a honey comb or lump of royal jelly.&lt;br /&gt;
&lt;br /&gt;
==Artificial hive limits==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your fortress has 41 or more inhabited artificial hives, but less than 60, then interacting with a hive ({{K|q}}) will show:&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Too many hives|6:1}}&lt;br /&gt;
{{Gametext|* Output restricted|6:0}}&lt;br /&gt;
&lt;br /&gt;
Presumably this means that existing artificial hives grow more slowly. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Having more than 41 or more than 60 inhabited artificial hives does not appear to prevent new wild hives from appearing, and these can still be transferred to empty artificial hives.&lt;br /&gt;
&lt;br /&gt;
If you fortress has 60 or more inhabited artificial hives, then interacting with a hive ({{K|q}}) will show:&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Too many hives|4:1}}&lt;br /&gt;
{{Gametext|* No output|4:1}}&lt;br /&gt;
&lt;br /&gt;
Presumably this means that existing artificial hives no longer grow, or that grown hives can't be split. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Streamlining production==&lt;br /&gt;
To create a stockpile that accepts only honeycombs, start with a finished goods stockpile, turn off all types except tools, and all materials except wax.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves have a hard time splitting hives.  They also have a hard time keeping track of wild colonies of bees that die out.  Having the beekeeping labor enabled on only one dwarf at a time may alleviate these problems.  See {{bug|3981}} and related bugs.&lt;br /&gt;
*Removing and rebuilding empty hives usually fixes beekeepers stuck trying to install colonies.&lt;br /&gt;
*Jugs of royal jelly may be stored in bins as finished goods, preventing its use in the food industry.&lt;br /&gt;
*Collecting royal jelly may require more than one jug in storage to begin.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Metal_industry&amp;diff=175218</id>
		<title>v0.34:Metal industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Metal_industry&amp;diff=175218"/>
		<updated>2012-07-12T02:07:15Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork|04:44, 24 June 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
The '''metal industry''' is a catch-all phrase for both the smelting of raw [[ore]] into [[metal]] [[bar]]s (including [[Metal#Alloys|alloys]]), and turning those bars into [[crafts]], [[furniture]], [[weapon]]s, and [[armor]]. Some sort of metal industry is pretty much essential in any fortress, as without one your [[military]] will have to fight off [[invader]]s with [[wood]]en weapons and [[leather]] armor. Because of metal's high base value, it can be a very [[wealth|profitable]] industry, allowing the creation of valuable [[statue]]s and [[furniture]] for your fort or as trade goods. Specific information on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page.&lt;br /&gt;
&lt;br /&gt;
[[Image:MetalIndustry3.jpg|thumb|500px|Metal Industry Flowchart.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Ores==&lt;br /&gt;
[[Ore]]s are naturally occurring [[stone]]s that leave behind valuable material after being [[mining|mined]], and are your primary source of metal. Although metal bars can be imported via caravans, these come in very limited amounts; you will have to rely on native ores if you wish to build any sort of sizable metal industry.&lt;br /&gt;
&lt;br /&gt;
The [[site finder]] lists two different types of ore occurrence in a region: shallow metal(s), which indicates high [[z-level]] ore(s) in the [[biome]], and deep metal(s), which indicates low z-level ore(s) in the biome. Different biomes can contain different resources; as such, you should scroll through the region with the F keys to see all of the available resources by biome. The exact position of your ores can be influenced by local factors; for instance, if you have embarked on a [[mountain]] adjacent to a flat plain, you can expect all of the ores to be located within the mountainside, and concentrate your search there. If you have neither shallow nor deep metals, surviving in the region will be very [[fun]]. Shallow metals are desirable not only because they are easy to find/access, but because [[iron]] ores are almost always found in shallow sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
Different ores tend to occur in different [[stone layers]] and among different rocks; for instance, two of the ores of iron only occur in the [[sedimentary layer]], while the third occurs both there and in the [[igneous extrusive layer]]. The type of surrounding rock is a clue as to the types of ores it contains. Within these rock layers, ores occur in [[vein]]s -- sinuous, single z-level groupings of the rock that weave through the [[stone layer]] in no discernible pattern (multi-layer veins are planned for future releases) -- or in [[cluster]]s, smaller and more circular groupings of typically rare ores (like [[platinum]]). With luck, you might happen upon valuable ores while digging out your initial fortress, but generally finding your resources requires significant [[exploratory mining]] first, digging up a z-level to discover all of the goodies it contains.&lt;br /&gt;
&lt;br /&gt;
Whenever you strike a new ore on a z-level, the game will [[announcement|announce]] its presence with the message &amp;quot;You have struck &amp;lt;ORE&amp;gt;!&amp;quot;, similar to what it does for more mundane stones and for [[gem]]s. Where there is one ore, there is an entire vein or cluster, and this is your cue to mine out the area to explore your new-found resource.&lt;br /&gt;
&lt;br /&gt;
By default, ores are reserved for smelting; that is, they are unavailable for use by [[Mason]]s and [[Stone crafter]]s. If you have found a significant deposit of ore, however, you may wish to change this behavior in the [[Status#Stone status screen|status menu]] to allow your dwarves to make ore stone furniture and goods. This can be advantageous for several reasons:&lt;br /&gt;
* Most furniture costs 3 bars, but only 1 stone&lt;br /&gt;
* Your [[Mason]] may have higher skill than your rarely-used [[Blacksmith]]&lt;br /&gt;
* You may save the cost of fuel, and the time spent hauling/smelting the ore&lt;br /&gt;
This does not apply to furniture that cannot be made of stone, such as [[bin]]s; and obviously you cannot make furniture from alloys in this way, since alloys only exist in the form of metal bars or forged items.&lt;br /&gt;
&lt;br /&gt;
==Fuel==&lt;br /&gt;
The metal industry consists of two parts: the ores from which the metals are made, and the fuel which powers the making. With the exception of [[stud]]ding, all metalworking requires a unit of fuel (or more, if it is part of the reaction itself). There are currently three types of fuel in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The simplest is [[charcoal]], made from wood [[log]]s at a [[wood furnace]] by a [[wood burner]] (note: ''not'' [[furnace operator]]). It may be necessary to produce a couple of bars of charcoal at the very least, as creating fuel from the other, mineral sources of fuel requires fuel itself. Charcoal can be used to jump start the process, but if your location is lacking in the other fuel sources, you will have to use charcoal exclusively (and whatever the caravans can bring in). Using charcoal as your main fuel source requires a lot of effort, and a heavily forested environment, as you will have to chop down many, many trees and potentially keep multiple burners on repeat to keep your metalworkers supplied, at least until you get down to [[magma]].&lt;br /&gt;
&lt;br /&gt;
Note that although by the name and method of production there does not seem to be a difference, [[ash]] is distinct from charcoal and cannot be used as fuel.&lt;br /&gt;
&lt;br /&gt;
The next fuel source is [[coke]], made from two types of depository coal: [[lignite]] and [[bituminous coal]]. When lignite is burned at a furnace, it consumes a unit of fuel while producing two units of coke, thus creating a net profit of one fuel; bituminous coal consumes one and produces three, for a net profit of two fuel (obviously being the better of the two). There is currently no way to know if a location does or does not have these resources, except through external utilities like DFHack (which is technically cheating).&lt;br /&gt;
&lt;br /&gt;
The final fuel source is [[magma]]. [[Channel]]ling a hole to a tile containing at least 4 units of magma will allow you to build magma forges, buildings that uses the heat of the magma instead of an actual fuel to do its work. The challenge is getting there; going down that deep requires passing through the [[caverns]] first, a feat to be concluded only by a fairly mature fortress. Once you hit magma, you will no longer need any other fuel source (except for [[Steel|steelmaking]]).&lt;br /&gt;
&lt;br /&gt;
If you have neither trees nor one of the two coals on hand, getting your industry together will be extremely difficult. You will have to buy up every log and as much charcoal as possible, but if you do not have enough trees you will not have enough [[bed]]s either; hurtling towards [[magma]] while avoiding the caverns is possible, although risky. To avoid this problem, try not to embark in a location without wood until you have some experience.&lt;br /&gt;
&lt;br /&gt;
==Smelting==&lt;br /&gt;
Ores cannot be made into metal objects raw; first they must be processed into metal [[bar]]s by a [[furnace operator]] at a [[smelter]]. Smelting, like most metalworking, requires a unit of fuel; you can create fuel by making coke from either lignite or bituminous coal, as discussed above.&lt;br /&gt;
&lt;br /&gt;
Smelting itself is pretty simple; make sure to have some dwarves with furnace operating enabled, and be sure to set one or a few of your smelters to continuously smelt lignite or bituminous coal if you have them. Since bars have no quality modifiers, increased furnace operating skill only increases the speed with which the operator works; some ores can produce multiple metals when smelted, or randomly give you one of two. Smelters are very prone to [[clutter]]ing, so having a non-filled bar stockpile and plenty of [[bin]]s is important for efficiency. In addition you should make an ore stockpile nearby, to reduce your furnace operators' walking distance.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
[[Image:Ores_and_alloys_flowchart.png|thumb|Flowchart of ore refining and common alloy formulas.]]&lt;br /&gt;
Pure metal bars and, in some cases, ores can be combined at a smelter to produce [[Metal#alloys|metal alloys]]. These are special blends of materials that generally have an advantage over their components, be it in value, a unique color, decreased fuel consumption (when made directly from ores), or military application. For instance, [[brass]] can be smelted for a net gain in value, whereas [[rose gold]] is used for its unique color. In the case of [[bismuth]], its only use (besides as a trade good) is as a component in [[bismuth bronze]]. For a complete list of alloys and their uses, see [[Metal#Alloys]].&lt;br /&gt;
&lt;br /&gt;
==Flux stone==&lt;br /&gt;
Easily the most useful alloy of them all is [[steel]], which requires a complex series of steps to produce, as well as a resource which is not necessary for any of the other alloys: [[flux|flux]]. Flux stones are carbon-rich stones that are used to temper iron into steel during the smelting process: [[calcite]], [[chalk]], [[dolomite]], [[limestone]], and [[marble]]. Although iron is a good weapons-grade metal, steel is a good deal better, and well worth the investment - if you have the resources. Unlike coal, flux stone appears on the location viewer when you are looking for a site to embark on, and if you want to have a powerful military, a location with flux stones and metals is key. If you have none, it is possible to import it via caravans. Flux stone also have the advantage of being worth more then more mundane stones, and are thus good stonecrafting and masonry material, if you have enough of it.&lt;br /&gt;
&lt;br /&gt;
==Goblinite==&lt;br /&gt;
[[::goblinite|Goblinite]] is the humorous name coined by players to the metal of enemy [[siege]]s (usually [[goblin]]s, hence the moniker). [[Reclaim]]ing the remains from killed enemy combatants can be highly profitable; their metal arms and armor can be used as is or [[melt|melted down]] into bars (except in the case of elves, which do not use metal equipment). Once an object has been marked, it will sent to a smelter with an active &amp;quot;Melt Object&amp;quot; job. When an object is melted a full bar will never be produced; the amount of metal recovered from an item is consistent and varies from 10%-60%. The incomplete bar is stored in the Smelter and a bar will be produced once the recovered meter reaches 100%.&lt;br /&gt;
&lt;br /&gt;
The equipment of [[Cage|caged enemies]] can also be taken by mass dumping a caged creature (manually reclaim the caged creature via the {{k|k}} inspect menu to prevent it from being dumped too) and then reclaiming and marking for melting as explained above.&lt;br /&gt;
&lt;br /&gt;
==Smithing==&lt;br /&gt;
Once you have the metal bars or alloys created, you are ready to turn them into your finished products at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Metal bars can be turned into a variety of products for use by your fortress, for the purpose of [[trade|exporting]] [[weight|low-weight]] items such as [[Finished goods#Craft|craft]]s are suggested. Four of the five [[metalsmith]] jobs are perpetrated at this stage:&lt;br /&gt;
* [[Weaponsmith]]s can create [[weapon|weapons]], [[trap]] components, [[bolt|bolts]], and [[ballista arrowhead|ballista arrowheads]]&lt;br /&gt;
* [[Armorsmith]]s can create [[armor]]&lt;br /&gt;
* [[Metal crafter]]s can create [[chain|chains]] and &amp;quot;Other Objects&amp;quot; ([[craft|crafts]], [[coins]], [[goblet|goblets]]), as well as performing [[stud|studding]]&lt;br /&gt;
*[[Blacksmith]]s can create [[anvil]]s, [[block]]s, and all [[furniture]] except chains.&lt;br /&gt;
&lt;br /&gt;
In addition, metal bars can be made into [[mechanism]]s by [[mechanic]]s.&lt;br /&gt;
&lt;br /&gt;
The metalsmith's forge also allows you to [[stud]] objects with your newly-created metal. This will give the object decorations and raise its value while consuming the metal bar - unlike every other process, however, it does not require fuel.&lt;br /&gt;
&lt;br /&gt;
==Magma==&lt;br /&gt;
The fuel needed to power the metal industry is an expensive enterprise, requiring a large number of your smelters and/or wood burners to keep coke coming. This can be eliminated as described in the fuel section, and thus an important step in a mature fortress is the establishment of a magma metal industry, removing fuel as a concern and thus making most processes 66% cheaper (making an iron barrel, for instance, requires one coke for smelting and one coke for forging).&lt;br /&gt;
&lt;br /&gt;
The establishment of magma forges requires the tackling of two major obstacles, however: first the [[cavern]]s and second the distances involved. The first is a challenge will require a combination of very careful probing, sealing off the main staircase with constructed walls and stairs, and an already well-equipped military to clobber whatever's inside. Ironically, it's the distance, often a hundred or more z-levels from your main fortress, that makes magma forging difficult, requiring excessively long trips between raw material and the smelters and forges, virtually nullifying any benefit drawn from them being fuel-less.&lt;br /&gt;
&lt;br /&gt;
How quickly you want to dig for magma depends, but the better equipped you are militarily the better, in case you dig right into a [[giant cave spider]]. There are a couple of ways to get magma to a practical level, although neither of them are particularly easy. The first is to settle on the magma itself, moving your fortress and its residents close to the heart of the mountain, so to speak. This works when your fortress is still young, especially if you got lucky and skirted by the caverns entirely, but will isolate you from the surface and all it entails: river fishing, hunting, a meat industry, keeping your dwarves from suffering from [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
The second and more common way is to build a [[pump stack]] and drive the magma to the surface. This requires a ''lot'' of machinery and labor, however: a conventional, 100 z-level pump stack requires a lattice of 1000 mining designations, 200 channels, 100 [[magma-safe]] screw pumps (and their component pieces), 200 magma-safe doors, and 1000 units of power (which translates into 11 [[water wheel]]s or between 10 and 50 [[windmill]]s. On the other hand, you get surface magma, which can be used to do some ''very'' fun things. This is an enormous megaproject requiring a vast amount of raw resources.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
===Ore management===&lt;br /&gt;
Once you have staked out your metal resources, it's important to think about what resources you will be using for what purposes, as different ores have different [[value]]s and applications. Ores can be sorted into two rough categories: military-grade ores and ores of value (with a value multiplier of 10 or higher; iron and its refinement, steel, is special in that it can do both). For instance, if your fortress has [[hematite]] (iron), [[native copper]], and [[native gold]], you will want to use the iron ore for military production, reserve the copper for smiths in training (and noble demands), and use the gold to produce items of value.&lt;br /&gt;
&lt;br /&gt;
If you do not have a certain metal then alloys come into play. [[Billon]] ([[tetrahedrite]] or [[galena]] plus any form of copper ''or'' just two bars of tetrahedrite) has a material value of 6; [[sphalerite]] plus any form of copper makes [[brass]], with a material value of 7. [[Bronze]] can be made with copper and tin, can nearly match iron in military applications, and has a value of 5, making it a worthy choice as well as well. All the better if you have [[bismuth]] as well, as you can tack it on for an extra point of value (6) for the same uses.&lt;br /&gt;
&lt;br /&gt;
===Industry management===&lt;br /&gt;
Of all the industries in Dwarf Fortress, the metal industry is easily the most versatile, able to generate high-value, powerful, and durable arms and armor, crafts, furniture, equipment, and tools. This versatility and the high value of metal goods comes at the cost of effort and logistics, however; as wide and powerful as the metal industry is, it is also difficult to set up, and logistically challenging to keep running.&lt;br /&gt;
&lt;br /&gt;
There are two methods to keep a vibrant metal industry running. The first is through judicious use of the workshop [[repeat]] button by smelting a large amount of fuel on repeat, followed by smelting ores on repeat; the bars generated can then be made into the finished products at the metalsmith's forge. A [[bookkeeper]] and resource management through checking the bars and fuel counts in the [[stocks]] menu are necessary with this method, as you have to know when you are running low on certain resources and need to adjust your processes. In particular, you want to avoid running out of fuel, as your dwarves will have to burn more wood to get the smelters jump-started again.&lt;br /&gt;
&lt;br /&gt;
The second method is through judicious use of the [[manager]]. This has the advantage of being easier to control, easier to follow, and easier to maintain then repeating tasks, but it involves a time delay and necessitates prior planning, as in a fortress with any sizable amount of players the manager must first validate all orders before acting upon them. To use the manager to manage your metal industry, queue up the jobs needed for your finished product in order. For instance, if you want to make 10 steel [[Armor|breastplates]], and you have magma forges and magma smelters, you would have to enqueue the following jobs in the following order:&lt;br /&gt;
# Smelt [[coke]] from bituminous coal (4 times, producing 36 coke) '''-or-''' Smelt coke from lignite (6 times, producing 30 coke) '''-or-''' Make [[charcoal]] from wood (30 times, producing 30 charcoal)&lt;br /&gt;
# Smelt [[hematite]]/[[magnetite]]/[[limonite]] (8 times, producing 32 iron bars)&lt;br /&gt;
# Make [[pig iron]] bars (15 times, producing 15 pig iron bars)&lt;br /&gt;
# Make steel bars (15 times, producing 30 steel bars)&lt;br /&gt;
# (Once all the other jobs are done) Forge steel breastplates (quantity 10)&lt;br /&gt;
&lt;br /&gt;
This requires 160% (or more) additional coke/charcoal if you don't have magma forges and magma smelters (you'd need a total of 78 coke/charcoal when you begin producing the iron bars, instead of 30).&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Meat_industry&amp;diff=175217</id>
		<title>v0.34:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Meat_industry&amp;diff=175217"/>
		<updated>2012-07-12T02:06:36Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:40, 25 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy on such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and [[butcher]] them to obtain [[bone]]s, (organ-)[[meat]], [[fat]], [[skull]]/[[horn]]s and [[skin|raw hide]]s; the meat can be used immediately but the hide needs to be [[tanner|tanned]] into [[leather]] and the fat needs to be processed into [[tallow]]; finally [[cook]] the tallow into a meal (or make [[soap]] with it), and craft the bones, skull, horns and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The basic units of the meat industry are its [[Animals|animals]], and there are a number of methods to acquire said animals (note that the related [[fishing industry]] is its own matter).&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on [[embark]], and doing so even allows you to chose from male and female animals. Since you need only one male to [[#Breeding|breed]], an example way to kick-start your meat industry is to embark you could embark with one bull and 3 cows. Note, though, that with the exception of cats, dogs and poultry, buying animals on embark is extremely expensive. You also get two random [[Domestic animal|draft animal]]s on embark for each wagon (usually one wagon with two draft animals). These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] or [[Immigration|immigrants]] will supply matching animals for breeding. This doesn't necessarily mean that you need to buy one: If you happen to have a female, chances are that sooner rather than later it will meet a companion among the traders' many pack animals; see [[#Breeding|breeding]], below.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
As with most industry goods, you can purchase both animals and processed [[meat]] and [[leather]] from [[caravan]]s, allowing you to vary your dwarves' diet without having to establish a meat industry proper. Note however that trading will never give you [[hair]], [[horn]]s, [[skull]]s, or [[bone]]s in general. If you want to keep your [[leatherworker]]s constantly occupied, buying up caravans' (often vast) collections of leather is cheap way to get your fort [[clothing|clothed]] quickly.&lt;br /&gt;
&lt;br /&gt;
It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarf|dwarven]] caravans. [[Elf|Elven]] caravans are interesting in that they often bring a small number of tame caged animals with them, which may be useful as [[pet]]s (such as [[silvery gibbon]]s) or for defense purposes (such as [[grizzly bear]]s).&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
In all but the most inhospitable of places, there will be some &amp;lt;s&amp;gt;running food&amp;lt;/s&amp;gt; wildlife frolicking in the biome. An [[ambusher]] armed with a [[crossbow]] and a [[quiver]] full of [[bolts]] can and will attack these animals, cautiously approaching them (&amp;quot;ambushing&amp;quot;, their speed and chances of not being noticed being dependent on their skill) before opening fire at their query with crossbow bolts. Hunting is a very outdoorsy activity, and will take your hunters well past where you can establish reasonable defenses; in addition hunters will occasionally do stupid things that will get them maimed, such as hunting [[lion]]s, or worse still, killed in grisly ways, such as attacking [[elephant]] families.&lt;br /&gt;
&lt;br /&gt;
Upon a successful kill the dwarf will return the kill, carrying the [[corpse]] back to the nearest [[butcher's shop]] to be torn apart, or the nearest refuse stockpile if no shop has been built yet. Hunters are rather single-minded; when hunting, they will ignore other animals besides their quarry, even if others are more easily attacked or less dangerous to do so against. Although multiple kills happen, hunters generally only return their quarry, or quit when they run out of bolts. To avoid wasting perfectly edible corpses, you need to change your [[standing orders]] ({{k|o}}) to Gather refuse from outside, although this will enable much more then ambusher kill returning.&lt;br /&gt;
&lt;br /&gt;
Hunting makes an erratic but, when done by a skilled ambusher, very worthy meat source. It takes the bother of pasturing animals away, but comes at the trade off of defensibility. Many players on mature fortresses are simply too concerned with enemy sieges and the like to send dwarves out too far, and will thus disable hunting jobs on their dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
You can order your soldiers out to kill wild animals by selecting their squads or the soldiers individually (for a basic outline of such actions, see [[attack]]). This takes some management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however, as you do not want your potential foodstuffs to rot away if your butcheries are overloaded. Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals. Take note that soldiers will attack animals regardless of the target you've given them, as they will attack the nearest non-friendly creature in sight when told to move somewhere or kill a target.&lt;br /&gt;
&lt;br /&gt;
Your soldiers must generally be very [[Attribute#Agility|agile]] to catch up with a running animal before it leaves the edge of the map, and attacking with melee always carries the risk of getting your soldiers maimed or killed, so as you might expect military hunting is mainly for the crossbow dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Trapping ===&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. Building cage traps where animals will walk will ensure that some of them will be caught; [[trapper]]s can then haul the occupied [[cage]]s away and reset them with fresh cages. You can increase your chances of catching something by baiting the trap.&lt;br /&gt;
&lt;br /&gt;
Cage traps should be built where animals will walk, not where they are when you decide to trap them. Any dwarves sent out to create and arm traps in the animals' midst will scare them away or (worse) trigger their aggression. As such most of the animals that you will end up caging will be small [[vermin]], which cannot be turned into meat and, besides low-value pets, cannot be turned into anything particularly useful, except for the few that can be processed into extracts - see below.&lt;br /&gt;
&lt;br /&gt;
To successfully trap large animals you need to build choke points into your map. The destruction of ramps to create sheer cliffs is the easiest way to force them to go down a particular route; with the construction of walls, ponds, channels, and so forth, you can force them to walk right through your cage traps. This is additionally interesting for defense, which is probably your primary goal: anything that will funnel animals will funnel invaders too, and caged goblins make good target practice once [[mass pitting|pitted]].&lt;br /&gt;
&lt;br /&gt;
Leave a small gap one or two tiles wide (depending on how many of the critters you want to trap) and build your cage traps there. If the animals haven't moved off or been scared off by the time you're done, and they're docile enough to not attack once they see your dwarves, use military orders to send a dwarf (or several) around behind the animals and herd them toward the choke point. &lt;br /&gt;
&lt;br /&gt;
Note that when using channels and ponds together to create a choke point, connecting the channel all the way up to the pond's edge will end up draining the pond. If this is undesirable for your fort's water supply plans, be sure to leave a tile between the edge of the pond and the edge of the channel, and build a cage trap or wall instead.&lt;br /&gt;
&lt;br /&gt;
Note also that cage traps cannot be built within a certain number of tiles of the map edge, so when planning your funnels and choke points, be sure to leave four or five tiles as a buffer zone.&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
When a male and a female of the same species are present on the map, sooner or later the male will impregnate the female. Animal reproduction requires absolutely no contact between them, and in fact will occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender, and even ownership. This has been jokingly refereed to by players as spore-based breeding; even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in the lowest level, and females can get pregnant again immediately after giving birth (much like dwarves). The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged (also much like dwarves).&lt;br /&gt;
&lt;br /&gt;
Some [[immigrant]]s will bring [[pet]]s or stray animals with them, often to the effect of forming or completing breeding pairs. Remember that you only ever need one male: the only non-butchering product male animals produce, besides reproduction, is [[wool]], and only a few of them. For this reason having one male bull and ten female cows is a good idea.&lt;br /&gt;
&lt;br /&gt;
Using [[cage trap|cage traps]] judiciously (or taking advantage of the animals [[elf|elves]] trade) can sometimes snag you a breeding pair of wild animals. These can be used to establish crazy schemes, like [[alligator]] farms and [[giant eagle]] [[egg production|hatcheries]]. Tame something unusual and start something crazy if you get lucky enough! All tamable creatures can be tamed, but it can take a long time for exotic animals and they will slowly revert to wild state if left unattended; a skilled [[animal trainer]] is a real blessing in this regard.&lt;br /&gt;
&lt;br /&gt;
There is currently a per type population cap, currently observed to be around 50, past which animals will not get pregnant; existing pregnancies will mature to term, and once some adults are slaughtered, the population can begin moving up again.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
=== Pastures ===&lt;br /&gt;
Tame animals with the [GRAZER:&amp;lt;value&amp;gt;] token (most herbivores) need to constantly munch on grass to survive, and as such require a [[pasture]] containing [[grass]], [[cave moss]], or [[floor fungus]] to graze upon, or they will starve to death. [[Elephant]]s and [[rhinoceros]]es in particular are bugged at the moment; they cannot eat fast enough to keep up with their grazing needs, and as such will slowly starve to death if tamed.&lt;br /&gt;
&lt;br /&gt;
Pastures are simple enough to build (unless you've embarked someplace where it [[evil weather|rains]] [[fun]]). Designate a grassy area as a pasture [[activity zone]] ({{k|i}}-{{k|n}}), set ({{k|N}}) the animals to be released onto the pasture, and your dwarves will haul the designated animals to it - this does not require any specific labor, and much like harvesting food, will be performed by all dwarves, even those with all hauling jobs disabled. Once in the pasture, the animals will munch on all the grass they need, as long as there is enough of it.&lt;br /&gt;
&lt;br /&gt;
Pastures can be easily depleted if the herd of animals on it is large enough; in addition, having too many animals on a pasture at once will lead to fights, which can seriously maim and injure your livestock. Since an above-ground pasture requires a significant plot of land, it is a major security concern - having enough grazing land for your animals while also keeping them protected from invading goblins is an important concern. A solution is to use the fact that livestock can graze on [[floor fungus]] and the like as easily as on regular old grass, and wall off a pasture inside of a [[cavern]] layer or set them loose in your underground [[tree farm]].&lt;br /&gt;
&lt;br /&gt;
Animals that don't require a constant stream of plant matter, like poultry, can be put in any pasture and do fine in them. The basis of [[egg production]] is a pasture with [[nest box]]es in it.&lt;br /&gt;
&lt;br /&gt;
=== Pens ===&lt;br /&gt;
A strategy to improve your framerate is to [[restraint|restrain]] most of your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
Animals on [[restraint|restraints]] still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so [[path|pathing]] is not a problem.  The door keeps them from wandering; the restraint is necessary to get them into the room in the first place (see [[restraint]] for proper removal technique). [[Activity zone#Pit/Pond|Pits]] can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
&lt;br /&gt;
The pens idea would be a good idea if pets actually understood non-pet-passable during calculation of paths. Instead they believe they can get through during mental calculations.  Cold, hard, reality stops them at the door, but they continue to path as if they could get through, so they just stand there (until a dwarf comes by and opens the door, at which point they gleefully run past).  Pets in cages helps framerate the most, followed closely by restraints, since the search space bottoms out after only 2 moves (corner to corner).  Pits, with no access besides (raised) bridges and (closed) floodgates, are also very effective, as pathing will stop as soon as the space of the pit is exhausted, so it's like a restraint with a slightly longer leash. Pens using floodgates would work, although loading the pets in would be nigh impossible without dropping them in from above, as anything in the way of a closing floodgate stops it from closing.  It would be quite extreme, but such a collection of 1x1 pits could be an effective way of stopping pathfinding while retaining breeding. One could even use bars instead of floodgates,  and have a really proper zoo/cage.&lt;br /&gt;
&lt;br /&gt;
A common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. Some tamed wild species take more than 1 year to mature, unlike most domestic animals; this makes it excusable to butcher, for instance, elephant calves right away, as they take ten years to mature.&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Internal pastures ===&lt;br /&gt;
The livestock of a large meat industry requires a lot of pasture space that might not be safe on the surface. Creating an underground pasture is more secure and relatively simply after discovering the [[cavern]]s. [[Floor fungus]] and other such underground &amp;quot;grass&amp;quot; will begin to grow anywhere there is [[soil]] or [[mud]]. You can take advantage of this by digging out a large room in a soil layer and waiting for floor fungus to grow. You can also create pastures in stone layers, but it will need to be cleared of all excess stone and irrigated to create mud. Drain the water and wait for the floor fungus to grow. Keep your dwarves away from that level to prevent plant trampling, and then wait a bit for it to grow dense enough to support your livestock. Forbidden doors and hatches or a restricted area [[traffic]] designation can be helpful for this. Once ready, make a new pasture and move the livestock underground.&lt;br /&gt;
&lt;br /&gt;
You can further [[irrigation|irrigate]] the level to boost growth by emptying a body of water into it such that it spreads over it before evaporating. The easiest way to do this, and the easiest way to create an internal pasture is to dig out the topmost layer of [[soil]] (if you map has any) or rock and then either redirect some river flow or drain some small lakes to provide the necessary water.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
=== Slaughtering and butchering ===&lt;br /&gt;
Animals can be marked for slaughter in the [[Status#Animal Status Screen|animal status screen]]. Animals marked for slaughter will queue a &amp;quot;Slaughter animal&amp;quot; task at a [[butcher's shop]], be dragged to there by an idle dwarf and put down; this is instant and doesn't require a butcher.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed (be it by slaughtering or hunting) you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks it is quite possible to lose the foodstuffs, so make sure to keep a number of [[butcher]]s ready. An animal corpse or body part is available if it is taken to the butcher's shop or in a refuse stockpile within a certain distance of the shop; it is not available if it is merely lying around, so a corpse stockpile near your butcher's shop may be necessary. The skill of the butcher only affects the time taken for the butcher animal task, not the amount produced, nor the quality.&lt;br /&gt;
&lt;br /&gt;
To keep your animal population growing you should preferably butcher the males except for one of each species you are breeding, because one male is enough to impregnate all the females. The number of males does not affect how frequently the females give birth as long as you have at least one (which can also be a pet).&lt;br /&gt;
&lt;br /&gt;
Once butchered the animal will yield one skull (though [[hydra|hydras]] produce more than one), one raw hide and depending on the animal type a number of (prepared)(organ-)meat pieces, bones, and potentially [[horn|horns]], [[hoof|hoofs]], [[fat]] and [[cartilage]]. Meat and fat goes to your food stockpile. Bones, horns, hoofs, hair, cartilage and raw hides go to the refuse stockpile. Cartilage has no use and should be disposed of, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones/horns/hoofs next to your craftsdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones, horns/hoofs and hides. Hair can be weaved into low-value thread, but not into cloth, so it is useless outside hospital (note that it doesn't rot, so it has to be dumped manually).&lt;br /&gt;
&lt;br /&gt;
If it takes too long for the butchered parts to be hauled into the stockpile, the food will rot and miasma spread. To prevent this, it is advisable to build the butcher's workshop outside of the fortress, near refuse piles (you may want it inside the walls though). The fresh air prevents miasma spreading. Miasma doesn't spread through diagonal openings, so a clever architect might isolate the smell in a 3x3 room with the shop.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==== Overdrive ====&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] or [[mandrill]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part|severed body parts]] than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butcher and tanner workers) to process them all before they rot. Butchers are more important because these workshops have a tendency to get [[clutter|cluttered]] quickly. Setting up a new workshop takes but a moment, so one might even construct a whole chamber of them and suspend the butchering job in all the cluttered shops.&lt;br /&gt;
&lt;br /&gt;
== Animal products ==&lt;br /&gt;
The [[value]] of an animal product is multiplied by the species' [[multiply value]]; items from common domestic animals like [[cow]]s and [[horse]]s have a multiplier of 1x, which pales in comparison with those made from more exotic wild animals (usually between 2x and 4x, although some, like [[elephant]]s, hit 5x); the distinction for the highest value multiplier goes to the [[dragon]] and the [[roc]], whose meat is worth 15 times that of an ordinary cow's. An animal's value multiplier can be found in the creature raw files.&lt;br /&gt;
&lt;br /&gt;
===Meat===&lt;br /&gt;
The primary output of the meat industry is the titular [[meat]]. Mean comes in two flavors: meat proper, that is the muscle tissue removed from the animal, and [[prepared organs]] like prepared brain, tripe, sweetbread, and so on. Both can be either eaten raw or [[cooking|cooked]] into a meal.&lt;br /&gt;
&lt;br /&gt;
===Fat===&lt;br /&gt;
Butchering an animal also produces some number of units of [[fat]], which can be cooked into a proper meal, or processed into [[tallow]] at the butcher's shop, a very valuable input in the making of [[soap]]. Soap plays an important role in staving off [[infection]]s when performing operations and cleaning wounds in your [[Healthcare|hospital]], as well as increasing happiness from dwarves being able to clean themselves; it's recommended to stock your hospitals and baths with at least some bars of them. See [[soap]] on the exact details of processing.&lt;br /&gt;
&lt;br /&gt;
Tallow can also be cooked, however, tallow is a small unit of food and as such will reduce the size of the resultant stacks, and is more useful as a soap input anyway. For this reason you're usually better off turning cooking off in the kitchen [[status]] screen.&lt;br /&gt;
&lt;br /&gt;
===Bones===&lt;br /&gt;
Butchering an animal produces a number of [[bone]]s. Craftsdwarves with [[bone carving]] enabled can turn these into bone [[craft]]s or bone [[bolt]]s at a [[craftsdwarf's workshop]], or a bone [[crossbow]] at a [[bowyer's workshop]]. These in turn can be traded, used to equip your [[marksdwarf|marksdwarves]], and used for practice, respectively (bone bolts are better than wooden ones, but inferior to metal bolts, and thus should not be used extensively militarily).&lt;br /&gt;
&lt;br /&gt;
===Skull===&lt;br /&gt;
[[Skull]]s are special in that unlike bones, they can only be used to make [[totem]]s at a craftdwarf's workshop, for [[trading]]. Virtually all animals produce a single skull when they die; the only exception is the [[hydra]], which produces seven. Totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a [[finished goods]] [[bin]], so just transport the bins to the depot.&lt;br /&gt;
&lt;br /&gt;
===Hooves and horns===&lt;br /&gt;
Animals with hooves and/or horns will produce generic &amp;quot;[[horn]]&amp;quot; once butchered. These can be used to either create horn trade goods or decorated finished goods with horn at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
===Raw hides===&lt;br /&gt;
Butching produces a [[skin|raw hide]], or scales or chitin (currently unusable), depending on the animal. Raw hides can be [[tanner|tanned]] at a [[tanner's shop]] and made into usable [[leather]], an input into the leather industry. It's quite difficult to have a meat industry large enough to keep a leather industry fully occupied, and caravans arrive with tons of it for cheap anyway, so your meat industry will be at best a supplement in that regard. As with the butcher's shop, the tanner's shop will queue a &amp;quot;tan raw hide&amp;quot; job automatically; the tanner's skill has no effect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. However, there is no outstanding reason to do this. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop - if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
Some animals drop [[hair]] when butchered, which can be [[weaving|woven]] into [[thread]] at a [[farmer's workshop]]. However, animals hair cannot be used to make cloth, which means that the only use of hair thread is for [[suturing]] in [[hospital]]s and stitching decorative images on clothing. Hair thread can be [[dye]]d.&lt;br /&gt;
&lt;br /&gt;
===Cartilage and nervous tissue===&lt;br /&gt;
[[Cartilage]] and [[nervous tissue]] are both butchering byproducts with no current uses, and should be dumped as garbage once stripped of their former owner.&lt;br /&gt;
&lt;br /&gt;
===Ivory===&lt;br /&gt;
[[Ivory]] is used to decorate things at a craftsdwarf's workshop. Besides the obvious elephant tusks and so forth, teeth are actually also considered ivory for the purpose of decoration.&lt;br /&gt;
&lt;br /&gt;
==Secondary products==&lt;br /&gt;
You don't necessarily have to slaughter your animals to get something useful out of them, as specific creatures can also produce some products while alive.&lt;br /&gt;
&lt;br /&gt;
===Eggs===&lt;br /&gt;
Tame female egg-laying animals will produce [[egg]]s at intervals, which in turn can be used to feed your fortress on a more interim basis then butchering. [[Egg production]] is a viable way to keep a fortress fed, and in areas where setting up a farm will be difficult, starting out with some poultry can be essential to survival. Animals that can lay eggs are [[poultry]] (easily acquired), reptiles like [[alligator]]s (only if you're particularly [[elf]]ish), and some more exotic animals like [[dragon]]s and [[giant eagle]]s (only if you're very lucky). Female egg-laying animals will claim a nest box, and lay a clutch of [[egg]]s. These can be allowed to hatch into young animals (to replace the ones sent to the butcher), or collected into [[food]] stockpiles and [[cook]]ed into [[prepared meal|meals]] at a [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
You can also [[milking|milk]] tame female mammals such as horses, cows, and so forth at the [[farmers workshop]] with an empty [[bucket]] and a dwarf with the milking labor enabled. The resulting [[milk]] can be used as a cooking ingredient or turned into high-value edible [[cheese]] at the farmers workshop by a dwarf with cheesemaking enabled (it cannot, however, be eaten raw).&lt;br /&gt;
&lt;br /&gt;
===Wool===&lt;br /&gt;
[[Wool]] can be produced by [[shearing]] one of three animals: [[llama]]s, [[alpaca]]s, and [[sheep]] (also [[troll]]s, but only goblins can do so). It can be woven into wool [[thread]] and then wool [[cloth]]; for a full discussion on the uses of wool, see the [[textile industry]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolt|Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldier|Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldier|Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cage|Cages]]&lt;br /&gt;
** [[Restraint|Restraints]]&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftsdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:DF2012:Meat industry]]&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=175216</id>
		<title>v0.34:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=175216"/>
		<updated>2012-07-12T02:03:53Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on soil or muddied rock. Mud-free stone will not allow the building of a farm plot on top. The &amp;quot;Farming (Fields)&amp;quot; [[labor]] must be enabled.&lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work).&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean seeds can be planted there. Certain biomes will not allow planting certain seeds, and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' -- 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop there (or even for the plant to appear in the season list).  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[wild strawberries]] are a good choice for outdoor fields -- both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile).  The exact improvement is not known.  To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]].  The plot must be re-fertilized each season, requiring ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1''.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Flood|bucket brigade]] or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible on tiles that are part of [[Mountain]] [[biome]]s (or any other &amp;quot;freezing&amp;quot; biome such as [[Glacier]] or [[Tundra]]), regardless of how much mud or soil is present.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[wild strawberry|wild strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season; if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|catastrophe]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=175215</id>
		<title>v0.34:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Food&amp;diff=175215"/>
		<updated>2012-07-12T02:02:48Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:58, 2 June 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves may be raging, tottering [[alcohol]]ics, but it's the energy they get from the '''food''' they eat that physically sustains them through their activities. Hungry dwarves are indicated by a flashing brown arrow; unfed hungry dwarves will progress to starvation and, ultimately, death.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Dwarves that go without food will do the obvious: become increasingly hungry, working more slowly, becoming more and more unhappy, and eventually [[death|die]] of starvation. Interestingly, hungry dwarves that cannot get at fortress resources will steal food from any [[caravan]]s that arrive; the merchants do not particularly care, but it is an added expense when the caravan leaves the map. Additionally, when starving, dwarves will catch and consume [[vermin]] to survive, resulting in an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dwarves require 2 units of food each season. Dwarves will forgo food, drink, and [[sleep]] for a while to complete any tasks they are currently performing; how long they will totter by depends on their [[personality]]. If they have a number of tasks to complete (and they usually do), dwarves will simply take a break to chow down, jug some beer, or power nap. Dwarves without a current job will perform these maintenance activities if they are even a little thirsty, hungry, or drowsy, and will only snap to &amp;quot;No job&amp;quot; once they have done so. Dwarves will preferentially eat before starting a task, but will try to finish their active task to the point of starvation once actually started; luckily, no tasks they can perform can actually lead to such a situation (with the exception of a mother finding her [[children|infant]], although the circumstances in which this would be an impossible task are few and far between).&lt;br /&gt;
&lt;br /&gt;
Dwarves who eat large amounts of food and don't get enough exercise will quickly become fat, a change that can only be seen by examining their [[thoughts and preferences]] screen. Not surprisingly, fat dwarves are slower at moving around, but the extra fat provides additional insulation from extreme temperatures, a small amount of additional protection against attacks, and longer &amp;quot;burn time&amp;quot; when exposed to [[fire]]. Additionally, fat can provide emergency nourishment to a dwarf who is otherwise about to die of starvation; also not surprisingly, going without food for a while will shrink the dwarf right back down to skinny. Fat dwarves can be made fit by giving them more physical and less intellectual things to do; a [[hauling]] regimen works wonders, for instance, and leaves the player wondering why it's so hard for people to shed weight in real life, when all they have to do is move [[stone]] from place to place.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
Dwarves consume about two meals per season, and there are a number of good and bad [[thoughts]] associated with food. High quality food will give them a happy thought, making a good [[cook]] a very nice investment. Dining in a high-quality setting will also bring a happy thought, making a legendary [[dining room]] is a very, very easy way to bring up happiness; for this reason it is recommended to create large, well-furnished, centralized dining areas.&lt;br /&gt;
&lt;br /&gt;
Food cooked or consisting of ingredients the dwarf [[preferences|likes]] will also generate a happy thought. Both starting dwarves and immigrants only have preferences for &amp;quot;dwarven&amp;quot; food (basically underground crops and meat the dwarven caravan brings). They will however gain new favorites if you present them with human and elven products (above ground crops e.g.) If you want a colorful game or need any food you can get, fire away. If however you want to optimize happiness from food but still keep stock menues small and tidy, be cautious about what you trade with caravans. For example, presumably, expensive meat makes your dwarves happier than cheap mule meat, but any plants the elves bring are not more valuable than your own.&lt;br /&gt;
&lt;br /&gt;
On the other hand, eating the same gruel over and over again will make the dwarf tire of it, and they will crave new dining. Having a particularly limited dining selection will cause this thought to manifest, especially early in a fortress's life. For this reason, it is important to get as many food industries as you can running, to provide more of a selection to the hungry dwarves; at least two food groups are recommended. At the worst, additional food of all categories can be purchased from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
== Food groups ==&lt;br /&gt;
Food can be divided into several food groups; the state of the fortress's food reserves can be seen on the [[status]] screen, although any sort of accurate count will require a [[bookkeeper]]. All food groups can solicited by trading with a caravan.&lt;br /&gt;
&lt;br /&gt;
*[[Plant]]s can be [[farming|farmed]] or [[plant gathering|gathered]], and are also the only food group besides [[honey]] that can be processed into drink. Farms are reliable and (usually) easily extendable sources of food, and generally form the backbone of most fortresses' food production.&lt;br /&gt;
*[[Meat]] can be sourced from [[meat industry|livestock]], [[hunting|hunted]], [[cage trap|caught live]] and then killed for [[arena|military training]], or stripped from siege [[mount]]s. Meat is more difficult to procure, but comes with important secondary resources ([[leather]], [[fat]], [[bones]]) and provides more variety than plants at a significantly easier rate.&lt;br /&gt;
*[[Fish]] can be caught, either via [[fishing]] or [[drowning chamber|fishing chambers]]. This is the most dependent of the industries, requiring a body of water (be it an [[ocean]], a [[lake]], or a [[river]]). Larger fish caught via fish traps are slaughtered, and their parts counted as part of the meat industry.&lt;br /&gt;
*[[Egg]]s can be sourced from a [[egg production|hatchery]]. Any [[tame]] female animal capable of laying eggs will do so occasionally when placed in a pasture with [[nest box]]es, including very exotic animals like [[alligator]]s and [[barn owl]]s. These can then be cooked.&lt;br /&gt;
*[[Milk]] can be [[milking|milked]] from a tame female mammal, and like egg production, can be done off of any tame mammal, including more exotic ones like [[grizzly bear]]s and [[kangaroo]]s. Milk can be cooked or processed into high-value [[cheese]].&lt;br /&gt;
*[[Honey]] and [[royal jelly]] can be produced via [[beekeeping]], and can be eaten, cooked, or processed into [[mead]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Food|*}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fishing_industry&amp;diff=175214</id>
		<title>v0.34:Fishing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fishing_industry&amp;diff=175214"/>
		<updated>2012-07-12T02:02:00Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|12:59, 28 April 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''The fishing industry''' is one of five [[food]]-producing [[industry|industries]] (along with [[farming]], the [[meat industry]], the [[poultry industry]], and the [[beekeeping industry]]). In addition to sustaining your hungry dwarves, the fishing industry produces non-edible raw materials that can be used by your workshops, like [[shell]]s and [[extract]]s. Fishing is an excellent way to keep your dwarves fed that requires very little setup or maintenance.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
[[Fisherdwarf|Fishing]] is the primary activity associated with the fishing industry, as it is the main way to acquire said fish. Fishing is a bit unique in that unlike [[hunting]] or [[trapping]], dwarves need no special equipment to catch fish; they just pull them right out of the water with their bare hands. The [[fish]] that they catch are usually [[vermin]] fish (or really aquatic animals in general, not just fish), which makes keeping track of stocks much more difficult. Each fish caught will each yield one meal, once prepared. Note that the presence of vermin fish on-screen does not signify there are fish there for fishing.&lt;br /&gt;
&lt;br /&gt;
If you simply tell your fisherdwarves to go fish, they will do so in the nearest source of water. Most water sources more than a few tiles in size have some stock of fish, but that doesn't necessarily mean that you want your dwarves fishing there; stocks of fish in bodies of water that do not [[flow]] are currently non-renewable.{{bug|2780}} Even large [[lake]]s may eventually run dry because of this bug, so the best source of fish is a [[river]], into which fish are constantly both arriving and leaving, giving you a rolling stock to catch. &lt;br /&gt;
&lt;br /&gt;
== Fishing Zone==&lt;br /&gt;
Fishing [[zone]]s are preferred areas to fish and changing [[standing orders]] to zone-only fishing with {{k|o}}-{{k|z}}, and then setting fishing to zone-only will force all fishing to be done in the zone. To set up fishing zones, designate a zone({{k|i}}) as usual, on shore tile adjacent to water. You can only set the zone to be used for {{K|f}}ishing if there is some fish-bearing water inside, or if it is not yet known if there are any fish there.  If there are no fish in a particular region, you will get the [[announcement]] &amp;quot;There is nothing to catch in the [region] swamps&amp;quot;, and designating a zone next to water in that region will show &amp;quot;0&amp;quot; for fishing.&lt;br /&gt;
&lt;br /&gt;
==Fish cleaning==&lt;br /&gt;
Freshly caught '''raw fish''' cannot be eaten; they must first be cleaned at a [[fishery]]. The presence of raw fish automatically triggers &amp;quot;Prepare a raw fish&amp;quot; to be queued up at the nearest fishery.  So long as you have enough [[fish cleaning|fish cleaners]] and [[fishery|fisheries]] to keep up with your fisherdwarves, fish cleaning should be an automated process. Raw fish is a classification in the [[stocks]] menu for fish that have yet to be cleaned, useful for seeing how backlogged the [[fishing industry]] is, or isn't. On the main [[status]] menu raw fish is counted under the &amp;quot;Fish&amp;quot; count, so that number is somewhat misleading.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf catches a fish, he will carry it off to the nearest stockpile and return to fishing; even if the dwarf has fish cleaning enabled, he will almost never perform the task on his catch, as fishing is regarded as higher-priority, even if fish in your stockpile are in danger of rotting.{{verify}} &amp;lt;!-- Since when do fish in a stockpile rot?? --&amp;gt; A rule of thumb is to have twice as many fish cleaners as fishers, as fishers generally catch fish faster than cleaners can process them. To this effect, mature fortresses often have dedicated cooks/brewers/fish cleaners tasked to their food preparation areas. It is especially important to have [[barrel]]s and/or [[large pot]]s in stock if you have a fishing industry, as openly stored fish rot very quickly.&lt;br /&gt;
&lt;br /&gt;
Once a fish is cleaned, it is known as a &amp;quot;prepared&amp;quot; fish, and can be immediately eaten. Animals with shells, like [[pond turtle]]s, will also leave behind their [[shell]]s, useful for the purposes of [[bone carving]] and appeasing [[strange mood|moody]] dwarves. Fish, both raw and prepared, can also be cooked into food at a [[kitchen]]; since this loses your shell, you probably want to disable this behavior for animals that have them ([[turtle]]s, [[mussel]]s, and [[oyster]]s).&lt;br /&gt;
&lt;br /&gt;
[[Pearl]]s are a as-of-yet unimplemented [[mussel]] and [[oyster]] product. Although you can tell your dwarves to decorate with pearl at a craftsdwarf's workshop, nothing will actually happen, as there are no pearls in the game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
You can buy processed fish at embark and from traders, in which case the key word is processed; they will always already be prepared, and will never require preparation or have a shell. Buying fish from [[caravan]]s is often a good idea if you do not have a strong fishing industry, as it adds to the dwarven diet variety, which is always a good thing.&lt;br /&gt;
&lt;br /&gt;
==Fish dissection==&lt;br /&gt;
Fisheries can also queue up a &amp;quot;capture a live fish&amp;quot; task; to fulfill this task a fisherdwarf will grab an [[animal trap]] and set it in the river, retrieving it when it catches something. Note that if no animal trap is available, the task will occupy the fishery forever, preventing its other functions from taking place. [[Captured live fish]] can serve as an attraction in an [[Cage|aquarium]], or be made into [[extract]]s with the &amp;quot;dissect a live fish&amp;quot; task at the fishery, using the [[fish dissection]] skill. In particular, dissected [[moghopper]]s yield five units of [[mog juice]], each worth 50☼, making it quite lucrative for something that would otherwise have served little more than a single meal.&lt;br /&gt;
&lt;br /&gt;
==Fish hunting==&lt;br /&gt;
Larger, non-vermin fish cannot be caught with bare hands for obvious reasons. Large fish like [[carp]] and [[shark]]s are individual [[creature]]s, and appear as such on the [[Menu|unit list]], and must be [[butcher]]ed, producing dozens or, in the case of [[whale]]s, hundreds of meat products. Note that fish hunting is mostly an oceanic activity - rivers will only ever have occasional carp runs and the like.&lt;br /&gt;
&lt;br /&gt;
Advanced fortresses located near the [[ocean]], a [[lake]], or large and well-occupied sections of [[river]] may make use of a fishing-adapted [[drowning chamber]]: a large room lined with all sorts of traps into which water is allowed to filter through via [[Screw pump|water pump]] pressure. No creature knows of the evils of the chambers as do the [[Merperson|merpeople]], whose numbers were, in the past, constantly reduced by players seeking their extremely valuable innards.&lt;br /&gt;
&lt;br /&gt;
Large fish can be caught in or killed by [[trap]]s located along the river bottom. The issue is setting the traps and retrieving their bodies for butchering, both tasks that require a dry riverbed; this means that you must dam or redirect river flow, build the traps, funnel it back through, and then have a way to quickly get rid of the water (probably with [[screw pump]]s) so your dwarves can drag them back to the butcher's shop. Such river control, as well as the construction of genocidal chambers, is a fairly complex engineering project.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
For the most part, the fishing industry is self-sustaining. Have some fishers, have some fisheries, and have some fish cleaners, and everything should run smoothly. However, a big part of fishing inefficiency is hauling the fish from the river to the table; solving this requires bringing the river closer to home, necessary for [[well]]s as well and potentially doubling or even tripling your production as dwarves can toss fish right into the nearest food stockpile.&lt;br /&gt;
&lt;br /&gt;
The largest challenge in the fishing industry is ensuring the safety of your fisherdwarves. When working outdoors, they are susceptible to [[ambush]]ers. The process of building an artificial river is out of the scope of this article, but creating an internal fishery is easy once you have the [[pressure]] worked out: simply [[channel]] down to your river, just like with a well, and build some [[floor grate]]s, as dwarves have no trouble fishing through them. Doing so removes the danger of being far from home in case of a potential siege or ambush and keeps your fisherdwarves happily inside at all times.&lt;br /&gt;
&lt;br /&gt;
==Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
{{Skill Block|skill=[[Fishing]]&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
  |E|    |C|#ccc|L|#ccc|&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|E||&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Live Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill=[[Fish cleaning|Fish&amp;lt;br&amp;gt;Cleaning]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|E|    |&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill=[[Fish dissection|Fish&amp;lt;br&amp;gt;Dissection]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#EEE|      |&lt;br /&gt;
  |E|    |C|#EEE|L|#EEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#EEE|T|#EEE|A|#EEE|Extracts for trading&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|L|#AEE|&lt;br /&gt;
  |      |A|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#AEE|C|#AEE|A|#AEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Shell&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{Item Block|title=Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|A|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Industry{{!}}Food industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Industry{{!}}Craft industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you designate a fishing zone in an [[cavern|underground pool]], fishers will never give up fishing there even when there aren't any fish to catch. {{Bug|1854}}&lt;br /&gt;
*Stocks of fish in the water might be not renewable. Usually, they will renew themselves, but with heavy fishing, the fish on the map may go extinct {{bug|2780}}.&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fuel_industry&amp;diff=175213</id>
		<title>v0.34:Fuel industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fuel_industry&amp;diff=175213"/>
		<updated>2012-07-12T02:01:31Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The fuel industry deals with the harvesting and use of wood or minerals for the production of fuel in the [[Metal industry]], [[Glass industry]], and [[Ceramic industry]].  It is considered a primary industry because it refines raw harvested materials, and prepares them for further use in secondary industries. &lt;br /&gt;
&lt;br /&gt;
''See the main [[Fuel]] page for all the uses of fuel.''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Wood industry&lt;br /&gt;
  |background=#fff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Bituminous coal]] veins&lt;br /&gt;
  |background=#CCC|&lt;br /&gt;
  | |#fff|☼|#888|☼|#888| |#fff|&lt;br /&gt;
  | |#fff|☼|#888|☼|#888| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Lignite]] veins&lt;br /&gt;
  |background=#CCC|&lt;br /&gt;
  | |#fff|*|#888|*|#888| |#fff|&lt;br /&gt;
  | |#fff|*|#888|*|#888| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=[[Mining]]&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |L|#ccc|      |&lt;br /&gt;
  |E|    |C|#ccc|E|    |&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=[[Mining]]&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |L|#ccc|      |&lt;br /&gt;
  |E|    |C|#ccc|E|    |&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Wood&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |▬|#880|▬|#880|▬|#880|▬|#880|&lt;br /&gt;
  |▬|#880|▬|#880|▬|#880|▬|#880|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Bituminous coal]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#888|☼|#888|☼|#888|☼|#888|&lt;br /&gt;
  |☼|#888|☼|#888|☼|#888|☼|#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Lignite]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |•|#888|•|#888|•|#888|•|#888|&lt;br /&gt;
  |•|#888|•|#888|•|#888|•|#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |C|#fa8|L|#fa8|&lt;br /&gt;
  |      |A|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item=[[Magma]]|use=Powers magma furnaces&lt;br /&gt;
  |background=#fa8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Wood furnace|skill=[[Wood burning|Wood&amp;lt;br&amp;gt;burning]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#882|      |&lt;br /&gt;
  |E|    |C|#882|E|    |&lt;br /&gt;
  |      |A|#882|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#888|      |&lt;br /&gt;
  |E|    |C|#888|L|#888|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Smelter|skill=[[Furnace operating|Furnace&amp;lt;br&amp;gt;operating]]&lt;br /&gt;
  |color=0:1|&lt;br /&gt;
  |      |L|#888|      |&lt;br /&gt;
  |L|#888|C|#888|L|#fa8|&lt;br /&gt;
  |      |L|#888|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item=[[Fuel]]|use=Powers furnaces&lt;br /&gt;
  |background=#fa8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fa8|C|#fa8|E|    |&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Charcoal]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#888|≡|#888|≡|#888|≡|#888|&lt;br /&gt;
  |≡|#888|≡|#888|≡|#888|≡|#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Coke]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#888|≡|#888|≡|#888|≡|#888|&lt;br /&gt;
  |≡|#888|≡|#888|≡|#888|≡|#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#888|      |&lt;br /&gt;
  |A|#888|C|#888|E|    |&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    |Powers non-magma furnaces&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
  |E|    |C|#fa8|E|    |&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|L|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
  |E|    |C|#fa8|E|    |&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    |For [[Steel]] production&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#   |      |&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#   |      |&lt;br /&gt;
  |L|#fa8|C|#fa8|L|#fa8|&lt;br /&gt;
  |      |A|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
  |L|#fa8|C|#fa8|E|    |&lt;br /&gt;
  |      |A|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|A|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Metal industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Glass industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Ceramic industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Stone_industry&amp;diff=175212</id>
		<title>v0.34:Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Stone_industry&amp;diff=175212"/>
		<updated>2012-07-12T02:00:46Z</updated>

		<summary type="html">&lt;p&gt;Antropax: Added Industry template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:23, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
In most real dwarven outposts the '''stone industry''' is the first industry that will be set up.&lt;br /&gt;
&lt;br /&gt;
[[Stone]] can come from three places&lt;br /&gt;
&lt;br /&gt;
:1.  [[Mining]].  Vast quantities of stone are produced when mining in stone layers.&lt;br /&gt;
:2.  [[Trade]].  Stone can be requested from the [[liaison]].&lt;br /&gt;
:3.  [[Embark]].  Stone can be brought.  This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.  &lt;br /&gt;
&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with.  A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives.  Crafts often produce light [[finished goods|goods]].  The stone is also useful as it can produce most [[furniture]].  Finally, the stone can be used in [[constructions]].&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality.  [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[bed]]s, [[bin]]s or [[barrel]]s. However, large stone [[large pot|pots]] are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[Elf|Elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Antropax</name></author>
	</entry>
</feed>