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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BehroozWolf</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/BehroozWolf"/>
	<updated>2026-04-06T14:39:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:King_consort&amp;diff=44009</id>
		<title>40d:King consort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:King_consort&amp;diff=44009"/>
		<updated>2008-08-29T03:09:16Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=King Consort&lt;br /&gt;
| quarters=Royal Quarters&lt;br /&gt;
| dining=Royal Dining Room&lt;br /&gt;
| tomb=Royal Mausoleum&lt;br /&gt;
| office=None&lt;br /&gt;
| stands=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with [[king]]&lt;br /&gt;
| function=&lt;br /&gt;
* Making babies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A [[noble]] that arrives with the [[king]]/queen. Similar to the other consorts (duke,count and baron), only with higher requirements for rooms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cow&amp;diff=27086</id>
		<title>40d:Cow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cow&amp;diff=27086"/>
		<updated>2007-12-15T22:25:58Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: added gamedata/butchering stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cow|symbol=C|color=rgb(180, 120, 75)|bones=9|chunks=9|meat=9|fat=6|skulls=1|skin=Yes}}&lt;br /&gt;
&lt;br /&gt;
The '''Cow''' is a [[creature]] used as livestock. Cows are normally raised as [[food]], but they can also be adopted as pets. Cows can be [[milker|milked]], which can be used as is or turned into [[cheese]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:COW]&lt;br /&gt;
	[NAME:cow:cows:bovine]&lt;br /&gt;
	[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
	[TILE:'C'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:20][EXTRACT_COOKABLE]&lt;br /&gt;
	[EXTRACT_SIZE:10]&lt;br /&gt;
	[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
	[CHEESE_VALUE:30]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[PREFSTRING:haunting moos]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:300]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:cow calf:cow calves]&lt;br /&gt;
	[FAT:6]&lt;br /&gt;
	[COMMON_DOMESTIC]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13078</id>
		<title>40d:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:System_requirements&amp;diff=13078"/>
		<updated>2007-11-16T21:50:29Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Requires Windows 98 or newer&lt;br /&gt;
&lt;br /&gt;
~100MB Disk Space: The game itself takes only about 20MBs, but savegames and screenshots (if you take them) use considerable amounts of harddisk space.&lt;br /&gt;
&lt;br /&gt;
128MB RAM: Not much to say here, if you have the other requirements, you definately have this.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress loves as much raw CPU power as you can provide it with.  Recommended:&lt;br /&gt;
&lt;br /&gt;
Core2:  1.4GHz or higher&lt;br /&gt;
&lt;br /&gt;
Pentium 4:  3.0GHz or higher&lt;br /&gt;
&lt;br /&gt;
Athlon:  3000+ or higher&lt;br /&gt;
&lt;br /&gt;
The more units there are and the larger the map area you choose, the harder your computer needs to work. Generally DF stirs every bit of juice out of your processor it gets, but you can play it (very slowly) with P3 766MHz.  If you're purchasing a new system, the fastest Core2Duo in your budget is strongly recommended.&lt;br /&gt;
&lt;br /&gt;
You'll also want enough video card to keep up with the CPU.  Integrated on-motherboard video cards are a bad idea, even a separate gaming-type video card that's several years old will satisfy DF under most circumstances.&lt;br /&gt;
&lt;br /&gt;
===Dual Core Machines===&lt;br /&gt;
&lt;br /&gt;
If you're running a lot of things at once while playing Dwarf Fortress, open Task Manager and set everything to Core0, set DF to Core1.  You now have an entire core dedicated to running DF and you should eke out a slightly better performance.&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23501</id>
		<title>40d:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23501"/>
		<updated>2007-11-08T04:40:37Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: /* Using Siege Engines (advanced) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Siege engines''' include the '''catapult''' and the '''ballista'''. Both are formidable weapons of tremendous range (more than a screen-width) and capable of dealing out horrendous damage. A ballista arrow means immediate death to each and every common creature in its path and will severely injure even a dragon.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce three catapult or ballista parts in the [[Siege Workshop]]; you may then build the respective siege engine like any other building. Both tasks require the &amp;quot;Siege Engineering&amp;quot; labor and use the &amp;quot;Engineer&amp;quot; skill. It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from masterpiece parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing up / down / left / right. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  Dwarves with the Siege Operator job will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
The dwarves will (re-)load any siege engines that are not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves. Ballistae require ''ballista arrows'' (made from wooden logs at the siege workshop, optionally tipped with metal ''ballista arrow heads'' made at a forge). Catapults use simple [[stone]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Ammo is destroyed upon being fired, so you can't use catapults for fast stone hauling. They are, however, perfect for clearing away unwanted stone.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistas will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are incredibly devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a restricted traffic cone for a dozen or so tiles along the firing arc and keep dwarves out of the area.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild animals) if there are any in their field of fire. If not, they will loose the shot in a high arc that misses everything. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some meat: as said above, the operators will target animals if there are any. However, elephants don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or caravan escorts if they happen to be hunting the selfsame animal (and hence is close to it).&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to prepare the position so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close. &amp;lt;!--fixme: how close? will fortifications help?--&amp;gt; You should therefore place the engines behind a moat that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortifications]]. As fortifications appear provide some protection against incoming bolts and arrows, it's usually a good idea to protect the piece in that way. It only does need a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the engineer skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill may affect accuracy; it certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating Legendary miners out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Ballistas hit any unit that the ballista arrowhead passes through.  This makes them an order of magnitude more effective in combat than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything smaller than a troop of goblins.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst and sleep always go first. That's why you trained more operators than you actually need; that's also why you disabled all other work that might distract them.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine when the time comes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress_Defense]]&lt;br /&gt;
&lt;br /&gt;
===The Hopoate Doctrine=== &lt;br /&gt;
&lt;br /&gt;
Forums user John Hopoate has written this guide to the effective construction and operation of siege engines: &lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
&lt;br /&gt;
* Download LabourDF from here:&lt;br /&gt;
&lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Utilities#LabourDF&lt;br /&gt;
&lt;br /&gt;
* Start off with two miners and a woodcutter trained to proficient siege engineer status (the latter costs many starting points so choose your other starting gear and stats wisely) &lt;br /&gt;
&lt;br /&gt;
* After your fortress has about 50 dwarfs, build a siege workshop, place it at the front of your fort near the battlements and designate a custom stockpile within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
&lt;br /&gt;
* Give your woodcutter dwarfs a custom name (like WOOD) and set their job orders to exclude siege engineering. Change the job orders of your siege engineer dwarf to nothing but siege engineering. &lt;br /&gt;
&lt;br /&gt;
* You'll need wood, lots of wood. &lt;br /&gt;
&lt;br /&gt;
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
&lt;br /&gt;
* Train six dwarves to legendary status with mining or another fast-training skill, their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows, don't bother with metal arrowheads as they'll use 3 pieces of bronze each and that certainly adds up. &lt;br /&gt;
&lt;br /&gt;
* Now that his skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
&lt;br /&gt;
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Chasm any inferior components. &lt;br /&gt;
&lt;br /&gt;
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23500</id>
		<title>40d:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23500"/>
		<updated>2007-11-08T04:39:38Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: Updated comparison of ballistas vs catapults&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Siege engines''' include the '''catapult''' and the '''ballista'''. Both are formidable weapons of tremendous range (more than a screen-width) and capable of dealing out horrendous damage. A ballista arrow means immediate death to each and every common creature in its path and will severely injure even a dragon.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce three catapult or ballista parts in the [[Siege Workshop]]; you may then build the respective siege engine like any other building. Both tasks require the &amp;quot;Siege Engineering&amp;quot; labor and use the &amp;quot;Engineer&amp;quot; skill. It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from masterpiece parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing up / down / left / right. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  Dwarves with the Siege Operator job will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
The dwarves will (re-)load any siege engines that are not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves. Ballistae require ''ballista arrows'' (made from wooden logs at the siege workshop, optionally tipped with metal ''ballista arrow heads'' made at a forge). Catapults use simple [[stone]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Ammo is destroyed upon being fired, so you can't use catapults for fast stone hauling. They are, however, perfect for clearing away unwanted stone.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to prepare the position so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close. &amp;lt;!--fixme: how close? will fortifications help?--&amp;gt; You should therefore place the engines behind a moat that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortifications]]. As fortifications appear provide some protection against incoming bolts and arrows, it's usually a good idea to protect the piece in that way. It only does need a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the engineer skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill may affect accuracy; it certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating Legendary miners out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistas will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are incredibly devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a restricted traffic cone for a dozen or so tiles along the firing arc and keep dwarves out of the area.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild animals) if there are any in their field of fire. If not, they will loose the shot in a high arc that misses everything. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some meat: as said above, the operators will target animals if there are any. However, elephants don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or caravan escorts if they happen to be hunting the selfsame animal (and hence is close to it).&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Ballistas hit any unit that the ballista arrowhead passes through.  This makes them an order of magnitude more effective in combat than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything smaller than a troop of goblins.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst and sleep always go first. That's why you trained more operators than you actually need; that's also why you disabled all other work that might distract them.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine when the time comes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress_Defense]]&lt;br /&gt;
&lt;br /&gt;
===The Hopoate Doctrine=== &lt;br /&gt;
&lt;br /&gt;
Forums user John Hopoate has written this guide to the effective construction and operation of siege engines: &lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
&lt;br /&gt;
* Download LabourDF from here:&lt;br /&gt;
&lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Utilities#LabourDF&lt;br /&gt;
&lt;br /&gt;
* Start off with two miners and a woodcutter trained to proficient siege engineer status (the latter costs many starting points so choose your other starting gear and stats wisely) &lt;br /&gt;
&lt;br /&gt;
* After your fortress has about 50 dwarfs, build a siege workshop, place it at the front of your fort near the battlements and designate a custom stockpile within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
&lt;br /&gt;
* Give your woodcutter dwarfs a custom name (like WOOD) and set their job orders to exclude siege engineering. Change the job orders of your siege engineer dwarf to nothing but siege engineering. &lt;br /&gt;
&lt;br /&gt;
* You'll need wood, lots of wood. &lt;br /&gt;
&lt;br /&gt;
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
&lt;br /&gt;
* Train six dwarves to legendary status with mining or another fast-training skill, their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows, don't bother with metal arrowheads as they'll use 3 pieces of bronze each and that certainly adds up. &lt;br /&gt;
&lt;br /&gt;
* Now that his skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
&lt;br /&gt;
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Chasm any inferior components. &lt;br /&gt;
&lt;br /&gt;
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23499</id>
		<title>40d:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23499"/>
		<updated>2007-11-08T04:23:15Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: fiddlytypos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Siege engines''' include the '''catapult''' and the '''ballista'''. Both are formidable weapons of tremendous range (more than a screen-width) and capable of dealing out horrendous damage. A ballista arrow means immediate death to each and every common creature in its path and will severely injure even a dragon.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce three catapult or ballista parts in the [[Siege Workshop]]; you may then build the respective siege engine like any other building. Both tasks require the &amp;quot;Siege Engineering&amp;quot; labor and use the &amp;quot;Engineer&amp;quot; skill. It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from masterpiece parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing up / down / left / right. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  Dwarves with the Siege Operator job will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
The dwarves will (re-)load any siege engines that are not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves. Ballistae require ''ballista arrows'' (made from wooden logs at the siege workshop, optionally tipped with metal ''ballista arrow heads'' made at a forge). Catapults use simple [[stone]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Ammo is destroyed upon being fired, so you can't use catapults for fast stone hauling. They are, however, perfect for clearing away unwanted stone.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to prepare the position so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close. &amp;lt;!--fixme: how close? will fortifications help?--&amp;gt; You should therefore place the engines behind a moat that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortifications]]. As fortifications appear provide some protection against incoming bolts and arrows, it's usually a good idea to protect the piece in that way. It only does need a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the engineer skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill may affect accuracy; it certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating Legendary miners out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
Operators will target enemies (and wild animals) if there are any in their field of fire. If not, they will loose the shot in a high arc. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some meat: as said above, the operators will target animals if there are any. However, elephants don't take nicely if you slay some of them. You also risk killing your own dwarves or the caravan escort if it happens to be hunting the selfsame animal (and hence is close to it).&lt;br /&gt;
&lt;br /&gt;
Ballistas '''will''' kill anything in their path, ballista arrows appears to hit any units in any square that the head passes through.  They are incredibly devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a restricted traffic cone for a dozen or so tiles along the firing arc.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst and sleep always go first. That's why you trained more operators than you actually need; that's also why you disabled all other work that might distract them.&lt;br /&gt;
&lt;br /&gt;
The most effective way to ensure that your operators won't run off is to lock them in with the siege engine when the time comes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress_Defense]]&lt;br /&gt;
&lt;br /&gt;
===The Hopoate Doctrine=== &lt;br /&gt;
&lt;br /&gt;
Forums user John Hopoate has written this guide to the effective construction and operation of siege engines: &lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
&lt;br /&gt;
* Download LabourDF from here:&lt;br /&gt;
&lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Utilities#LabourDF&lt;br /&gt;
&lt;br /&gt;
* Start off with two miners and a woodcutter trained to proficient siege engineer status (the latter costs many starting points so choose your other starting gear and stats wisely) &lt;br /&gt;
&lt;br /&gt;
* After your fortress has about 50 dwarfs, build a siege workshop, place it at the front of your fort near the battlements and designate a custom stockpile within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
&lt;br /&gt;
* Give your woodcutter dwarfs a custom name (like WOOD) and set their job orders to exclude siege engineering. Change the job orders of your siege engineer dwarf to nothing but siege engineering. &lt;br /&gt;
&lt;br /&gt;
* You'll need wood, lots of wood. &lt;br /&gt;
&lt;br /&gt;
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
&lt;br /&gt;
* Train six dwarves to legendary status with mining or another fast-training skill, their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows, don't bother with metal arrowheads as they'll use 3 pieces of bronze each and that certainly adds up. &lt;br /&gt;
&lt;br /&gt;
* Now that his skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
&lt;br /&gt;
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Chasm any inferior components. &lt;br /&gt;
&lt;br /&gt;
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23498</id>
		<title>40d:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23498"/>
		<updated>2007-11-08T04:19:25Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: copied and updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Siege engines''' include the '''catapult''' and the '''ballista'''. Both are formidable weapons of tremendous range (more than a screen-width) and capable of dealing out horrendous damage. A ballista arrow means immediate death to each and every common creature in its path and will severely injure even a dragon.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce three catapult or ballista parts in the [[Siege Workshop]]; you may then build the respective siege engine like any other building. Both tasks require the &amp;quot;Siege Engineering&amp;quot; labor and use the &amp;quot;Engineer&amp;quot; skill. It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from masterpiece parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing up / down / left / right. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  Dwarves with the Siege Operator job will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
The dwarves will (re-)load any siege engines that are not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves. Ballistae require ''ballista arrows'' (made from wooden logs at the siege workshop, optionally tipped with metal ''ballista arrow heads'' made at a forge). Catapults use simple [[stone]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Ammo is destroyed upon being fired, so you can't use catapults for fast stone hauling. They are, however, perfect for clearing away unwanted stone.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to prepare the position so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close. &amp;lt;!--fixme: how close? will fortifications help?--&amp;gt; You should therefore place the engines behind a moat that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortifications]]. As fortifications appear provide some protection against incoming bolts and arrows, it's usually a good idea to protect the piece in that way. It only does need a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the engineer skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill may affect accuracy; it certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating Legendary miners out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
Operators will target enemies (and wild animals) if there are any in their field of fire. If not, they will loose the shot in a high arc. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some meat: as said above, the operators will target animals if there are any. However, elephants don't take nicely if you slay some of them. You also risk killing your own dwarves or the caravan escort if it happens to be hunting the selfsame animal (and hence is close to it).&lt;br /&gt;
&lt;br /&gt;
Ballistas [b]will[/b] kill anything in their path.  They are incredibly devastatingly dangerous&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst and sleep always go first. That's why you trained more operators than you actually need; that's also why you disabled all other work that might distract them.&lt;br /&gt;
&lt;br /&gt;
The most effective way to ensure that your operators won't run off is to lock them in with the siege engine when the time comes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress_Defense]]&lt;br /&gt;
&lt;br /&gt;
===The Hopoate Doctrine=== &lt;br /&gt;
&lt;br /&gt;
Forums user John Hopoate has written this guide to the effective construction and operation of siege engines: &lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
&lt;br /&gt;
* Download LabourDF from here:&lt;br /&gt;
&lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Utilities#LabourDF&lt;br /&gt;
&lt;br /&gt;
* Start off with two miners and a woodcutter trained to proficient siege engineer status (the latter costs many starting points so choose your other starting gear and stats wisely) &lt;br /&gt;
&lt;br /&gt;
* After your fortress has about 50 dwarfs, build a siege workshop, place it at the front of your fort near the battlements and designate a custom stockpile within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
&lt;br /&gt;
* Give your woodcutter dwarfs a custom name (like WOOD) and set their job orders to exclude siege engineering. Change the job orders of your siege engineer dwarf to nothing but siege engineering. &lt;br /&gt;
&lt;br /&gt;
* You'll need wood, lots of wood. &lt;br /&gt;
&lt;br /&gt;
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
&lt;br /&gt;
* Train six dwarves to legendary status with mining or another fast-training skill, their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows, don't bother with metal arrowheads as they'll use 3 pieces of bronze each and that certainly adds up. &lt;br /&gt;
&lt;br /&gt;
* Now that his skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
&lt;br /&gt;
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Chasm any inferior components. &lt;br /&gt;
&lt;br /&gt;
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23459</id>
		<title>40d:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23459"/>
		<updated>2007-11-08T04:17:42Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: Clarified item-making and non-visible skill levels above Legendary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience''' represents how much a certain dwarf (or other intelligent creature) has learned about a certain subject, or on a whole. It affects proficiency in [[skills]] and a dwarf's [[attributes]]. Experience points are never displayed directly, except in [[Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
Every experience point earned is associated with a skill. Skill increases happen when a certain number of points in that skill is reached.  Attribute increases happen when a certain total number of points is reached.&lt;br /&gt;
&lt;br /&gt;
The message &amp;quot;''Dwarfname'' is more experienced.&amp;quot; signifies an attribute increase. Skill increases are not announced unless the increase changes a dwarf's profession (&amp;quot;''Dwarfname'' has become a ''new profession''.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Gaining experience ==&lt;br /&gt;
&lt;br /&gt;
Dwarves gain experience by performing tasks. Experience is gained when the task is ''completed''; if a task takes a long time and is frequently interrupted (by the dwarf going off to drink, for instance), the dwarf will gain the skill very slowly. Tasks without an associated skill (such as [[hauling]]) do not give any experience. Constructing or destroying buildings also does not give experience (except when [[architecture]] is used).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin: 0 auto&amp;quot; |'''Known Experience Values'''&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Skill'''       || '''Task'''             ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Miner             || Dig                    || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #ee6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Bowyer            || Make wooden crossbow   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #ee6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Carpenter         || Construct bed          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Engraver          || Smooth or detail a floor || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Engraver          || Smooth or detail a wall  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Mason             || Construct rock object  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Wood Crafter      || Make wooden bolts      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Building Designer || Construct building     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Operator          || Load catapult          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Operator          || Fire catapult          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Weaver            || Gather silk            || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Weaver            || Weave any cloth        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Wood Cutter       || Fell tree              || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Butcher           || Slaughter animal       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Brewer            || Brew one batch         || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Cook              || Cook any meal          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Herbalist         || Gather plants          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Varies            || Create artifact        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 20,000&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Military Skill'''   || '''Task'''        ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Marksdwarf        || Shoot at archery range || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | ≈7.5&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing skills ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
For item-crafting purposes, there are actually 21 skill levels, from 0 (dabbling) to 21 (Legendary+5).  The skill levels Legendary through Legendary+5 are all shown as Legendary, but are actually separate levels. You can't find out exactly when a dwarf gets to Legendary+5, but it will happen 1000xp before their eighth attribute if they have no other skills, so when they get eight attributes, they are at Legendary+5. Masterpieces happen 15% of the time when Legendary, but 27% of the time when Legendary+5, based off of a random d20 roll.  Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000&lt;br /&gt;
|-&lt;br /&gt;
|              || style=&amp;quot;color: white;&amp;quot; | .&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
Attribute increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
!  2&lt;br /&gt;
| 4500&lt;br /&gt;
|-&lt;br /&gt;
!  3 &lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
!  4&lt;br /&gt;
| 11000&lt;br /&gt;
|-&lt;br /&gt;
!  5&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
!  6&lt;br /&gt;
| 19500&lt;br /&gt;
|-&lt;br /&gt;
!  7&lt;br /&gt;
| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2303</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2303"/>
		<updated>2007-11-08T04:11:24Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: linked to experience&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''skill''' a person has in an area determines how well that person accomplishes tasks in that area. Skills increase in rank with [[experience]]: every time a person completes a task successfully, the corresponding skill will increase by an amount of [[experience]] points (XP). Once the XP reach the amount required for the next level, the rank will increase.&lt;br /&gt;
&lt;br /&gt;
The highest skill or skills of a dwarf determines their profession.&lt;br /&gt;
&lt;br /&gt;
== Skill ranks ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of skills ==&lt;br /&gt;
&lt;br /&gt;
The following list of skills is grouped by the professions they fall in.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#bbb|#bbb|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Woodworker|#ff2|#ff6|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Stoneworker|#fff|#fff|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Ranger|#282|#484|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Metalsmith|#888|#888|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Jeweler|#2f2|#6f6|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Craftsdwarf|#22f|#66f|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Administrator|#828|#848|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Fishery Worker|#228|#448|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Farmer|#882|#884|&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Engineer|#f22|#f66|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|''No profession''|#288|#488|&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
&lt;br /&gt;
''Military skills''&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
&lt;br /&gt;
''Social skills''&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23458</id>
		<title>40d:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=23458"/>
		<updated>2007-11-08T04:08:22Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: Copying over old experience page, not aware of any changes in this version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience''' represents how much a certain dwarf (or other intelligent creature) has learned about a certain subject, or on a whole. It affects proficiency in [[skills]] and a dwarf's [[attributes]]. Experience points are never displayed directly, except in [[Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
Every experience point earned is associated with a skill. Skill increases happen when a certain number of points in that skill is reached.  Attribute increases happen when a certain total number of points is reached.&lt;br /&gt;
&lt;br /&gt;
The message &amp;quot;''Dwarfname'' is more experienced.&amp;quot; signifies an attribute increase. Skill increases are not announced unless the increase changes a dwarf's profession (&amp;quot;''Dwarfname'' has become a ''new profession''.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Gaining experience ==&lt;br /&gt;
&lt;br /&gt;
Dwarves gain experience by performing tasks. Experience is gained when the task is ''completed''; if a task takes a long time and is frequently interrupted (by the dwarf going off to drink, for instance), the dwarf will gain the skill very slowly. Tasks without an associated skill (such as [[hauling]]) do not give any experience. Constructing or destroying buildings also does not give experience (except when [[architecture]] is used).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin: 0 auto&amp;quot; |'''Known Experience Values'''&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Skill'''       || '''Task'''             ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Miner             || Dig                    || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #ee6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Bowyer            || Make wooden crossbow   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #ee6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Carpenter         || Construct bed          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Engraver          || Smooth or detail a floor || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Engraver          || Smooth or detail a wall  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Mason             || Construct rock object  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Wood Crafter      || Make wooden bolts      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Building Designer || Construct building     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Operator          || Load catapult          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Operator          || Fire catapult          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Weaver            || Gather silk            || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Weaver            || Weave any cloth        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Wood Cutter       || Fell tree              || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Butcher           || Slaughter animal       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Brewer            || Brew one batch         || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Cook              || Cook any meal          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Herbalist         || Gather plants          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Varies            || Create artifact        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 20,000&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Military Skill'''   || '''Task'''        ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | Marksdwarf        || Shoot at archery range || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | ≈7.5&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing skills ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
The skill levels Legendary through Legendary+5 are all shown as Legendary, but are actually separate levels. You can't find out exactly when a dwarf gets to Legendary+5, but it will happen 1000xp before their eighth attribute, so when they get eight attributes, they are at Legendary+5. Masterpieces happen 15% of the time when Legendary, but 27% of the time when Legendary+5.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000&lt;br /&gt;
|-&lt;br /&gt;
|              || style=&amp;quot;color: white;&amp;quot; | .&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
Attribute increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
!  2&lt;br /&gt;
| 4500&lt;br /&gt;
|-&lt;br /&gt;
!  3 &lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
!  4&lt;br /&gt;
| 11000&lt;br /&gt;
|-&lt;br /&gt;
!  5&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
!  6&lt;br /&gt;
| 19500&lt;br /&gt;
|-&lt;br /&gt;
!  7&lt;br /&gt;
| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ballista&amp;diff=23427</id>
		<title>Ballista</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ballista&amp;diff=23427"/>
		<updated>2007-11-08T03:15:06Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: redirect ballista to siege engines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Siege Engines]]&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11857</id>
		<title>40d:Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pick&amp;diff=11857"/>
		<updated>2007-11-01T00:41:03Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: New page: A '''pick''' is a tool used by dwarves to mine areas you have designated for mining.  Dwarves without picks cannot mine.  Picks can be made from copper, bronze, bismuth bronze, ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''pick''' is a tool used by dwarves to [[mining|mine]] areas you have designated for mining.  Dwarves without picks cannot mine.  Picks can be made from copper, bronze, bismuth bronze, iron, or steel; mining speed is unaffected by what material the pick is made of, and there does not appear to be a correlation between pick material and ore/stone yielded.&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1706</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1706"/>
		<updated>2007-10-30T00:51:32Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: New page: The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall.&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1660</id>
		<title>40d:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Door&amp;diff=1660"/>
		<updated>2007-10-30T00:48:09Z</updated>

		<summary type="html">&lt;p&gt;BehroozWolf: Ack.  The lock-door multi-door-spanning trick doesn't work anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Doors''' are [[furniture]] which can be built from [[rock]] (at a [[Mason's Workshop]]), [[wood]] (at a [[Carpenter's Workshop]]), or [[metal]] (at a [[Metalsmith's Forge]]).  You can also make glass doors (which are called '''portals''') at a [[Glass Furnace]].  The symbol for a door is that of a solid tile, the color of its material, with a cross (or ellipse for portals) of a different color across it (e.g. {{Raw Tile|┼|Gray|Silver}}, {{Raw Tile|O|#0f0|#080}}). Metal doors use the symbol {{Raw Tile|╪|#ff0|#880}}. Wood doors use the symbol {{Raw Tile|═|#ccc|#880}}?&lt;br /&gt;
&lt;br /&gt;
Doors made of all [[materials]] function identically, although doors made of more valuable material will increase the &amp;quot;value&amp;quot; of a [[room]] it is used in.  High-[[quality]] doors give a happy [[thought]] to any dwarf seeing them, especially when a door is part of a room that the dwarf personally owns.  Items made of a material a dwarf has a [[preference]] for will give an even happier thought.&lt;br /&gt;
&lt;br /&gt;
Doors, when closed, will prevent the passage of [[fluid]] (water and magma).  However, if a dwarf opens the door, the fluid will come spilling through.&lt;br /&gt;
&lt;br /&gt;
== Door settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{key|q}} menu:&lt;br /&gt;
* {{keyF|l}} Forbid/Permit Passage&lt;br /&gt;
** A door set to Forbidden is impassable to any dwarves in the game. A door cannot be set Forbidden if the door is open. Invading thieves may lockpick and bypass a Forbidden door.&lt;br /&gt;
* {{keyF|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A door that is pet-passable allows through traffic of pets. A pet can still pass through a door that is tightly closed if it does so while it is being held open by an object or dwarf.&lt;br /&gt;
* {{keyF|s}} Set as Internal/External&lt;br /&gt;
** A door set to external functions as a wall when defining boundaries of a room such as a [[bedroom]]. A door set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Building&amp;quot; doors ==&lt;br /&gt;
&lt;br /&gt;
After constructing a door at any of the above workshops, they must be &amp;quot;{{key|b}}uilt&amp;quot; (placed) like all other furniture. Doors can now be placed on any open square adjacent to a wall.  Locked doors do not count as walls for door-building purposes anymore.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>BehroozWolf</name></author>
	</entry>
</feed>