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		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=222161</id>
		<title>Main Page/Quote/list</title>
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		<updated>2015-12-13T19:07:08Z</updated>

		<summary type="html">&lt;p&gt;Calite: Started adding some links in quotes, because why not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave Adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--[[KingAuggie]]&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
Dwarf Fortress: You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- Threetoe&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- Toady One&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- Toady One&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- Toady One&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can modify chickens so that, instead of laying eggs, they lay ''live bees''. Dwarf Fortress: crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. --[http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; -Human with nothing else to [[Adventurer_mode#Talking|gossip]] about&lt;br /&gt;
Added the Giant Adder to dwarven menu.  --TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think.  --TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
Dwarf Fortress: [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. --UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. --Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff.  --Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
Dwarf Fortress, flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. --GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
A Kobold Thief has made off with +Kobold Cage+!&lt;br /&gt;
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! --Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
&amp;quot;In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes.&amp;quot;&lt;br /&gt;
Deler Kulinkeskal, Weaver is exhilarated after being attacked. &amp;quot;I was attacked. How exhilarating!&amp;quot;&lt;br /&gt;
I wonder how the elves can eat these... *licks a leaf*&lt;br /&gt;
Greetings. My name is TRANS_NAME].&lt;br /&gt;
Well, someone already managed to drink their sword.&lt;br /&gt;
How is my dining room possibly this full of badgers? -Skid&lt;br /&gt;
I just drafted a Llama into my army and it already killed a [[roc]] by itself. -Ashameron&lt;br /&gt;
Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves.  --[[Toady One]]&lt;br /&gt;
{{bugl|8977|cat=nocat}} [Diplomacy] -- Merchant caravans get stuck in tree.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above) --&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=222147</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=222147"/>
		<updated>2015-12-13T02:31:03Z</updated>

		<summary type="html">&lt;p&gt;Calite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== To-do ==&lt;br /&gt;
&lt;br /&gt;
* Consolidate the bloodline category and namespace&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Paper_industry&amp;diff=222142</id>
		<title>DF2014 Talk:Paper industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Paper_industry&amp;diff=222142"/>
		<updated>2015-12-12T22:08:49Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Consolidation or separate pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quote from Toady:&lt;br /&gt;
{{Quote|text=We have three branches for the release: papyrus, paper (from cloth plants) and parchment.  Papyrus is easier to use if you can find it on the map (you make sheets directly at the farmer's workshop.  Otherwise you'll have to set up a mill+press for paper (mill to slurry, press slurry to sheet), or go through the parchment process:  calcium carbonate stones at kiln -&amp;gt; quicklime, quicklime at ashery -&amp;gt; milk of lime, hide + milk of lime at tanner -&amp;gt; parchment sheet.  Currently in the game, a parchment sheet is called a &amp;quot;vellum sheet&amp;quot; when made from a cow (of any age).  Otherwise, it is called &amp;quot;&amp;lt;animal&amp;gt; parchment sheet&amp;quot;.  These materials can currently only be use to make quires or scrolls (with rollers).  Then you can bind the quires into codices with bindings.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Todo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Add jobs, links, etc to:&lt;br /&gt;
*[[Farmer's workshop]], [[farmer]]&lt;br /&gt;
*[[Tanner's shop]], [[tanner]]&lt;br /&gt;
*[[Screw press]], [[presser]]&lt;br /&gt;
*[[Mill]], [[Miller]]&lt;br /&gt;
*[[Papyrus sedge]]&amp;lt;/s&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Create new pages, redirects, or add information on existing pages for:&lt;br /&gt;
*Book&lt;br /&gt;
*parchment sheet&lt;br /&gt;
*sheet&lt;br /&gt;
*paper&lt;br /&gt;
*vellum sheet&lt;br /&gt;
*Quire&lt;br /&gt;
*Scroll, scroll rollers&lt;br /&gt;
*book binding&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*actual reaction numbers (i.e. how many sheets does a hide give you)&lt;br /&gt;
*&amp;lt;s&amp;gt;specify &amp;quot;cloth plants&amp;quot;, add paper industry info on the pages of those plants&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;specify &amp;quot;calcium carbonate stones&amp;quot;&amp;lt;/s&amp;gt;, add paper industry info on the pages of those stones and on the general [[stone]] page&lt;br /&gt;
*maybe redirect calcium carbonate to [[stone page]] and add a paragraph about quicklime&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:18, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consolidation or separate pages? ==&lt;br /&gt;
Should we consolidate all the stub articles (paper, sheet, scroll, etc, but not book) into this one?&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:18, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
: My vote is to only have quick summaries of each item on their own pages, indicating how to make them and what can be made of them, alongside a link to this article for the full overview of the industry. I also think this page should expand upon the creation and usage of books and scrolls. --[[User:Calite|Calite]] ([[User talk:Calite|talk]]) 22:06, 12 December 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Paper_industry&amp;diff=222141</id>
		<title>DF2014 Talk:Paper industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Paper_industry&amp;diff=222141"/>
		<updated>2015-12-12T22:06:12Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Consolidation or separate pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quote from Toady:&lt;br /&gt;
{{Quote|text=We have three branches for the release: papyrus, paper (from cloth plants) and parchment.  Papyrus is easier to use if you can find it on the map (you make sheets directly at the farmer's workshop.  Otherwise you'll have to set up a mill+press for paper (mill to slurry, press slurry to sheet), or go through the parchment process:  calcium carbonate stones at kiln -&amp;gt; quicklime, quicklime at ashery -&amp;gt; milk of lime, hide + milk of lime at tanner -&amp;gt; parchment sheet.  Currently in the game, a parchment sheet is called a &amp;quot;vellum sheet&amp;quot; when made from a cow (of any age).  Otherwise, it is called &amp;quot;&amp;lt;animal&amp;gt; parchment sheet&amp;quot;.  These materials can currently only be use to make quires or scrolls (with rollers).  Then you can bind the quires into codices with bindings.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Todo:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Add jobs, links, etc to:&lt;br /&gt;
*[[Farmer's workshop]], [[farmer]]&lt;br /&gt;
*[[Tanner's shop]], [[tanner]]&lt;br /&gt;
*[[Screw press]], [[presser]]&lt;br /&gt;
*[[Mill]], [[Miller]]&lt;br /&gt;
*[[Papyrus sedge]]&amp;lt;/s&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Create new pages, redirects, or add information on existing pages for:&lt;br /&gt;
*Book&lt;br /&gt;
*parchment sheet&lt;br /&gt;
*sheet&lt;br /&gt;
*paper&lt;br /&gt;
*vellum sheet&lt;br /&gt;
*Quire&lt;br /&gt;
*Scroll, scroll rollers&lt;br /&gt;
*book binding&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
*actual reaction numbers (i.e. how many sheets does a hide give you)&lt;br /&gt;
*&amp;lt;s&amp;gt;specify &amp;quot;cloth plants&amp;quot;, add paper industry info on the pages of those plants&amp;lt;/s&amp;gt;&lt;br /&gt;
*&amp;lt;s&amp;gt;specify &amp;quot;calcium carbonate stones&amp;quot;&amp;lt;/s&amp;gt;, add paper industry info on the pages of those stones and on the general [[stone]] page&lt;br /&gt;
*maybe redirect calcium carbonate to [[stone page]] and add a paragraph about quicklime&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:18, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consolidation or separate pages? ==&lt;br /&gt;
Should we consolidate all the stub articles (paper, sheet, scroll, etc, but not book) into this one?&lt;br /&gt;
[[User:CLA|CLA]] ([[User talk:CLA|talk]]) 14:18, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
: My vote is to only have quick summaries of each item on their own pages, indicating how to make them and what can be made of them, alongside a link to this article for the full overview of the industry. --[[User:Calite|Calite]] ([[User talk:Calite|talk]]) 22:06, 12 December 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=222140</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=222140"/>
		<updated>2015-12-12T21:49:21Z</updated>

		<summary type="html">&lt;p&gt;Calite: ToadyOne mentioned temple performers and sacred dances in 05/18/2015's dev entry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:38, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to an object of worship, any [[Sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[Fortress mode]], temples are a [[location]], and [[performer]]s can be assigned to them. Temples can be dedicated to any [[deity]] at least one of your [[citizen]]s or [[resident]]s worships (not necessarily out of dwarven Pantheon), or to &amp;quot;no particular deity&amp;quot; making it a place for anyone to worship whomever they want or meditate on whatever. Currently there are no known incentives to make dedicated temples for a particular deity. &lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s and thus need [[container]]s to store them. Temples also require a certain amount of empty floor space (called ''dance floor''), same as [[tavern]]s. Performers can also be assigned to temples to perform sacred dances.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Having not being able to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times.&lt;br /&gt;
&lt;br /&gt;
Temples can be created from meeting areas.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[Adventure mode]]. They are located in [[Human]] towns and [[Goblin]] fortresses, and the object of worship will be consistent with the Sphere or Spheres the [[Civilization]] is aligned to.  [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'.&lt;br /&gt;
&lt;br /&gt;
On the first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'.&lt;br /&gt;
&lt;br /&gt;
In the current version it is not possible to join a temple. &lt;br /&gt;
&lt;br /&gt;
It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will find a human temple with a large pool of [[magma]] at the bottom.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive catacombs which may be crawling with enemies. These range from the typical kobolds and goblins, to the occasional lurking [[Mummy]] (with assorted [[Undead|Skeletal]] minions).&lt;br /&gt;
&lt;br /&gt;
You can defile a Temple which leads to being cursed by a deity with either [[vampire|vampirism]] or becoming a [[werebeast]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=222086</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=222086"/>
		<updated>2015-12-11T04:17:24Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's crucial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some [[adventurer mode]].&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
**This guide is designed to be modular, that is, you are expected to read the wiki pages it links to as you please.&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Food]] is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
** Very simple, requires only one dwarf assigned to fish, a [[fishery]], and one dwarf assigned to fish cleaning.&lt;br /&gt;
** The stability of this source of food depends on how much [[water]] is on the map, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow, and a [[butcher's workshop]] and a [[kitchen]].&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the [[skill]] of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farming.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***[[Seeds]] come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*[[Plant Gathering]]&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**Gathering provides food from ''outdoor'' plants. When brewed or eaten, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''&amp;lt;s&amp;gt;Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&amp;lt;/s&amp;gt;, cooking makes a stack of the sum of all its ingredients.&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - [[alcohol]] and [[water]]. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale, this can bring a fortress to a virtual halt&lt;br /&gt;
**Dwarves don't want to drink the same thing forever, and will become upset if they must.&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins: If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire: Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding: Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma: Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves: Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals: Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more will simply cause job cancellations.&lt;br /&gt;
**Ambushes: Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges: Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts: Can pull levers and bother dwarves&lt;br /&gt;
**Vampires: Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]: There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends. Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army: A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals: Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins]] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
**They will starve to death if they don't get enough.&lt;br /&gt;
*In-Fighting&lt;br /&gt;
**Most often caused by another dwarf's tantrum.&lt;br /&gt;
*Seeing melancholy, insane, or berserk dwarves&lt;br /&gt;
**Caused by failed [[mood]]s or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
**Cats can mitigate vermin problems.&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Barrels, buckets, and bins can only be made of wood or metal. As metal is rarer and heavier, wood is almost always preferable.&lt;br /&gt;
**'''Beds can only be made of wood.'''&lt;br /&gt;
**Otherwise, it can replace stone for most constructions.&lt;br /&gt;
**Note that excessive logging will anger elves.&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
A growing fortress will have an industry involving some of these, but probably not all of them.&lt;br /&gt;
&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
The following articles are about different ways players entertain themselves.&lt;br /&gt;
*[[Megaprojects]] - Massive projects done by [[Mega_construction | mega construction]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]] - Silly and neat things&lt;br /&gt;
*[[Style_project | Style Projects]] - Projects to add more realism or detail to a fort &lt;br /&gt;
*[[Computing]] - The more technical-minded players have found ways to create both simple and complex machines&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=222085</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=222085"/>
		<updated>2015-12-11T04:14:07Z</updated>

		<summary type="html">&lt;p&gt;Calite: Replaced content with &amp;quot;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.

Please take a look at my  Gloss Guide, which prov...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Temple&amp;diff=222084</id>
		<title>DF2014 Talk:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Temple&amp;diff=222084"/>
		<updated>2015-12-11T04:13:27Z</updated>

		<summary type="html">&lt;p&gt;Calite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The article states:&lt;br /&gt;
  Currently there are no known incentives to make dedicated temples for a particular deity. &lt;br /&gt;
&lt;br /&gt;
It's most likely that there is no incentive whatsoever, and that specifying deities is a placehold for the eventual guild and sect additions to the game. However, we should investigate whether praying in a space dedicated to a dwarf's prefered deity has a bigger effect on mood than praying in a shared space. --[[User:Calite|Calite]] ([[User talk:Calite|talk]]) 04:13, 11 December 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Temple&amp;diff=222083</id>
		<title>DF2014 Talk:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Temple&amp;diff=222083"/>
		<updated>2015-12-11T04:13:15Z</updated>

		<summary type="html">&lt;p&gt;Calite: Created page with &amp;quot;The article states:   Currently there are no known incentives to make dedicated temples for a particular deity.   It's most likely that there is no incentive whatsoever, and t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The article states:&lt;br /&gt;
  Currently there are no known incentives to make dedicated temples for a particular deity. &lt;br /&gt;
&lt;br /&gt;
It's most likely that there is no incentive whatsoever, and that specifying deities is a placehold for the eventual guild and sect additions to the game. However, we should investigate whether praying in a space dedicated to a dwarf's prefered deity has a bigger effect on mood than praying in a shared space.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=222080</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=222080"/>
		<updated>2015-12-10T23:16:52Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* 64-Bit */ Clearer install instructions for 32bit drivers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
You can also download the latest version from the links at the top of this page.&lt;br /&gt;
&lt;br /&gt;
Windows users should generally download one of the &amp;quot;Main&amp;quot; (SDL) versions (listed in the first row), unless the &amp;quot;Legacy&amp;quot; version is required for some reason.&lt;br /&gt;
&lt;br /&gt;
Mac and Linux users should generally download the SDL version for their platform. While it is possible to run the Windows version under WINE, it is often slower and less stable than the native version.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
These packages include the game as well as several utilities and graphics sets, configurable with an included launcher.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Dwarf Fortress Starter Pack] (Windows) - A more comprehensive, and more importantly, up-to-date implementation of LusasUP's original Lazy Newb Pack.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 Fricy's MacNewbie] - essentially a very well maintained Lazy Newb Pack, for OS X.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] - a basic but well maintained package for Linux&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7389#c32194 update the SDL_ttf library] to run Dwarf Fortress. {{bug|7389}}.&lt;br /&gt;
&lt;br /&gt;
On OS X 10.11 and above, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=2624#c33110 update the SDL library] like this&lt;br /&gt;
# [https://www.libsdl.org/release/SDL-1.2.15.dmg Download] SDL 1.2.15 and replace the file libs/SDL.framework with the (older) one from the downloaded folder, and&lt;br /&gt;
# [https://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11.dmg Download] SDL_ttf 2.0.11 and replace the file libs/SDL_ttf.framework with the one from the downloaded folder.&lt;br /&gt;
&lt;br /&gt;
Alternatively, instead of replacing SDL, you can change the PRINT_MODE setting in data/init/[[init.txt]] to STANDARD (or anything not related to 2D). {{bug|2624}}&lt;br /&gt;
&lt;br /&gt;
Retina display users will also need to change PRINT_MODE to STANDARD (or any non-2D option) in [[init.txt]]. {{bug|6031}}&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
The Linux version of the game is shipped as a compiled 32-bit x86 (Intel/AMD) application. It will also run on a system with a 64-bit AMD or Intel processor and a 64-bit kernel, provided that you have the (32-bit) shared libraries available that the program needs.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
*'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage], or from the terminal call &lt;br /&gt;
'wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2'&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run '''tar xjf /path/to/df_XX_YY_linux.tar.bz2''' (where df_XX_YY_linux.tar.bz2 is the filename).  Then run '''cd df_linux''' to change into the new directory, and run '''./df''' to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
&lt;br /&gt;
(note: tar xjvf /df_XX_YY_linux.tar.bz2 may be needed in some cases.)&lt;br /&gt;
&lt;br /&gt;
Modern desktop PCs (of the Intel/AMD persuasion) contain CPUs that can run in either 32-bit or 64-bit modes.  When you install Linux, you choose one of these architectures.  The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 x86_64&lt;br /&gt;
&lt;br /&gt;
The above would indicate a 64-bit system.  Here's one from a 32-bit system:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 i686&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is compiled for 32-bit systems, so if you're on a 32-bit system, things will be slightly easier.  If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them.  Use your distribution's package manager for this -- details will be extremely distribution-specific.  You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you're on a 64-bit system, then things get a bit trickier.  Since DF is a 32-bit application, it needs 32-bit versions of the shared libraries.  Some Linux distributions provide these in one or more packages that you can download.  For example, in Debian, the ia32-libs package contains most of the common 32-bit libraries, including libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
&lt;br /&gt;
If you get an error like this:&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_image-1.2.so.0:&lt;br /&gt;
 cannot open shared object file: No such file or directory&lt;br /&gt;
or&lt;br /&gt;
  ./df: ./libs/Dwarf_Fortress: not found&lt;br /&gt;
: it means that your system is missing one or more shared libraries.&lt;br /&gt;
&lt;br /&gt;
On Ubuntu/Debian and its derivatives, installing 32-bit libraries is as easy as appending &amp;quot;:i386&amp;quot; to the name of the library.  For libsdl-image and libsdl-ttf, this amounts to:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libjpeg62-turbo:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
On Ubuntu 13 and below:&lt;br /&gt;
  $ sudo apt-get install ia32-libs libsdl-image1.2 libsdl-sound1.2 libsdl-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel-2.24.28-1.fc22.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers-10.6.9-1.20151008.fc22.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group. Any edits to game files must be done in the '.dwarffortress' directory in the user's home directory, not /opt/dwarffortress.&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Syyu&lt;br /&gt;
&lt;br /&gt;
===== Sound and Graphics =====&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and your graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
You will also need to install a 32-bit graphics driver. Install the driver from multilib that corresponds to your driver/device on [https://wiki.archlinux.org/index.php/Xorg#Driver_installation this chart]. ''For example'', if you have xf86-video-nouveau installed, you would run:&lt;br /&gt;
  pacman -S lib32-mesa-libgl&lt;br /&gt;
&lt;br /&gt;
If you don't know what driver/device you're currently using run:&lt;br /&gt;
  lspci -k&lt;br /&gt;
&lt;br /&gt;
Find the line that starts with &amp;quot;VGA compatible controller.&amp;quot; Your driver will be listed under &amp;quot;kernel driver in use&amp;quot;, like so:&lt;br /&gt;
  01:00.0 VGA compatible controller: NVIDIA Corporation GK106M [GeForce GTX 765M] (rev a1)&lt;br /&gt;
          Subsystem: ASUSTeK Computer Inc. Device 119d&lt;br /&gt;
          Kernel driver in use: nvidia&lt;br /&gt;
          Kernel modules: nouveau, nvidia&lt;br /&gt;
&lt;br /&gt;
If you are using/wish to use the AMD catalyst drivers, please note that they are no longer available within the main arch repositories. You will have to install them from the AUR. [https://wiki.archlinux.org/index.php/AMD_Catalyst#Installation See here for more information.]&lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, you may also want to install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
CentOS7 is 64-bit, and not all of the required libraries are in the repositories.  However, the process is not all that bad, and the last step for the openal library could probably be extended to all of the required libraries for running Dwarf Fortress on other versions of linux.&lt;br /&gt;
&lt;br /&gt;
Install the 32-bit libsdl.  The .i686 implies 32-bit:&lt;br /&gt;
  sudo yum install SDL.i686&lt;br /&gt;
&lt;br /&gt;
Fortunately, the PUIAS repos have compiled SDL_image for CentOS7 (PUIAS seems to be it's own version of linux, but all of the related libraries seem to have CentOS7 as the distribution).  Get it [http://pkgs.org/centos-7/puias-x86_64/SDL_image-1.2.12-7.sdl7.i686.rpm.html here].  For SDL_ttf, you can use the i686 rpm intended for Fedora 18.  Other versions would probably work, but this one is tested on at least one system.  Get it here [http://rpmfind.net/linux/rpm2html/search.php?query=libSDL_ttf-2.0.so.0 here]; the filename is SDL_ttf-2.0.11-2.fc18.i686.rpm.  *Note: since this rpm was intended for Fedora, there may be some conflicts related to it - if you feel uneasy, you could probably apply the local library method to this rpm.  Install both rpm's:&lt;br /&gt;
  sudo rpm -Uvh SDL_image-1.2.12-7.sdl7.i686.rpm&lt;br /&gt;
  sudo rpm -Uvh SDL_ttf-2.0.11-2.fc18.i686.rpm&lt;br /&gt;
&lt;br /&gt;
The PUIAS repository also has a CentOS7 32-bit openal library.  However, if you have a media player installed such as VLC, the rpm will conflict and fail to install.  A solution to this is to make a custom libraries folder in your home path.  Download the rpm [http://pkgs.org/centos-7/puias-x86_64/openal-soft-1.15.1-3.sdl7.i686.rpm.html here], and move it to its own directory for simplicity, such as ~/test.  Then, extract the rpm, copy the /usr/ files to your local folder, and finally fix a library linking issue:&lt;br /&gt;
  rpm2cpio openal-soft-1.15.1-3.sdl7.i686.rpm | cpio -idmv&lt;br /&gt;
  cp -r ./usr/* ~/local&lt;br /&gt;
  ln -s ~/local/lib/libopenal.so.1 ~/local/lib/libopenal.so&lt;br /&gt;
&lt;br /&gt;
Finally, create a custom run script which will link the openal libraries to Dwarf Fortress and the launch the game.  cd into df_linux, and then open your favorite text editor and save the following script in a file with a name such as 'run':&lt;br /&gt;
  #!/bin/bash&lt;br /&gt;
  export LD_LIBRARY_PATH=~/local/lib&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
Save the script, and set it to executable:&lt;br /&gt;
  sudo chmod 777 run&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./run&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a a Dwarf Fortress [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with the wine emulator works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ==== &lt;br /&gt;
&lt;br /&gt;
Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources. Here are the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, Dwarf Fortress can nevertheless be run using either Wine or FreeBSD's compatibility with Linux. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run Dwarf Fortress (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run df normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=214534</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=214534"/>
		<updated>2014-12-23T16:50:13Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Eribidith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Forts=&lt;br /&gt;
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.&lt;br /&gt;
&lt;br /&gt;
==Zarethgeshud==&lt;br /&gt;
===Technical===&lt;br /&gt;
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).&lt;br /&gt;
&lt;br /&gt;
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.&lt;br /&gt;
&lt;br /&gt;
===Fortress Activity===&lt;br /&gt;
====Year 1====&lt;br /&gt;
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.&lt;br /&gt;
&lt;br /&gt;
====Year 2====&lt;br /&gt;
It's about mid summer now, halfway through our second year. After trading with the dwarves and caravans we're a bit lighter on crafts and a little bit heavier on much needed wood. There still isn't enough wood to fit all of our needs, but there's enough to keep from running out of booze. Speaking of the unthinkable, we have seen a total of 11 deaths to date. The details have gotten blurry as no one was particularly interested in recording them, but a few died from running out of booze (we have yet to find a source of water), while others died after taking bad injuries from a cave-in. The doctor, an amateur but the best we had, tried his best but most died of dehydration before he got them back on their feet. Only one of the original 7 rangers survived, it's really amazing he has kept it together thus far. The new expedition leader (the old one having died) is our broker and legendary engraver. He was already really good at communicating, and I think the others have really started to look up to him. Progress on the fortress itself is slow and steady, we just finished the tower that will serve as our defenses for now. There are about 24 rooms finished (not all having beds yet) and engraved with some high quality images made by the aforementioned legendary engraver. Our main export will probably be rock and bone crafts until we somehow have enough wood or magma to start making glass. We're about to get everyone together and reassign jobs, since the deaths have really left us with a mix bag. (AKA Dwarf Therapist time again)&lt;br /&gt;
&lt;br /&gt;
The end of our second year was good times for the fortress. Besides one archer dieing of unknown reasons while hunting and another poor guy going insane from because he was fey, there were no incidents. Zarethgeshud's strength is now 37 adults and 7 children, all born in the last few months as an apparent sign of our success. We now have sufficient barrels and bins for sorting our resources, thanks to trading many well made crafts. In fact we have so much food that we are making meals out of it all just to save space. The overall layout of the fortress, planned from the very beginning, is starting to take shape and the buffer zone for our deeper digging is being built now. Hopefully we can safely access a cavern.&lt;br /&gt;
&lt;br /&gt;
====Years 3 &amp;amp; 4, The Great Disaster, and the Epic of Logem Akrelunib====&lt;br /&gt;
I got a bit tired of discussing the more mundane, so I didn't post anything for most of year 3 as it went smoothly.  That changed suddenly.&lt;br /&gt;
&lt;br /&gt;
The fortress was at 130 dwarves before the following account occurred.&lt;br /&gt;
&lt;br /&gt;
The end of Year 3 saw the beginning of what was almost the end. In Winter a siege arrived. For reasons I will explain later, be aware that Logem Akrelunib was born at roughly the same time the siege arrived. I deemed our military nowhere near fit for a full on confrontation, so I raised the bridges and locked us in. However, we soon ran our of both brew and wood to make more barrels for new brew, due to lax wood management. As the first dwarves began to die of thirst, it was decided the situation was dire enough and the trap-lining for the caverns was completed enough to open up access to the caverns for the typical dwarf. The defenses for the caverns consisted of a bridge, raised by a lever in the military's barracks, a room filled with cages and stone fall traps, and another bridge closed by a lever next to it (this was eventually to be part of a more complex system). In the caverns the dwarves sent to fetch water and cut trees met troglodytes. This was relatively easily handled by the military, but not before some casualties. Combined with further casualties from thirst, it is likely that this was the last straw before the all out tantrum spiral. Most of mid year 4 was spent handling the tantrum spirals by sending the military (which eventually consisted of whoever was not doing important work due to casualties and going insane) to kill berserkers and mass producing alcohol and coffins, as well as making sure there was always someone tending the hospital. At one point the chief medical dwarf went berserk and killed the dwarf he had just be operating on. With careful management and the luck of about 20 migrants arriving, the spiral came to a noticeable slow. For reasons I will explain shortly, be aware that Logem Akrelunib's father and brother had both died by this point and that she was a 1 year old child. At this point, when all was silent except for the siege locked outside, the forgotten beast Usa Shaftdeeps the Veil of Hating appeared in the caverns. Concerned but not too worried, I attempted to raise the bridge that locks out the entirety of the caverns. To my mild dismay I discovered this had been destroyed. I then decided to close the lower bridge, and to my great dismay discovered it had also been destroyed. An effort to raise a wall in the trap room was made, but it did not complete in time. As this forgotten beast shot webs at all of the dwarves (at this point every civilian had been thrown into the military, save for children including Logem Akrelunib), it proved to not be nearly as dangerous as originally anticipated. It did manage to kill and injury about 10 dwarves in the skirmish, including injuring Logem Akrelunib's mother. Eventually the forgotten beast was felled by a righteous punch delivered by none other than the dwarven child Logem Akrelunib. At roughly the same time that the beast's body was taken to the refuse stockpile, Logem's mother died of mortal wounds and Logem instantly went stark raving mad. She was later found dead in what had been her parent's room.&lt;br /&gt;
&lt;br /&gt;
The fortress now contains 43 living dwarves, and it is just about the beginning of year 130. All of the original 7 are dead.&lt;br /&gt;
&lt;br /&gt;
====Abandoned====&lt;br /&gt;
Due to some mistakes I made in the design of the fortress causing projects within it to become overly complex, it was abandoned. The fort still proved rather entertaining and helped me perfect some design techniques, and see what needs to be fixed.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214533</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214533"/>
		<updated>2014-12-23T16:48:07Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Things That Upset Dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's crucial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some [[adventurer mode]].&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
**This guide is designed to be modular, that is, you are expected to read the wiki pages it links to as you please.&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Food]] is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
**Very simple, requires only one dwarf assigned to fish, a [[fishery]], and one dwarf assigned to fish cleaning.&lt;br /&gt;
**The stability of this source of food depends on how much [[water]] you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow, and a [[butcher's workshop]] and a [[kitchen]].&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the [[skill]] of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farming.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***[[Seeds]] come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*[[Plant Gathering]]&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**Gathering provides food from ''outdoor'' plants. When brewed or eaten, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''&amp;lt;s&amp;gt;Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&amp;lt;/s&amp;gt;, cooking makes a stack of the sum of all its ingredients.&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - [[alcohol]] and [[water]]. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale, this can bring a fortress to a virtual halt&lt;br /&gt;
**Dwarves don't want to drink the same thing forever, and will become upset if they must.&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins: If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire: Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding: Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma: Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves: Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals: Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more will simply cause job cancellations.&lt;br /&gt;
**Ambushes: Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges: Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts: Can pull levers and bother dwarves&lt;br /&gt;
**Vampires: Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]: There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends. Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army: A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals: Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins]] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
**They will starve to death if they don't get enough.&lt;br /&gt;
*In-Fighting&lt;br /&gt;
**Most often caused by another dwarf's tantrum.&lt;br /&gt;
*Seeing melancholy, insane, or berserk dwarves&lt;br /&gt;
**Caused by failed [[mood]]s or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
**Cats can mitigate vermin problems.&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Barrels, buckets, and bins can only be made of wood or metal. As metal is rarer and heavier, wood is almost always preferable.&lt;br /&gt;
**'''Beds can only be made of wood.'''&lt;br /&gt;
**Otherwise, it can replace stone for most constructions.&lt;br /&gt;
**Note that excessive logging will anger elves.&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
A growing fortress will have an industry involving some of these, but probably not all of them.&lt;br /&gt;
&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
The following articles are about different ways players entertain themselves.&lt;br /&gt;
*[[Megaprojects]] - Massive projects done by [[Mega_construction | mega construction]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]] - Silly and neat things&lt;br /&gt;
*[[Style_project | Style Projects]] - Projects to add more realism or detail to a fort &lt;br /&gt;
*[[Computing]] - The more technical-minded players have found ways to create both simple and complex machines&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214532</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214532"/>
		<updated>2014-12-23T16:44:42Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Safety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's crucial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some [[adventurer mode]].&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
**This guide is designed to be modular, that is, you are expected to read the wiki pages it links to as you please.&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Food]] is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
**Very simple, requires only one dwarf assigned to fish, a [[fishery]], and one dwarf assigned to fish cleaning.&lt;br /&gt;
**The stability of this source of food depends on how much [[water]] you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow, and a [[butcher's workshop]] and a [[kitchen]].&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the [[skill]] of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farming.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***[[Seeds]] come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*[[Plant Gathering]]&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**Gathering provides food from ''outdoor'' plants. When brewed or eaten, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''&amp;lt;s&amp;gt;Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&amp;lt;/s&amp;gt;, cooking makes a stack of the sum of all its ingredients.&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - [[alcohol]] and [[water]]. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale, this can bring a fortress to a virtual halt&lt;br /&gt;
**Dwarves don't want to drink the same thing forever, and will become upset if they must.&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins: If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire: Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding: Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma: Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves: Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals: Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more will simply cause job cancellations.&lt;br /&gt;
**Ambushes: Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges: Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts: Can pull levers and bother dwarves&lt;br /&gt;
**Vampires: Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]: There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends. Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army: A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals: Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins]] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
*Fighting&lt;br /&gt;
**Usually caused by other dwarves being upset&lt;br /&gt;
*Melancholy, Insane, or Berserk Dwarves&lt;br /&gt;
**Caused by failed moods or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Barrels, buckets, and bins can only be made of wood or metal. As metal is rarer and heavier, wood is almost always preferable.&lt;br /&gt;
**'''Beds can only be made of wood.'''&lt;br /&gt;
**Otherwise, it can replace stone for most constructions.&lt;br /&gt;
**Note that excessive logging will anger elves.&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
A growing fortress will have an industry involving some of these, but probably not all of them.&lt;br /&gt;
&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
The following articles are about different ways players entertain themselves.&lt;br /&gt;
*[[Megaprojects]] - Massive projects done by [[Mega_construction | mega construction]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]] - Silly and neat things&lt;br /&gt;
*[[Style_project | Style Projects]] - Projects to add more realism or detail to a fort &lt;br /&gt;
*[[Computing]] - The more technical-minded players have found ways to create both simple and complex machines&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214531</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214531"/>
		<updated>2014-12-23T16:44:25Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Additional */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's crucial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some [[adventurer mode]].&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
**This guide is designed to be modular, that is, you are expected to read the wiki pages it links to as you please.&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Food]] is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
**Very simple, requires only one dwarf assigned to fish, a [[fishery]], and one dwarf assigned to fish cleaning.&lt;br /&gt;
**The stability of this source of food depends on how much [[water]] you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow, and a [[butcher's workshop]] and a [[kitchen]].&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the [[skill]] of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farming.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***[[Seeds]] come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*[[Plant Gathering]]&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**Gathering provides food from ''outdoor'' plants. When brewed or eaten, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''&amp;lt;s&amp;gt;Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&amp;lt;/s&amp;gt;, cooking makes a stack of the sum of all its ingredients.&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - [[alcohol]] and [[water]]. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale, this can bring a fortress to a virtual halt&lt;br /&gt;
**Dwarves don't want to drink the same thing forever, and will become upset if they must.&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins: If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire: Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding: Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma: Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves: Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals: Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more will simply cause job cancellations.&lt;br /&gt;
**Ambushes: Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges: Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts: Can pull levers and bother dwarves&lt;br /&gt;
**Vampires: Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]: There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends. Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army: A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals: Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins]] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
*Fighting&lt;br /&gt;
**Usually caused by other dwarves being upset&lt;br /&gt;
*Melancholy, Insane, or Berserk Dwarves&lt;br /&gt;
**Caused by failed moods or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Barrels, buckets, and bins can only be made of wood or metal. As metal is rarer and heavier, wood is almost always preferable.&lt;br /&gt;
**'''Beds can only be made of wood.'''&lt;br /&gt;
**Otherwise, it can replace stone for most constructions.&lt;br /&gt;
**Note that excessive logging will anger elves.&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
A growing fortress will have an industry involving some of these, but probably not all of them.&lt;br /&gt;
&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
The following articles are about different ways players entertain themselves.&lt;br /&gt;
*[[Megaprojects]] - Massive projects done by [[Mega_construction | mega construction]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]] - Silly and neat things&lt;br /&gt;
*[[Style_project | Style Projects]] - Projects to add more realism or detail to a fort &lt;br /&gt;
*[[Computing]] - The more technical-minded players have found ways to create both simple and complex machines&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214530</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214530"/>
		<updated>2014-12-23T16:43:15Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Core */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's crucial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some [[adventurer mode]].&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
**This guide is designed to be modular, that is, you are expected to read the wiki pages it links to as you please.&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Food]] is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
**Very simple, requires only one dwarf assigned to fish, a [[fishery]], and one dwarf assigned to fish cleaning.&lt;br /&gt;
**The stability of this source of food depends on how much [[water]] you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow, and a [[butcher's workshop]] and a [[kitchen]].&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the [[skill]] of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farming.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***[[Seeds]] come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*[[Plant Gathering]]&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**Gathering provides food from ''outdoor'' plants. When brewed or eaten, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''&amp;lt;s&amp;gt;Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&amp;lt;/s&amp;gt;, cooking makes a stack of the sum of all its ingredients.&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - [[alcohol]] and [[water]]. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale, this can bring a fortress to a virtual halt&lt;br /&gt;
**Dwarves don't want to drink the same thing forever, and will become upset if they must.&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins: If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire: Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding: Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma: Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves: Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals: Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more will simply cause job cancellations.&lt;br /&gt;
**Ambushes: Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges: Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts: Can pull levers and bother dwarves&lt;br /&gt;
**Vampires: Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]: There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends. Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army: A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals: Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins]] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
*Fighting&lt;br /&gt;
**Usually caused by other dwarves being upset&lt;br /&gt;
*Melancholy, Insane, or Berserk Dwarves&lt;br /&gt;
**Caused by failed moods or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Barrels, buckets, and bins can only be made of wood or metal. As metal is rarer and heavier, wood is almost always preferable.&lt;br /&gt;
**'''Beds can only be made of wood.'''&lt;br /&gt;
**Otherwise, it can replace stone for most constructions.&lt;br /&gt;
**Note that excessive logging will anger elves.&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
The following articles are about different ways players entertain themselves.&lt;br /&gt;
*[[Megaprojects]] - Massive projects done by [[Mega_construction | mega construction]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]] - Silly and neat things&lt;br /&gt;
*[[Style_project | Style Projects]] - Projects to add more realism or detail to a fort &lt;br /&gt;
*[[Computing]] - The more technical-minded players have found ways to create both simple and complex machines&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214529</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214529"/>
		<updated>2014-12-23T16:39:00Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Drinks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's crucial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some [[adventurer mode]].&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
**This guide is designed to be modular, that is, you are expected to read the wiki pages it links to as you please.&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Food]] is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
**Very simple, requires only one dwarf assigned to fish, a [[fishery]], and one dwarf assigned to fish cleaning.&lt;br /&gt;
**The stability of this source of food depends on how much [[water]] you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow, and a [[butcher's workshop]] and a [[kitchen]].&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the [[skill]] of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farming.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***[[Seeds]] come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*[[Plant Gathering]]&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**Gathering provides food from ''outdoor'' plants. When brewed or eaten, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''&amp;lt;s&amp;gt;Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&amp;lt;/s&amp;gt;, cooking makes a stack of the sum of all its ingredients.&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - [[alcohol]] and [[water]]. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale, this can bring a fortress to a virtual halt&lt;br /&gt;
**Dwarves don't want to drink the same thing forever, and will become upset if they must.&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins: If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire: Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding: Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma: Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves: Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals: Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more will simply cause job cancellations.&lt;br /&gt;
**Ambushes: Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges: Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts: Can pull levers and bother dwarves&lt;br /&gt;
**Vampires: Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]: There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends. Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army: A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals: Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins]] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
*Fighting&lt;br /&gt;
**Usually caused by other dwarves being upset&lt;br /&gt;
*Melancholy, Insane, or Berserk Dwarves&lt;br /&gt;
**Caused by failed moods or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Wood is important for most forts because barrels, buckets, and bins can only be made from wood or metal(which weighs much more), and beds can only be made of wood. It's also useful in construction&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
The following articles are about different ways players entertain themselves.&lt;br /&gt;
*[[Megaprojects]] - Massive projects done by [[Mega_construction | mega construction]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]] - Silly and neat things&lt;br /&gt;
*[[Style_project | Style Projects]] - Projects to add more realism or detail to a fort &lt;br /&gt;
*[[Computing]] - The more technical-minded players have found ways to create both simple and complex machines&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214528</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=214528"/>
		<updated>2014-12-23T16:38:38Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Drinks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's crucial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some [[adventurer mode]].&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
**This guide is designed to be modular, that is, you are expected to read the wiki pages it links to as you please.&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Food]] is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
**Very simple, requires only one dwarf assigned to fish, a [[fishery]], and one dwarf assigned to fish cleaning.&lt;br /&gt;
**The stability of this source of food depends on how much [[water]] you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow, and a [[butcher's workshop]] and a [[kitchen]].&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the [[skill]] of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farming.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***[[Seeds]] come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*[[Plant Gathering]]&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**Gathering provides food from ''outdoor'' plants. When brewed or eaten, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''&amp;lt;s&amp;gt;Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&amp;lt;/s&amp;gt;, cooking makes a stack of the sum of all its ingredients.&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - [[alcohol]] and [[water]]. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale, this can bring a fortress to a virtual halt&lt;br /&gt;
*Dwarves don't want to drink the same thing forever, and will become upset if they must.&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins: If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire: Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding: Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma: Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves: Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals: Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more will simply cause job cancellations.&lt;br /&gt;
**Ambushes: Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges: Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts: Can pull levers and bother dwarves&lt;br /&gt;
**Vampires: Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]: There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends. Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army: A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals: Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins]] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
*Fighting&lt;br /&gt;
**Usually caused by other dwarves being upset&lt;br /&gt;
*Melancholy, Insane, or Berserk Dwarves&lt;br /&gt;
**Caused by failed moods or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Wood is important for most forts because barrels, buckets, and bins can only be made from wood or metal(which weighs much more), and beds can only be made of wood. It's also useful in construction&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
The following articles are about different ways players entertain themselves.&lt;br /&gt;
*[[Megaprojects]] - Massive projects done by [[Mega_construction | mega construction]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]] - Silly and neat things&lt;br /&gt;
*[[Style_project | Style Projects]] - Projects to add more realism or detail to a fort &lt;br /&gt;
*[[Computing]] - The more technical-minded players have found ways to create both simple and complex machines&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Sandbox&amp;diff=177434</id>
		<title>User:Calite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Sandbox&amp;diff=177434"/>
		<updated>2012-09-08T02:55:28Z</updated>

		<summary type="html">&lt;p&gt;Calite: Replaced content with &amp;quot;{| class=&amp;quot;wikitable&amp;quot;
! style=&amp;quot;width: 50%&amp;quot; | What you type
! style=&amp;quot;width: 50%&amp;quot; | What it looks like
|-
| The Real Mode
|}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 50%&amp;quot; | What you type&lt;br /&gt;
! style=&amp;quot;width: 50%&amp;quot; | What it looks like&lt;br /&gt;
|-&lt;br /&gt;
| The Real Mode&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Sandbox&amp;diff=177433</id>
		<title>User:Calite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Sandbox&amp;diff=177433"/>
		<updated>2012-09-08T02:47:04Z</updated>

		<summary type="html">&lt;p&gt;Calite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:19, 17 April 2011 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''adventurer mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.&lt;br /&gt;
&lt;br /&gt;
Unlike [[fortress mode]], adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for fortress mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=World Selection=&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws) but as of the current version only human civilizations have towns, NPC fortresses, or shops {{v|0.34.07}}. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under &amp;quot;Dwarven Fortresses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as long swords) must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds.&lt;br /&gt;
&lt;br /&gt;
If no civilization for the given race exists in a world, you won't be able to play as that race except perhaps as a human outsider.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''' - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
*'''Agility''' - This attribute is directly related to a character's Speed and is also used in combat skills.&lt;br /&gt;
*'''Toughness''' - Reduces physical damage. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''' - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling.&lt;br /&gt;
*'''Recuperation''' - Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.&lt;br /&gt;
*'''Disease Resistance''' - Reduces the risk of disease. Reduces the &amp;quot;risk&amp;quot; of becoming a vampire in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats. (The useless ones are in ''italics''.)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
ATTN: When a use is discovered for a skill previously thought of as useless,&lt;br /&gt;
remove two of the quotes (i.e. from '''''Memory''''' to '''Memory''').&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
*'''Analytical Ability''' - Useful for certain crafting skills, the only one currently being Knapping.&lt;br /&gt;
*'''Focus''' - Affects Archer, Ambusher, Observer.&lt;br /&gt;
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.&lt;br /&gt;
*'''''Creativity''''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.&lt;br /&gt;
*'''Intuition''' - Only helps with Observer.&lt;br /&gt;
*'''''Patience''''' - Currently useless.&lt;br /&gt;
*'''Memory''' - Records more of previously traveled areas when you return to them. Deletes all memory when you travel.&lt;br /&gt;
*'''''Linguistic Ability''''' - Currently useless because adventurers don't have social skills. &lt;br /&gt;
*'''Spatial Sense''' - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
*'''''Musicality''''' - Completely useless as of yet.&lt;br /&gt;
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping, &lt;br /&gt;
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}&lt;br /&gt;
*'''Social Awareness''' - Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Advancement Cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill.Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing to enemies that are just a step away or finishing off a foe pinned down by a stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Because these tend to take a bit longer to increase in game, it makes sense to put some points into one at the beginning.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).&lt;br /&gt;
&lt;br /&gt;
*'''Axeman''' - allows characters to use axes, great axes, and halberds more effectively.&lt;br /&gt;
*'''Bowman''' - skill allows characters to use bows more effectively.&lt;br /&gt;
*'''Crossbowman''' - allows characters to use crossbows more effectively.  The dwarven version is called '''Marksdwarf'''.&lt;br /&gt;
*'''Hammerman''' - allows characters to use crossbows in melee, mauls, and war hammers more effectively.&lt;br /&gt;
*'''Knife User''' - allows characters to use large daggers and knives more effectively.&lt;br /&gt;
*'''Lasher''' - allows characters to use whips and scourges more effectively.&lt;br /&gt;
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.&lt;br /&gt;
*'''Pikeman''' - allows characters to use pikes more effectively.&lt;br /&gt;
*'''Spearman''' - allows characters to use spears more effectively.&lt;br /&gt;
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.&lt;br /&gt;
&lt;br /&gt;
=== General Combat ===&lt;br /&gt;
&lt;br /&gt;
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''Shield User''' - Ability to block attacks with shields. Starting with skill in this means that the adventurer will start with a shield.&lt;br /&gt;
*'''Armor User''' - Related to how well an adventurer moves in armor, and increases whenever an adventurer wearing armor is attacked. A higher level of this skill reduces the encumbrance penalties of armor, allowing up to normal speed movement when wearing full steel plate. Unfortunately, starting with this skill does not provide any starting armor.&lt;br /&gt;
*'''Dodger''' - Ability to dodge out of the way of attacks.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat and Improvised Weapons ===&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''Striker''' - Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''Kicker''' - Kicking ability. Same as Striker.&lt;br /&gt;
*'''Biter''' - Biting ability.&lt;br /&gt;
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc.&lt;br /&gt;
*'''Misc. Object User''' - Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''' - Helps one to notice things like ambushes and enemies who are &amp;quot;sneaking&amp;quot; (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things. There is only one skill currently available in an unmodified game.&lt;br /&gt;
&lt;br /&gt;
*'''Knapper''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''' - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. There is no way to increase this skill.&lt;br /&gt;
*'''[[Butcher]]''' - The art of cutting bodies into many pieces. You cannot allocate points here during character creation.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Common UI Concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving Around ==&lt;br /&gt;
&lt;br /&gt;
=== Local Movement ===&lt;br /&gt;
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for a step&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Sneak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.  &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lay down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around.&lt;br /&gt;
&lt;br /&gt;
=== Fast Travel ===&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]] &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
See the [[Map legend]] for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking &amp;quot;X&amp;quot;.  When seeking out a quest, move in the direction of the quest site until the blinking &amp;quot;X&amp;quot; is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.&lt;br /&gt;
&lt;br /&gt;
While in the fast travel screen you can:&lt;br /&gt;
&lt;br /&gt;
* {{k|c}} - Display/hide clouds/weather&lt;br /&gt;
* {{k|m}} - Display/hide the regional map on the right&lt;br /&gt;
* {{k|Q}} - Display the Quest log&lt;br /&gt;
* {{k|Z}} - Display the sleep menu&lt;br /&gt;
&lt;br /&gt;
Other commands are not available until you exit fast travel with {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
== Status and Information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the Game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Searching and Manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
== Managing Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck in your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/Dropping Things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} to scroll the list if the list is too long to fit on the screen.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most)enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full. This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to &amp;quot;use&amp;quot; commands in other games.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
More importantly, this can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory(or snow lying on the ground) and need to drink.&lt;br /&gt;
&lt;br /&gt;
== Time and Weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date/Time&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. When in the fast travel screen you can just look at the bar along the top to see where the sun is an estimate the time, but in local travel mode you'll have to use the {{k|W}} command.&lt;br /&gt;
&lt;br /&gt;
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day.  &lt;br /&gt;
&lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. Weather is, to some extent, directly viewable on the fast travel screen. Temperature is important because if it happens to drop below freezing while you're swimming through water, you're dead instantly. Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Weather can also reduce visibility.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. ('''NOTE''': You can disable bogeymen by going into advanced world builder and setting &amp;quot;Number of Night creatures&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on. The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved. It is possible that drinking vampire blood will lead to infection.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} then {{k|Enter}}&lt;br /&gt;
| Wrestle an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Melee Attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give into pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and Unarmed Attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc, see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, you might want to switch it off.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.&lt;br /&gt;
&lt;br /&gt;
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:&lt;br /&gt;
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.&lt;br /&gt;
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.&lt;br /&gt;
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as, &amp;quot;in 123 Urist McSucker founded Boatmurdered&amp;quot;. This can be selected repeatedly to reveal multiple facts about the area.&lt;br /&gt;
*'''Capital''' - Ask where the capital of the current civilization is. As with the &amp;quot;Surroundings&amp;quot; topic, a random bit of the capitol's history will also be given.&lt;br /&gt;
*'''Service''' - Ask for a [[#Quests|quest]].&lt;br /&gt;
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as, &amp;quot;How I long for some excitement in my life...&amp;quot;&lt;br /&gt;
*'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like &amp;quot;Surroundings&amp;quot;, this can also reveal bits of information about history such as, &amp;quot;Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Burninator.&amp;quot;&lt;br /&gt;
*'''Accuse of being a night creature''' - If the individual is a vampire in hiding, then they will become hostile to all around them and will fight you. Note, if said vampire has a cult (vampire law-givers always do from what I've seen) the cultists will reveal themselves as well and become hostile to any non-vampire (the one the cult is based around, that is), non-cultist they see, including you.&lt;br /&gt;
*'''Report success/spread news''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Apparently, everyone is telepathic, and won't want to hear the same story again.&lt;br /&gt;
*'''Goodbye''' - End the conversation.&lt;br /&gt;
&lt;br /&gt;
Sometimes other options may also appear. Experiment with them and see what happens.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to Join and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)&lt;br /&gt;
&lt;br /&gt;
However, if they survive long enough/are trained well enough they seem to be capable of leveling stats or skills in some way, and are susceptible to having title or job title changed as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you. If you need to ditch '''ALL''' of your companions, retire your adventurer in a settlement, and start playing that adventurer again. You will lose all companions by doing this(as well as resetting your thirst/hunger/sleep needs.)&lt;br /&gt;
&lt;br /&gt;
If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river(single dark blue line.)&amp;quot; Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and shops.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building.&lt;br /&gt;
&lt;br /&gt;
Once you find a building, step through the door.  It should have multiple U's, each of which is a human.&lt;br /&gt;
&lt;br /&gt;
=== Fortresses ===&lt;br /&gt;
&lt;br /&gt;
Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|&amp;gt;}}, and walk toward the direction of the fortress.&lt;br /&gt;
&lt;br /&gt;
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.&lt;br /&gt;
&lt;br /&gt;
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will behave as any human lord. Sometimes in an abandoned fort you might also find a demon that is a prisoner, who you can actually recruit without any significant amount of fame. If they can be trusted or not is more or less up for debate, but it is still better than Urist McFaceplant.&lt;br /&gt;
&lt;br /&gt;
=== Other Sites ===&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Currently, only humans have civilization sites.&lt;br /&gt;
&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress mode]]!&lt;br /&gt;
&lt;br /&gt;
Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
In human towns (not hamlets or castles), you can find [[building|shops]].  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.&lt;br /&gt;
&lt;br /&gt;
Due to some limitations, there are only &amp;quot;human town&amp;quot; shopkeepers in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, i.e. goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences.&lt;br /&gt;
&lt;br /&gt;
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.'''&lt;br /&gt;
&lt;br /&gt;
==== Selling and buying with money ====&lt;br /&gt;
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following buttons:&lt;br /&gt;
* {{k|a}}sking for money for your goods.&lt;br /&gt;
* {{k|o}}ffering money for their goods.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. &lt;br /&gt;
&lt;br /&gt;
When you end the trade session ({{k|esc}}), the items you sold will be dropped at your feet, and the balance of your coins and the items you bought will appear in your hands.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first. Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food.No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This may be considered an [[exploit]] by some, though.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Adventure (Quest) log (tasks, map, et cetera...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a quest, press {{K|Q}} to look at them (this screen is called the Adventure Log).  The world map is on the left, with your current location highlighted by a blinking &amp;quot;O&amp;quot;, while on the right is the list of your quests.  You can select a quest and press {{K|z}} to find the location of the quest site: the blinking &amp;quot;O&amp;quot; will move to the quest site, with a green line drawing the path you need to take.  Pressing {{K|m}} will tell you the species of the monster you're supposed to kill.  You can also use the arrow keys to move the &amp;quot;O&amp;quot; around to examine the surrounding terrain and sites.&lt;br /&gt;
&lt;br /&gt;
Note that once you complete a quest that you can report your success to ''any'' human.  Once you tell one human, everyone in the same civilization will know about it.  The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.&lt;br /&gt;
&lt;br /&gt;
If you're having trouble finding the site on the fast travel map for some reason, exit quick travel mode by pressing {{K|&amp;gt;}}.  In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side.  At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and &amp;quot;TSK&amp;quot; to the right of the direction indicating an unfinished quest at that site. You can then go back into fast travel mode and head in that direction.&lt;br /&gt;
&lt;br /&gt;
Once you get to the quest site, you'll be unable to enter it when using quick travel mode.  Attempting to do so will give the message &amp;quot;You cannot travel through the [site]&amp;quot;.  You must exit quick travel mode by pressing {{K|&amp;gt;}} and move the rest of the way using the normal movement mode.  The box in the upper left-hand corner will tell you the direction to go.  When you complete the quest the &amp;quot;TSK&amp;quot; will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show &amp;quot;Report Death of ...&amp;quot; instead of &amp;quot;Kill ...&amp;quot;.  You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you &amp;quot;You cannot travel until you leave this site&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
The difficulty of the quests a certain civilization will give you goes up as your fame/reputation with that civilization increases. This is important to remember, you may want to increase your adventurer's skills or gather more companions in-between quests to keep up with the rising difficulty level.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
These are the only reactions possible in an unmodified game though others can be added through modding.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
===How do I get past NPCs which are in my way?===&lt;br /&gt;
Press {{K|s}} to sit, then move to roll between their legs.  Once you're done press {{K|s}} to stand again.&lt;br /&gt;
&lt;br /&gt;
===How do I find an entrance to the underworld?===&lt;br /&gt;
You cannot find caves by asking for quests.  Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the location of a cave.  If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again.&lt;br /&gt;
&lt;br /&gt;
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.&lt;br /&gt;
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
===How can I obtain armor as quickly as possible?===&lt;br /&gt;
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, et al, with that civ):&lt;br /&gt;
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.&lt;br /&gt;
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.&lt;br /&gt;
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.&lt;br /&gt;
* Raid friendly fortress keeps and the dungeons of towns. They don't mind parting with just a few pieces of armor. Beware in the dungeon, you're not the only one attracted to shiny things.&lt;br /&gt;
* Pick companions with good equipment so you can &amp;quot;inherit&amp;quot; it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;powerleveling&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I increase my skills and attributes? (powerleveling)===&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills, very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Main:Macro|Macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_and_associated_attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small relatively harmless animal and wrestle with it over and over again. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and this will not injure the animal so you can do it infinitely with the same one. Wrestling will increase Endurance as well as other stats. You can also take down a powerful bandit with stones while ambushing, improving your throwing and ambush, drop your shield or weapon, and gouge out both of their eyes. This allows you to stand as near as you want to them without being detected, and completely negates any counter-striking skills they may have. Knock out all their teeth, take their weapons, and try it out on them, knowing that they are completely helpless. Give them a chance to heal their bruises so you can attack them more before they die.&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit and let it attack you to raise your defensive skills. If you have metal armor then a small animal like a gopher can't do any real damage to you even if it hits. Also change your {{K|C}}ombat preferences to &amp;quot;stand ground&amp;quot; to increase the amount of shield blocking you do, unless you want more dodging practice than shield practice. &lt;br /&gt;
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer. Another tactic, provided your swimming skill is high enough and you're lucky, is to find a [[Giant_sponge|giant sponge]] and continuously attack it by simply holding an arrow key in its direction. Since it is effectively immortal, and seems to pose a far smaller threat in Adventure mode than it does in Fortress mode, it makes an ideal training dummy.&lt;br /&gt;
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Being able to throw objects at creatures, while not terribly devastating (In fact, it used to be. In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head. We can only hope the wambler survived.), can still come in handy. Since throwing also raises your archery skill, you can improve your aim with bows and crossbows by throwing, but it is also possible to improve bow/crossbow skills without wasting ammunition.&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor in front of it. If bolts or arrows hit a wall that has a floor (or ground) in front of it on the same z-level the ammunition will be destroyed, however ''ammunition that falls at least one z-level after hitting a wall will remain intact.'' So, you just need to find something like a hill inside a castle, stand on the hill, then shoot at the wall on the same z-level that you're on. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then go pick up the arrows and fire them at the wall from the hill again, ad infinitum. You can also stand next to a wall that's at least 2 z-levels high, then shoot up a z-level at the wall by hitting {{k|&amp;lt;}} after you hit {{k|f}}. How ever you decide to do it, the key is that the arrow needs to be able to fall at least one z-level after it hits a wall in order to remain intact. Using a macro will speed this up greatly.&lt;br /&gt;
*'''Ambushing and Swimming''' - When approaching a camp or other site, you may want to use {{k|S}} to sneak in and loot any loose items first. While it's very slow, you can sneak over large distances instead of using fast travel in order to increase your sneaking skill (Ambushing). It's also possible to sneak and swim at the same time, so training these things can be combined. Just make sure you '''start with at least Adequate in swimming''' or you will find it practically impossible to train swimming. Swimming can very quickly improve your speed and toughness, changing superior to superhuman in less than a day.&lt;br /&gt;
*'''Observer''' - You can't really powerlevel this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. One way to train this skill appears to be sleeping or walking around in the wilderness, repeatedly getting ambushed. Running away from the ambush, if you can, will probably allow you to repeat this cycle faster if you live. Detecting traps found in tombs and catacombs successfully (done automatically) will also raise Observer, though without decent starting skill to begin with, you would be torn to pieces by the traps you failed to see. Once you've found one or more traps, it is possible to grind experience by sleeping/waiting an hour, which will reset them, then re-detect them, and repeat.&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - Sharpening rocks with {{k|x}} will improve your Knapping skills, but more importantly, raising these skills with raise your Spatial Sense and Kinesthetic Sense attributes which help with a number of other skills. This can be combined with throwing, using a macro, to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
===I managed to escape but my limbs are chopped off. Now what?===&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is only one way to get them back, and that is by being bitten by a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
=== How do I keep my companions from running off after random wildlife? ===&lt;br /&gt;
&lt;br /&gt;
In unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the '''&amp;lt;nowiki&amp;gt;[AT_PEACE_WITH_WILDLIFE]&amp;lt;/nowiki&amp;gt;''' to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.&lt;br /&gt;
&lt;br /&gt;
Animals... you either love them and they love you, or they must die a horrible death right now.&lt;br /&gt;
&lt;br /&gt;
===How do I become a vampire?===&lt;br /&gt;
&lt;br /&gt;
The only way to become one is to first find one, kill it, and then &amp;quot;eat&amp;quot; its blood. More about vampires [[Vampire|here]].&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Main:Adventure Mode quick reference|Adventure Mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start|quick start guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Sandbox&amp;diff=177432</id>
		<title>User:Calite/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Sandbox&amp;diff=177432"/>
		<updated>2012-09-08T02:46:10Z</updated>

		<summary type="html">&lt;p&gt;Calite: Created page with &amp;quot;A&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart_logic&amp;diff=177422</id>
		<title>v0.34:Minecart logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart_logic&amp;diff=177422"/>
		<updated>2012-09-07T17:50:58Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The addition of minecarts to Dwarf Fortress has opened up new and exciting logic and computing options for the ambitious fortress manager. Minecart-based logic gates and memory cells are easy to build (arguably easier than [[fluid logic]] systems, they are easy to reconfigure, and react quickly.&lt;br /&gt;
&lt;br /&gt;
== Binary Memory Cells ==&lt;br /&gt;
Binary Memory Cells store binary data as a 1 or 0 (on or off). For minecarts this means a minecart occupies a pressure plate to create a 1 and by some means removed to make a 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three-tracked double-carted binary memory cell ===&lt;br /&gt;
&lt;br /&gt;
[[File:3tdcbm.png]]&lt;br /&gt;
&lt;br /&gt;
The image is split into three versions to show where the minecarts go, what's beneath the minecarts and what's beneath the rollers and pressure plates.&lt;br /&gt;
&lt;br /&gt;
How this works: There are 2 carts, a copper one at the top and an iron one in the center. A copper cart weighs 357 Urists and an iron cart 314 Urists. The pressure plate in the center is set to activate at 350 Urists, so the iron cart doesn't trigger it. Activating the gear/roller (the light green one), making the copper cart push the iron cart to the other end before rolling onto the pressure plate will trigger it and send an on signal. Vice versa (the iron cart will push the copper cart just fine even though it's a little bit lighter) to send an off signal. This design is the most space-efficient of the memory cells but lacks the activation speed of the next design due to the first cart having to push the second cart before being moved onto the pressure plate itself.&lt;br /&gt;
&lt;br /&gt;
A modular example of this design:&lt;br /&gt;
&lt;br /&gt;
[[File:Modular3tdcbm.png]]&lt;br /&gt;
&lt;br /&gt;
It's a bit bulky looking but compared to the water based cell which needs 5 z-levels minimum to be of any worth, it's nearly 3x smaller and functions just the same.&lt;br /&gt;
&lt;br /&gt;
=== Newton's Cradle Binary Memory Cell ===&lt;br /&gt;
&lt;br /&gt;
[[File:Tpmch.png]]&lt;br /&gt;
&lt;br /&gt;
This design is slightly larger, having four tracks instead of three, but has the advantage of activating the pressure plate almost immediately upon power being sent. To activate, power is sent to the light green gear, pushing the top cart into the second cart. Like a Newton Cradle,  the first cart transfers its momentum to the second cart, knocking it to the other end while the first cart rests on the pressure plate to send an on signal. The gear is then turned off. To turn it off power is sent to the dark green and the reverse happens. The modular design of the first memory cell can be applied to this as well, and you can actually fit in more gears for a more complex logic gate because of the increased length. &lt;br /&gt;
&lt;br /&gt;
== Power to Signal Converters ==&lt;br /&gt;
&lt;br /&gt;
A power to signal converter sends an on signal when power is applied and an off signal when power is cut.&lt;br /&gt;
&lt;br /&gt;
=== 2x2 power-to-signal converter ===&lt;br /&gt;
&lt;br /&gt;
[[File:2x2pts.png]]&lt;br /&gt;
&lt;br /&gt;
When power is sent to the gear, the roller sends the cart around in a loop, passing over the pressure plate repeatedly to maintain on on signal. When power is cut the cart returns to the starting position and disengages the pressure plate. The roller in this example pushes the cart from E-&amp;gt;W. Pay close attention to the track layout to make sure it works properly. The 2 walls at the top are all that's needed to keep it from derailing.&lt;br /&gt;
&lt;br /&gt;
A modular design.&lt;br /&gt;
&lt;br /&gt;
[[File:Modular2x2pts.png]]&lt;br /&gt;
&lt;br /&gt;
=== Single-carted power-to-signal converter ===&lt;br /&gt;
&lt;br /&gt;
[[File:Scpts.png]]&lt;br /&gt;
&lt;br /&gt;
The rollers are directed at the center like always, so when power is applied to any of the gears the minecart continuously passes over the pressure plate to maintain an on signal, reverting to an off signal when the power is cut.&lt;br /&gt;
&lt;br /&gt;
A modular design.&lt;br /&gt;
&lt;br /&gt;
[[File:Modularscpts.png]]&lt;br /&gt;
&lt;br /&gt;
It's possible to butt each main component closer to each other and put the extra gears on other z-levels but they're so small it's impossible to join the gears together in a more efficient design. It might look like there are too many unneeded gears but if you're going to be making something that needs this much stuff you'll need 2 or 3 extra gears to form logic gates.&lt;br /&gt;
&lt;br /&gt;
=== Double-carted power-to-signal converter ===&lt;br /&gt;
&lt;br /&gt;
[[File:Dcpts.png]]&lt;br /&gt;
&lt;br /&gt;
BloodBeard, who invented this compact design, has this to say about it: &amp;quot;I was able to take the load adjusting pressure plate concept of my memory cell and put it into a power-to-signal converter. It functions much like the memory cell, but with different linkages (and an axle). Now I'm not so sure if this can be called a power-to-signal converter since you don't simply send power to a gear and the thing maintains an 'on' signal, but it's really all about how you use it.&lt;br /&gt;
&lt;br /&gt;
Both gears are off by default and the power is connected to the dark green gear. Be it by lever or pressure plate, both gears are switched on, sending power to both rollers (directed to the center). The copper cart pushes the iron one to the other side, but before the southern roller has time to push it back north the copper cart is rolled onto the pressure plate which turns off the dark green gear (and the southern roller). The light green gear is still engaged but no power is being sent to it because the dark green is off. This was the sort of &amp;quot;eureka!&amp;quot; moment when I saw that rollers immediately stop when power is cut (unlike screwpumps) to allow this. (sorry if this is common knowledge, I'm a bit late to the game in getting into the 2012 versions)&lt;br /&gt;
&lt;br /&gt;
Both gears are switched again when you want to turn it off, activating the dark green gear and disengaging the light green, sending both carts back to their starting points, deactivating the pressure plate which turns the dark green off again (but keeps the roller on long enough to push the iron cart thanks to the pressure plates 'off' delay). Everything is back to how it was at the start.&lt;br /&gt;
&lt;br /&gt;
With the other examples, only 1 gear is needed to be switched to turn them on and off. If you treat both of these gears as you would a single gear then I guess you could also call it a power-to-signal converter, and is the only one that has no moving water or minecarts when it's in the on position. Useful if you have a whole bunch of them and want to minimize lag.&lt;br /&gt;
&lt;br /&gt;
Now i'm not sure, but the implications of that last component might be huge for dwarfputing. That with a single lever or single pressure plate you can trigger an on and off signal on another component without any continuous moving parts wasn't possible with the mechanical-fluid logic examples I listed at the top of this post. It might be possible to use it as a binary memory cell as well, except I don't think there would be a 'standard' design and the gearing/linkages would need to be customized to the task it performs. I might have to make something, or at least plan it to see.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* BloodBeard's [http://www.bay12forums.com/smf/index.php?topic=114923.0 Minecart Dwarfputing Ideas] thread.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Computing}}&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:DF2012:Creatures&amp;diff=177258</id>
		<title>Category talk:DF2012:Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:DF2012:Creatures&amp;diff=177258"/>
		<updated>2012-08-30T13:26:40Z</updated>

		<summary type="html">&lt;p&gt;Calite: Created page with &amp;quot;Very many pages in the Creatures category are marked tattered quality. What information is wanted to improve their quality rating? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very many pages in the Creatures category are marked tattered quality. What information is wanted to improve their quality rating? [[User:Calite|Calite]] 13:26, 30 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=173263</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=173263"/>
		<updated>2012-06-13T22:57:35Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Forts */ Eribidith starts, I get prosaic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Forts=&lt;br /&gt;
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.&lt;br /&gt;
&lt;br /&gt;
==Zarethgeshud==&lt;br /&gt;
===Technical===&lt;br /&gt;
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).&lt;br /&gt;
&lt;br /&gt;
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.&lt;br /&gt;
&lt;br /&gt;
===Fortress Activity===&lt;br /&gt;
====Year 1====&lt;br /&gt;
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.&lt;br /&gt;
&lt;br /&gt;
====Year 2====&lt;br /&gt;
It's about mid summer now, halfway through our second year. After trading with the dwarves and caravans we're a bit lighter on crafts and a little bit heavier on much needed wood. There still isn't enough wood to fit all of our needs, but there's enough to keep from running out of booze. Speaking of the unthinkable, we have seen a total of 11 deaths to date. The details have gotten blurry as no one was particularly interested in recording them, but a few died from running out of booze (we have yet to find a source of water), while others died after taking bad injuries from a cave-in. The doctor, an amateur but the best we had, tried his best but most died of dehydration before he got them back on their feet. Only one of the original 7 rangers survived, it's really amazing he has kept it together thus far. The new expedition leader (the old one having died) is our broker and legendary engraver. He was already really good at communicating, and I think the others have really started to look up to him. Progress on the fortress itself is slow and steady, we just finished the tower that will serve as our defenses for now. There are about 24 rooms finished (not all having beds yet) and engraved with some high quality images made by the aforementioned legendary engraver. Our main export will probably be rock and bone crafts until we somehow have enough wood or magma to start making glass. We're about to get everyone together and reassign jobs, since the deaths have really left us with a mix bag. (AKA Dwarf Therapist time again)&lt;br /&gt;
&lt;br /&gt;
The end of our second year was good times for the fortress. Besides one archer dieing of unknown reasons while hunting and another poor guy going insane from because he was fey, there were no incidents. Zarethgeshud's strength is now 37 adults and 7 children, all born in the last few months as an apparent sign of our success. We now have sufficient barrels and bins for sorting our resources, thanks to trading many well made crafts. In fact we have so much food that we are making meals out of it all just to save space. The overall layout of the fortress, planned from the very beginning, is starting to take shape and the buffer zone for our deeper digging is being built now. Hopefully we can safely access a cavern.&lt;br /&gt;
&lt;br /&gt;
====Years 3 &amp;amp; 4, The Great Disaster, and the Epic of Logem Akrelunib====&lt;br /&gt;
I got a bit tired of discussing the more mundane, so I didn't post anything for most of year 3 as it went smoothly.  That changed suddenly.&lt;br /&gt;
&lt;br /&gt;
The fortress was at 130 dwarves before the following account occurred.&lt;br /&gt;
&lt;br /&gt;
The end of Year 3 saw the beginning of what was almost the end. In Winter a siege arrived. For reasons I will explain later, be aware that Logem Akrelunib was born at roughly the same time the siege arrived. I deemed our military nowhere near fit for a full on confrontation, so I raised the bridges and locked us in. However, we soon ran our of both brew and wood to make more barrels for new brew, due to lax wood management. As the first dwarves began to die of thirst, it was decided the situation was dire enough and the trap-lining for the caverns was completed enough to open up access to the caverns for the typical dwarf. The defenses for the caverns consisted of a bridge, raised by a lever in the military's barracks, a room filled with cages and stone fall traps, and another bridge closed by a lever next to it (this was eventually to be part of a more complex system). In the caverns the dwarves sent to fetch water and cut trees met troglodytes. This was relatively easily handled by the military, but not before some casualties. Combined with further casualties from thirst, it is likely that this was the last straw before the all out tantrum spiral. Most of mid year 4 was spent handling the tantrum spirals by sending the military (which eventually consisted of whoever was not doing important work due to casualties and going insane) to kill berserkers and mass producing alcohol and coffins, as well as making sure there was always someone tending the hospital. At one point the chief medical dwarf went berserk and killed the dwarf he had just be operating on. With careful management and the luck of about 20 migrants arriving, the spiral came to a noticeable slow. For reasons I will explain shortly, be aware that Logem Akrelunib's father and brother had both died by this point and that she was a 1 year old child. At this point, when all was silent except for the siege locked outside, the forgotten beast Usa Shaftdeeps the Veil of Hating appeared in the caverns. Concerned but not too worried, I attempted to raise the bridge that locks out the entirety of the caverns. To my mild dismay I discovered this had been destroyed. I then decided to close the lower bridge, and to my great dismay discovered it had also been destroyed. An effort to raise a wall in the trap room was made, but it did not complete in time. As this forgotten beast shot webs at all of the dwarves (at this point every civilian had been thrown into the military, save for children including Logem Akrelunib), it proved to not be nearly as dangerous as originally anticipated. It did manage to kill and injury about 10 dwarves in the skirmish, including injuring Logem Akrelunib's mother. Eventually the forgotten beast was felled by a righteous punch delivered by none other than the dwarven child Logem Akrelunib. At roughly the same time that the beast's body was taken to the refuse stockpile, Logem's mother died of mortal wounds and Logem instantly went stark raving mad. She was later found dead in what had been her parent's room.&lt;br /&gt;
&lt;br /&gt;
The fortress now contains 43 living dwarves, and it is just about the beginning of year 130. All of the original 7 are dead.&lt;br /&gt;
&lt;br /&gt;
====Abandoned====&lt;br /&gt;
Due to some mistakes I made in the design of the fortress causing projects within it to become overly complex, it was abandoned. The fort still proved rather entertaining and helped me perfect some design techniques, and see what needs to be fixed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Eribidith==&lt;br /&gt;
Gonna try to be more cinematic/narrative with this one.&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to). Lowered pop cap to 100.&lt;br /&gt;
&lt;br /&gt;
Same world as Zarethgeshud.&lt;br /&gt;
&lt;br /&gt;
====1st Granite, Year 133 - Arrival====&lt;br /&gt;
As I have been appointed leader, I will write the first entry in our histories.&lt;br /&gt;
&lt;br /&gt;
My name is Eshtân Palacegates, and I am a 80 year old miner. Me and 6 like-minded excuses for adventurers left the comfort (and arguable oppression) of the mountainhomes of The Mysterious Hammers. Our destination was within the Watchful Forests, a name that can be construed as either a good or bad omen. We have arrived in Early Spring to find the river gorge frozen and the lands covered in snow. It's no matter, our booze will last us long enough to build. The plan is to build on the plateau created by the river canyon, and as such we have named this land Eribidith, or Gorgesystems. We have also named ourselves The Hammer of Partnering, which is meant to sound welcoming, I'm told. Sentiment won't get us through the hard times ahead though.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=173226</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=173226"/>
		<updated>2012-06-13T19:08:07Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Zarethgeshud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Forts=&lt;br /&gt;
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.&lt;br /&gt;
&lt;br /&gt;
==Zarethgeshud==&lt;br /&gt;
===Technical===&lt;br /&gt;
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).&lt;br /&gt;
&lt;br /&gt;
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.&lt;br /&gt;
&lt;br /&gt;
===Fortress Activity===&lt;br /&gt;
====Year 1====&lt;br /&gt;
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.&lt;br /&gt;
&lt;br /&gt;
====Year 2====&lt;br /&gt;
It's about mid summer now, halfway through our second year. After trading with the dwarves and caravans we're a bit lighter on crafts and a little bit heavier on much needed wood. There still isn't enough wood to fit all of our needs, but there's enough to keep from running out of booze. Speaking of the unthinkable, we have seen a total of 11 deaths to date. The details have gotten blurry as no one was particularly interested in recording them, but a few died from running out of booze (we have yet to find a source of water), while others died after taking bad injuries from a cave-in. The doctor, an amateur but the best we had, tried his best but most died of dehydration before he got them back on their feet. Only one of the original 7 rangers survived, it's really amazing he has kept it together thus far. The new expedition leader (the old one having died) is our broker and legendary engraver. He was already really good at communicating, and I think the others have really started to look up to him. Progress on the fortress itself is slow and steady, we just finished the tower that will serve as our defenses for now. There are about 24 rooms finished (not all having beds yet) and engraved with some high quality images made by the aforementioned legendary engraver. Our main export will probably be rock and bone crafts until we somehow have enough wood or magma to start making glass. We're about to get everyone together and reassign jobs, since the deaths have really left us with a mix bag. (AKA Dwarf Therapist time again)&lt;br /&gt;
&lt;br /&gt;
The end of our second year was good times for the fortress. Besides one archer dieing of unknown reasons while hunting and another poor guy going insane from because he was fey, there were no incidents. Zarethgeshud's strength is now 37 adults and 7 children, all born in the last few months as an apparent sign of our success. We now have sufficient barrels and bins for sorting our resources, thanks to trading many well made crafts. In fact we have so much food that we are making meals out of it all just to save space. The overall layout of the fortress, planned from the very beginning, is starting to take shape and the buffer zone for our deeper digging is being built now. Hopefully we can safely access a cavern.&lt;br /&gt;
&lt;br /&gt;
====Years 3 &amp;amp; 4, The Great Disaster, and the Epic of Logem Akrelunib====&lt;br /&gt;
I got a bit tired of discussing the more mundane, so I didn't post anything for most of year 3 as it went smoothly.  That changed suddenly.&lt;br /&gt;
&lt;br /&gt;
The fortress was at 130 dwarves before the following account occurred.&lt;br /&gt;
&lt;br /&gt;
The end of Year 3 saw the beginning of what was almost the end. In Winter a siege arrived. For reasons I will explain later, be aware that Logem Akrelunib was born at roughly the same time the siege arrived. I deemed our military nowhere near fit for a full on confrontation, so I raised the bridges and locked us in. However, we soon ran our of both brew and wood to make more barrels for new brew, due to lax wood management. As the first dwarves began to die of thirst, it was decided the situation was dire enough and the trap-lining for the caverns was completed enough to open up access to the caverns for the typical dwarf. The defenses for the caverns consisted of a bridge, raised by a lever in the military's barracks, a room filled with cages and stone fall traps, and another bridge closed by a lever next to it (this was eventually to be part of a more complex system). In the caverns the dwarves sent to fetch water and cut trees met troglodytes. This was relatively easily handled by the military, but not before some casualties. Combined with further casualties from thirst, it is likely that this was the last straw before the all out tantrum spiral. Most of mid year 4 was spent handling the tantrum spirals by sending the military (which eventually consisted of whoever was not doing important work due to casualties and going insane) to kill berserkers and mass producing alcohol and coffins, as well as making sure there was always someone tending the hospital. At one point the chief medical dwarf went berserk and killed the dwarf he had just be operating on. With careful management and the luck of about 20 migrants arriving, the spiral came to a noticeable slow. For reasons I will explain shortly, be aware that Logem Akrelunib's father and brother had both died by this point and that she was a 1 year old child. At this point, when all was silent except for the siege locked outside, the forgotten beast Usa Shaftdeeps the Veil of Hating appeared in the caverns. Concerned but not too worried, I attempted to raise the bridge that locks out the entirety of the caverns. To my mild dismay I discovered this had been destroyed. I then decided to close the lower bridge, and to my great dismay discovered it had also been destroyed. An effort to raise a wall in the trap room was made, but it did not complete in time. As this forgotten beast shot webs at all of the dwarves (at this point every civilian had been thrown into the military, save for children including Logem Akrelunib), it proved to not be nearly as dangerous as originally anticipated. It did manage to kill and injury about 10 dwarves in the skirmish, including injuring Logem Akrelunib's mother. Eventually the forgotten beast was felled by a righteous punch delivered by none other than the dwarven child Logem Akrelunib. At roughly the same time that the beast's body was taken to the refuse stockpile, Logem's mother died of mortal wounds and Logem instantly went stark raving mad. She was later found dead in what had been her parent's room.&lt;br /&gt;
&lt;br /&gt;
The fortress now contains 43 living dwarves, and it is just about the beginning of year 130. All of the original 7 are dead.&lt;br /&gt;
&lt;br /&gt;
====Abandoned====&lt;br /&gt;
Due to some mistakes I made in the design of the fortress causing projects within it to become overly complex, it was abandoned. The fort still proved rather entertaining and helped me perfect some design techniques, and see what needs to be fixed.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172453</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172453"/>
		<updated>2012-05-30T03:46:55Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Years 3 &amp;amp; 4, The Great Disaster, and the Epic of Logem Akrelunib */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Forts=&lt;br /&gt;
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.&lt;br /&gt;
&lt;br /&gt;
==Zarethgeshud==&lt;br /&gt;
===Technical===&lt;br /&gt;
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).&lt;br /&gt;
&lt;br /&gt;
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.&lt;br /&gt;
&lt;br /&gt;
===Fortress Activity===&lt;br /&gt;
====Year 1====&lt;br /&gt;
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.&lt;br /&gt;
&lt;br /&gt;
====Year 2====&lt;br /&gt;
It's about mid summer now, halfway through our second year. After trading with the dwarves and caravans we're a bit lighter on crafts and a little bit heavier on much needed wood. There still isn't enough wood to fit all of our needs, but there's enough to keep from running out of booze. Speaking of the unthinkable, we have seen a total of 11 deaths to date. The details have gotten blurry as no one was particularly interested in recording them, but a few died from running out of booze (we have yet to find a source of water), while others died after taking bad injuries from a cave-in. The doctor, an amateur but the best we had, tried his best but most died of dehydration before he got them back on their feet. Only one of the original 7 rangers survived, it's really amazing he has kept it together thus far. The new expedition leader (the old one having died) is our broker and legendary engraver. He was already really good at communicating, and I think the others have really started to look up to him. Progress on the fortress itself is slow and steady, we just finished the tower that will serve as our defenses for now. There are about 24 rooms finished (not all having beds yet) and engraved with some high quality images made by the aforementioned legendary engraver. Our main export will probably be rock and bone crafts until we somehow have enough wood or magma to start making glass. We're about to get everyone together and reassign jobs, since the deaths have really left us with a mix bag. (AKA Dwarf Therapist time again)&lt;br /&gt;
&lt;br /&gt;
The end of our second year was good times for the fortress. Besides one archer dieing of unknown reasons while hunting and another poor guy going insane from because he was fey, there were no incidents. Zarethgeshud's strength is now 37 adults and 7 children, all born in the last few months as an apparent sign of our success. We now have sufficient barrels and bins for sorting our resources, thanks to trading many well made crafts. In fact we have so much food that we are making meals out of it all just to save space. The overall layout of the fortress, planned from the very beginning, is starting to take shape and the buffer zone for our deeper digging is being built now. Hopefully we can safely access a cavern.&lt;br /&gt;
&lt;br /&gt;
====Years 3 &amp;amp; 4, The Great Disaster, and the Epic of Logem Akrelunib====&lt;br /&gt;
I got a bit tired of discussing the more mundane, so I didn't post anything for most of year 3 as it went smoothly.  That changed suddenly.&lt;br /&gt;
&lt;br /&gt;
The fortress was at 130 dwarves before the following account occurred.&lt;br /&gt;
&lt;br /&gt;
The end of Year 3 saw the beginning of what was almost the end. In Winter a siege arrived. For reasons I will explain later, be aware that Logem Akrelunib was born at roughly the same time the siege arrived. I deemed our military nowhere near fit for a full on confrontation, so I raised the bridges and locked us in. However, we soon ran our of both brew and wood to make more barrels for new brew, due to lax wood management. As the first dwarves began to die of thirst, it was decided the situation was dire enough and the trap-lining for the caverns was completed enough to open up access to the caverns for the typical dwarf. The defenses for the caverns consisted of a bridge, raised by a lever in the military's barracks, a room filled with cages and stone fall traps, and another bridge closed by a lever next to it (this was eventually to be part of a more complex system). In the caverns the dwarves sent to fetch water and cut trees met troglodytes. This was relatively easily handled by the military, but not before some casualties. Combined with further casualties from thirst, it is likely that this was the last straw before the all out tantrum spiral. Most of mid year 4 was spent handling the tantrum spirals by sending the military (which eventually consisted of whoever was not doing important work due to casualties and going insane) to kill berserkers and mass producing alcohol and coffins, as well as making sure there was always someone tending the hospital. At one point the chief medical dwarf went berserk and killed the dwarf he had just be operating on. With careful management and the luck of about 20 migrants arriving, the spiral came to a noticeable slow. For reasons I will explain shortly, be aware that Logem Akrelunib's father and brother had both died by this point and that she was a 1 year old child. At this point, when all was silent except for the siege locked outside, the forgotten beast Usa Shaftdeeps the Veil of Hating appeared in the caverns. Concerned but not too worried, I attempted to raise the bridge that locks out the entirety of the caverns. To my mild dismay I discovered this had been destroyed. I then decided to close the lower bridge, and to my great dismay discovered it had also been destroyed. An effort to raise a wall in the trap room was made, but it did not complete in time. As this forgotten beast shot webs at all of the dwarves (at this point every civilian had been thrown into the military, save for children including Logem Akrelunib), it proved to not be nearly as dangerous as originally anticipated. It did manage to kill and injury about 10 dwarves in the skirmish, including injuring Logem Akrelunib's mother. Eventually the forgotten beast was felled by a righteous punch delivered by none other than the dwarven child Logem Akrelunib. At roughly the same time that the beast's body was taken to the refuse stockpile, Logem's mother died of mortal wounds and Logem instantly went stark raving mad. She was later found dead in what had been her parent's room.&lt;br /&gt;
&lt;br /&gt;
The fortress now contains 43 living dwarves, and it is just about the beginning of year 130. All of the original 7 are dead.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172448</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172448"/>
		<updated>2012-05-30T01:32:52Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Zarethgeshud */ Encountered Copious loads of FUN&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Forts=&lt;br /&gt;
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.&lt;br /&gt;
&lt;br /&gt;
==Zarethgeshud==&lt;br /&gt;
===Technical===&lt;br /&gt;
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).&lt;br /&gt;
&lt;br /&gt;
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.&lt;br /&gt;
&lt;br /&gt;
===Fortress Activity===&lt;br /&gt;
====Year 1====&lt;br /&gt;
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.&lt;br /&gt;
&lt;br /&gt;
====Year 2====&lt;br /&gt;
It's about mid summer now, halfway through our second year. After trading with the dwarves and caravans we're a bit lighter on crafts and a little bit heavier on much needed wood. There still isn't enough wood to fit all of our needs, but there's enough to keep from running out of booze. Speaking of the unthinkable, we have seen a total of 11 deaths to date. The details have gotten blurry as no one was particularly interested in recording them, but a few died from running out of booze (we have yet to find a source of water), while others died after taking bad injuries from a cave-in. The doctor, an amateur but the best we had, tried his best but most died of dehydration before he got them back on their feet. Only one of the original 7 rangers survived, it's really amazing he has kept it together thus far. The new expedition leader (the old one having died) is our broker and legendary engraver. He was already really good at communicating, and I think the others have really started to look up to him. Progress on the fortress itself is slow and steady, we just finished the tower that will serve as our defenses for now. There are about 24 rooms finished (not all having beds yet) and engraved with some high quality images made by the aforementioned legendary engraver. Our main export will probably be rock and bone crafts until we somehow have enough wood or magma to start making glass. We're about to get everyone together and reassign jobs, since the deaths have really left us with a mix bag. (AKA Dwarf Therapist time again)&lt;br /&gt;
&lt;br /&gt;
The end of our second year was good times for the fortress. Besides one archer dieing of unknown reasons while hunting and another poor guy going insane from because he was fey, there were no incidents. Zarethgeshud's strength is now 37 adults and 7 children, all born in the last few months as an apparent sign of our success. We now have sufficient barrels and bins for sorting our resources, thanks to trading many well made crafts. In fact we have so much food that we are making meals out of it all just to save space. The overall layout of the fortress, planned from the very beginning, is starting to take shape and the buffer zone for our deeper digging is being built now. Hopefully we can safely access a cavern.&lt;br /&gt;
&lt;br /&gt;
====Years 3 &amp;amp; 4, The Great Disaster, and the Epic of Logem Akrelunib====&lt;br /&gt;
I got a bit tired of discussing the more mundane, so I didn't post anything for most of year 3 as it went smoothly.  That changed suddenly.&lt;br /&gt;
&lt;br /&gt;
The fortress was at 130 dwarves before the following account occurred.&lt;br /&gt;
&lt;br /&gt;
The end of Year 3 saw the beginning of what was almost the end. In Winter a siege arrived. For reasons I will explain later, be aware that Logem Akrelunib was born at roughly the same time the siege arrived. I deemed our military nowhere near fit for a full on confrontation, so I raised the bridges and locked us in. However, we soon ran our of both brew and wood to make more barrels for new brew, due to lax wood management. As the first dwarves began to die of thirst, it was decided the situation was dire enough and the trap-lining for the caverns was completed enough to open up access to the caverns for the typical dwarf. The defenses for the caverns consisted of a bridge, raised by a lever in the military's barracks, a room filled with cages and stone fall traps, and another bridge closed by a lever next to it (this was eventually to be part of a more complex system). In the caverns the dwarves sent to fetch water and cut trees met troglodytes. This was relatively easily handled by the military, but not before some casualties. Combined with further casualties from thirst, it is likely that this was the last straw before the all out tantrum spiral. Most of mid year 4 was spent handling the tantrum spirals by sending the military (which eventually consisted of whoever was not doing important work due to casualties and going insane) to kill berserkers and mass producing alcohol and coffins, as well as making sure there was always someone tending the hospital. At one point the chief medical dwarf went berserk and killed the dwarf he had just be operating on. With careful management and the luck of about 20 migrants arriving, the spiral came to a noticeable slow. For reasons I will explain shortly, be aware that Logem Akrelunib's father and brother had both died by this point and that she was a 1 year old child. At this point, when all was silent except for the siege locked outside, the forgotten beast Usa Shaftdeeps the Veil of Hating appeared in the caverns. Concerned but not too worried, I attempted to raise the bridge that locks out the entirety of the caverns. To my mild dismay I discovered this had been destroyed. I then decided to close the lower bridge, and to my great dismay discovered it had also been destroyed. An effort to raise a wall in the trap room was made, but it did not complete in time. As this forgotten beast shot webs at all of the dwarves (at this point every civilian had been thrown into the military, save for children including Logem Akrelunib), it proved to not be nearly as dangerous as originally anticipated. It did manage to kill and injury about 10 dwarves in the skirmish, including injuring Logem Akrelunib's mother. Eventually the forgotten beast was felled by a righteous punch delivered by none other than the dwarven child Logem Akrelunib. At roughly the same time that the beast's body was taken to the refuse stockpile, Logem's mother died of mortal wounds and Logem instantly went stark raving made. She was later found dead in what had been her parent's room.&lt;br /&gt;
&lt;br /&gt;
The fortress now contains 43 living dwarves, and it is just about the beginning of year 130. All of the original 7 are dead.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172420</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172420"/>
		<updated>2012-05-29T02:44:36Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Year 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Forts=&lt;br /&gt;
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.&lt;br /&gt;
&lt;br /&gt;
==Zarethgeshud==&lt;br /&gt;
===Technical===&lt;br /&gt;
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).&lt;br /&gt;
&lt;br /&gt;
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.&lt;br /&gt;
&lt;br /&gt;
===Fortress Activity===&lt;br /&gt;
====Year 1====&lt;br /&gt;
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.&lt;br /&gt;
&lt;br /&gt;
====Year 2====&lt;br /&gt;
It's about mid summer now, halfway through our second year. After trading with the dwarves and caravans we're a bit lighter on crafts and a little bit heavier on much needed wood. There still isn't enough wood to fit all of our needs, but there's enough to keep from running out of booze. Speaking of the unthinkable, we have seen a total of 11 deaths to date. The details have gotten blurry as no one was particularly interested in recording them, but a few died from running out of booze (we have yet to find a source of water), while others died after taking bad injuries from a cave-in. The doctor, an amateur but the best we had, tried his best but most died of dehydration before he got them back on their feet. Only one of the original 7 rangers survived, it's really amazing he has kept it together thus far. The new expedition leader (the old one having died) is our broker and legendary engraver. He was already really good at communicating, and I think the others have really started to look up to him. Progress on the fortress itself is slow and steady, we just finished the tower that will serve as our defenses for now. There are about 24 rooms finished (not all having beds yet) and engraved with some high quality images made by the aforementioned legendary engraver. Our main export will probably be rock and bone crafts until we somehow have enough wood or magma to start making glass. We're about to get everyone together and reassign jobs, since the deaths have really left us with a mix bag. (AKA Dwarf Therapist time again)&lt;br /&gt;
&lt;br /&gt;
The end of our second year was good times for the fortress. Besides one archer dieing of unknown reasons while hunting and another poor guy going insane from because he was fey, there were no incidents. Zarethgeshud's strength is now 37 adults and 7 children, all born in the last few months as an apparent sign of our success. We now have sufficient barrels and bins for sorting our resources, thanks to trading many well made crafts. In fact we have so much food that we are making meals out of it all just to save space. The overall layout of the fortress, planned from the very beginning, is starting to take shape and the buffer zone for our deeper digging is being built now. Hopefully we can safely access a cavern.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172411</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172411"/>
		<updated>2012-05-28T23:44:10Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Fortress Activity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Forts=&lt;br /&gt;
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.&lt;br /&gt;
&lt;br /&gt;
==Zarethgeshud==&lt;br /&gt;
===Technical===&lt;br /&gt;
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).&lt;br /&gt;
&lt;br /&gt;
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.&lt;br /&gt;
&lt;br /&gt;
===Fortress Activity===&lt;br /&gt;
====Year 1====&lt;br /&gt;
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.&lt;br /&gt;
&lt;br /&gt;
====Year 2====&lt;br /&gt;
It's about mid summer now, halfway through our second year. After trading with the dwarves and caravans we're a bit lighter on crafts and a little bit heavier on much needed wood. There still isn't enough wood to fit all of our needs, but there's enough to keep from running out of booze. Speaking of the unthinkable, we have seen a total of 11 deaths to date. The details have gotten blurry as no one was particularly interested in recording them, but a few died from running out of booze (we have yet to find a source of water), while others died after taking bad injuries from a cave-in. The doctor, an amateur but the best we had, tried his best but most died of dehydration before he got them back on their feet. Only one of the original 7 rangers survived, it's really amazing he has kept it together thus far. The new expedition leader (the old one having died) is our broker and legendary engraver. He was already really good at communicating, and I think the others have really started to look up to him. Progress on the fortress itself is slow and steady, we just finished the tower that will serve as our defenses for now. There are about 24 rooms finished (not all having beds yet) and engraved with some high quality images made by the aforementioned legendary engraver. Our main export will probably be rock and bone crafts until we somehow have enough wood or magma to start making glass. We're about to get everyone together and reassign jobs, since the deaths have really left us with a mix bag. (AKA Dwarf Therapist time again)&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172404</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172404"/>
		<updated>2012-05-28T21:23:58Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Fortress Activity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Forts=&lt;br /&gt;
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.&lt;br /&gt;
&lt;br /&gt;
==Zarethgeshud==&lt;br /&gt;
===Technical===&lt;br /&gt;
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).&lt;br /&gt;
&lt;br /&gt;
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.&lt;br /&gt;
&lt;br /&gt;
===Fortress Activity===&lt;br /&gt;
====Year 1====&lt;br /&gt;
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady. By Mid-Winter the alcohol situation had come to a head due to poor micromanagement of the few barrels the fortress had. Two people died of thirst, one went berserk (and was quickly killed luckily. The caravan is approaching only now, hopefully we can buy enough drink from them to get everyone to calm down. Armok save us.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172400</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172400"/>
		<updated>2012-05-28T19:12:17Z</updated>

		<summary type="html">&lt;p&gt;Calite: Added the first details of my current fortress Zarethgeshud.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Forts=&lt;br /&gt;
I guess I'll follow the trend of immortalizing my fortresses for once, maybe I learn something from it.&lt;br /&gt;
&lt;br /&gt;
==Zarethgeshud==&lt;br /&gt;
===Technical===&lt;br /&gt;
DF 34.10, Dwarf Therapist, Bisasam's 20x20 ASCII tileset, no mods or raw file changes.&lt;br /&gt;
&lt;br /&gt;
Init settings changed to make priority ABOVE_NORMAL, GFPS 20, Fluids shown as numbers. Changed keybindings to make spacebar work like escape does (IE how it used to).&lt;br /&gt;
&lt;br /&gt;
125 Year World Gen (But the fort starts in 127 because of two embarks that I instantly abandoned), large world, slightly more than average civs, all other settings default.&lt;br /&gt;
&lt;br /&gt;
===Fortress Activity===&lt;br /&gt;
The aptly named Zarethgeshud, or Desert Fortress, is situated deep in the desert, with no vegetation of any sort nor any bodies of water. This outpost was founded by 7 dwarves whose only real skills were in archery. Clearly life in the mountain homes was not exciting enough for these intrepid survivalists. Within a season farms had been established and hunting had proven a good source of meat, as strange Giant creatures and creature men seemed to enjoy the desert. The only problem that has so far faced Zarethgeshud is the lack of wood, preventing brewing any more than a certain amount of alcohol or storing food efficiently. Nonetheless 8 migrants had arrived by Mid-Summer and progress looks like it will be steady.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=172357</id>
		<title>v0.34:Style project</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Style_project&amp;diff=172357"/>
		<updated>2012-05-27T18:52:24Z</updated>

		<summary type="html">&lt;p&gt;Calite: Added Water Tower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:17, 13 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Style projects add style, realism, or interest to a fort. They can be any size or complexity, from small and simple to huge and involved. Many mega-projects incorporate elements of style, there is definitely some overlap in the categories, but mega projects are defined primarily by their size while style projects are defined by their content. If you do something &amp;quot;because my dwarves would like it like that,&amp;quot; chances are it is a style project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Decorating with Magma ==&lt;br /&gt;
Dig channels around important parts of your fort and fill them with magma! Make your noble's rooms and tombs far more impressive. Impress visitors with your fiery hot entry hall.&lt;br /&gt;
&lt;br /&gt;
== Mosaics ==&lt;br /&gt;
It takes a lot of time to create piles of different colored stone blocks, dig out a huge room to put the mosaic in, and actually make the thing. And it has absolutely no effect in game. Perfect style project. &lt;br /&gt;
&lt;br /&gt;
== Gargoyles ==&lt;br /&gt;
Make a bunch of statues out of the same sort of stone as your walls. Put the scariest ones on top of your walls, like gargoyle decorations.&lt;br /&gt;
&lt;br /&gt;
== Hunter's Lodge ==&lt;br /&gt;
A hunter's lodge, with quarters for your animal slaying, food providing chaps, with 1x1 totem stockpiles along the walls to display impressive/exotic kills, a recessed fireplace (wood furnace), small table and chair clusters and a private stockpile of booze (only the best) and fine food. Give it a wood floor for that cozy feel, and maybe intersperse 1x1 stockpiles for tanned skins on the floor, and once a skin is place, forbid it and remove the stockpile, leaving you with animal skin rugs!&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bunker ==&lt;br /&gt;
Your traps have been breached, your bridge won't close, your military is on the ropes, and your dwarves are hiding.  What do you do?  Retreat to the dwarven bunker and seal the gate!  There is NO way in or out (except a back way out to the outside) and it contains levers to seal off the fortress from the outside world.  Also contains 60 beds, a well, space for some workshops, backup food and ale storage, and some backup stone and wood in storage.  All that's needed to survive in the bunker, or to build a wagon and evacuate... while providing a staging point for future reclamation efforts!  Warning: Alcohol storage difficult due to how your dwarves keep trying to drink the stores.  Remember to forbid the alcohol and the barrels that hold it.&lt;br /&gt;
&lt;br /&gt;
== The Divine Quarter ==&lt;br /&gt;
Hollow out a big, tall cavern and put a bunch of temples in it, one for each of the dwarven gods your dwarves worship.  Each temple should look unique and different.  The God of Fortresses looks like a fortress, God of Mountains like a natural cave, God of Dawn has a golden wall on the east side with clear glass in front, etc.  Make it several Z-levels high of empty space (some temples are shorter, with arched roofs).  Bonus points if you include a 10x10 mosaic of the God's Symbol on the floor of the temple.&lt;br /&gt;
&lt;br /&gt;
== The Gardens ==&lt;br /&gt;
Create an outdoor area showcasing the natural scenery, complete with winding dirt paths, ponds with islands and bridges, paved plazas, picnic tables and chairs, artfully placed statues, obsidian pavilions, marble columns, porcelain fountains, and so forth. Is the in-game effect exactly the same as plopping down a few random statues outside? Of course. Does it look nicer? If you use your imagination, sure!&lt;br /&gt;
&lt;br /&gt;
== Fisherman's Lodge ==&lt;br /&gt;
Along the lines of the hunter's lodge, but also including a fishery workshop and a fishing pier.&lt;br /&gt;
&lt;br /&gt;
== Commemorative Coin Vaults ==&lt;br /&gt;
Create a vault with commemorative coins for each year of the fort, made out of whatever metal you have spare at the time. Once a vault is full (don't use bins, so all those lovely coins are on display!), seal it with a floodgate, and dig out another.&lt;br /&gt;
&lt;br /&gt;
== Watchtowers ==&lt;br /&gt;
Tall towers, 5x5 walls (3x3 inside) with a single stairway heading straight to the top floor, which has glass windows looking out on the surrounding countryside.  Bonus points if you can make a sloped roof.  MORE bonus points if you make it all out of one material. (The White Tower, the Black Tower, etc.)&lt;br /&gt;
&lt;br /&gt;
== Nicer Housing ==&lt;br /&gt;
Add some interest to your housing units with multiple rooms, or even balconies overlooking a cliff face or cavern. Build multi floor housing units with workshops on the bottom floor and housing on the upper floors. Sure, your dwarves may have to wait for their fancy new homes, and they might not even like them any better, but that's never the point of style projects!&lt;br /&gt;
&lt;br /&gt;
== Art in Architecture ==&lt;br /&gt;
A giant bridge is a megaproject. But creating 20 z-level statues as supports for that bridge is a style project. Making an enormous castle is a megaproject. Making an exact replica of Winterfell is a mega-style project!&lt;br /&gt;
&lt;br /&gt;
== Statues for Heroes ==&lt;br /&gt;
Keep pumping out statues until you get one of each of your legendary fighters, then give each of them a statue of themselves.&lt;br /&gt;
&lt;br /&gt;
== The Vault == &lt;br /&gt;
Create a vault, complete with gated, lever controlled entrance with guard animals and traps. Put all your most valuable stuff in high quality only stockpiles in the vault. Make separate vaults for different things or materials.&lt;br /&gt;
&lt;br /&gt;
== Bird Coops ==&lt;br /&gt;
Give each female bird her own little nook with her own nest box, and a door in front you can lock to keep her eggs safe from greedy dwarven hands.&lt;br /&gt;
&lt;br /&gt;
== Water Tower ==&lt;br /&gt;
Instead of having the simple pump and floodgate system to get water to your farms or waterfall, pump all your water into a large room constructed above the entire fortress, and use hatches to selectively drain water from the water tower when you need it. Double points if your drainage system pumps back into the water tower. Triple if you also make a magma tower.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=172356</id>
		<title>v0.34:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=172356"/>
		<updated>2012-05-27T18:37:10Z</updated>

		<summary type="html">&lt;p&gt;Calite: &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 '''manufactured weapon''' is any of the various objects that are created to be weapons, rather than the naturally occurring things that can be used as weapons.. In Dwarf Fortress mode, these are made at various [[workshop]]s.&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 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 - 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;
== 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;
==Weapon Material Quality==&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;
=== Inmplications ===&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 &amp;amp; Analysis ==&lt;br /&gt;
[[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. 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 refrencing 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;
===Arena Testing===&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;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Weapon&amp;diff=172355</id>
		<title>v0.34 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Weapon&amp;diff=172355"/>
		<updated>2012-05-27T18:36:02Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* First sentence */ Remember that everyone is encouraged to edit and add to the wiki!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Material densities ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;What is the material densities for leather armour? Is it better to use a birch breastplate or a leather?&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
What is 'elasticity'? This value does not exist in raws. Is it the Strain At Yeild divided by 10^3?&lt;br /&gt;
&lt;br /&gt;
== First sentence ==&lt;br /&gt;
&lt;br /&gt;
The first sentence right now is too tautological: &amp;quot;A manufactured weapon is a manufactured weapon.&amp;quot; Perhaps, instead: &amp;quot;A manufactured weapon is a tool [weapon] shaped or forged by humanoids for attacking.&amp;quot; Or, &amp;quot;Weapon refers to manufactured weapons...&amp;quot; &lt;br /&gt;
&amp;lt;br /&amp;gt;Or even keep most of what it was before: &amp;quot;A weapon is one of two things: a manufactured weapon used by a dwarf or other humanoid, or a natural weapon like a fist, horn, web shot, or syndrome-causing breath attack. The distinction is worth noting - this page is mostly about manufactured weapons, ''and'' natural weapons ''HAVE'' their own, separate page.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Hopefully my new version of the first sentence is a little more informative and a little less circular. Remember that this wiki actively encourages editing, though, and that you would be free to fix things like this on your own. [[User:Calite|Calite]] 18:36, 27 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=172354</id>
		<title>v0.34:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=172354"/>
		<updated>2012-05-27T18:33:35Z</updated>

		<summary type="html">&lt;p&gt;Calite: First sentence less tautological, more informative.&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 '''manufactured weapon''' is any of the various objects that are created to be weapons. In Dwarf Fortress mode, these are made at various [[workshop]]s.&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 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 - 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;
== 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;
==Weapon Material Quality==&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;
=== Inmplications ===&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 &amp;amp; Analysis ==&lt;br /&gt;
[[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. 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 refrencing 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;
===Arena Testing===&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;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_references&amp;diff=172353</id>
		<title>List of Dwarf Fortress references</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_references&amp;diff=172353"/>
		<updated>2012-05-27T18:23:37Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Diablo 3 */  Fixed description, added a link to a page about the item and a link to the Boatmurdered article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As the popularity of Dwarf Fortress has grown, many references to it have shown up in other video games. This is a list of the ones which have been discovered.&lt;br /&gt;
== Confirmed DF References ==&lt;br /&gt;
These are confirmed to be references to Dwarf Fortress. Unless otherwise noted, they are considered to be confirmed because they reference Dwarf Fortress so directly that coincidence is inconceivable, rather than due to any official confirmation from developers.&lt;br /&gt;
==== Blue Planet ====&lt;br /&gt;
In the [http://www.hard-light.net/forums/index.php?topic=70168.0 back story] of the popular mod of Freespace 2 called &amp;quot;Blue Planet&amp;quot;, there is a mention of Dwarf Fortress:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;In the mainstream, the colonies developed very advanced models to predict societal development and to maximize their productivity. There are rumours that these simulations were based on a 21st century program that simulated dwarves living in fortresses; however, these are only unsubstantiated rumours, no more. Regardless of their origins, these models were very accurate and effective, and some claim that they formed a significant backbone to the models used by Ubuntu to guide the development of the society and economy throughout the Sol system.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== Diablo 3 ====&lt;br /&gt;
In Diablo 3, one of the unique weapons you can find is called &amp;quot;[http://us.battle.net/d3/en/item/the-burning-axe-of-sankis The Burning Axe of Sankis]&amp;quot;. This is a direct reference to the Dwarf Fortress succesion game &amp;quot;[[Boatmurdered]]&amp;quot; where one of the rulers, Sankis, went mad and killed many of his dwarves, though he did not use an axe to do it.&lt;br /&gt;
&lt;br /&gt;
The description is&lt;br /&gt;
&amp;quot;''An obsidian axe wielded by the mad Sankis as he turned on his own men inside their fortress. Even as he burned to death himself, he would not stop his attacks on those he had once ruled.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== DoomRL ====&lt;br /&gt;
In the roguelike DoomRL, picking up a chainsaw results in the message &amp;quot;BLOOD! BLOOD FOR ARMOK, GOD OF BLOOD!&amp;quot; and puts the player in berserk state.&lt;br /&gt;
==== Runescape ====&lt;br /&gt;
In the MMORPG Runescape, there is a quest called [http://runescape.wikia.com/wiki/From_Tiny_Acorns From Tiny Acorns] in which players must steal a Ruby Toy Dragon from a crafting stall tended by a Dwarf named [http://runescape.wikia.com/wiki/Urist_Loric Urist Loric]. When it is stolen, Urist remarks that he &amp;quot;might tantrum&amp;quot;. The examine text on a talisman that you steal to distract him reads &amp;quot;A gem in a gold setting. All craftsdwarfship is of the highest quality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Super Scribblenauts ====&lt;br /&gt;
In the DS title Super Scribblenauts, typing in the word &amp;quot;Urist&amp;quot; produces a Dwarf onscreen. In-game Dwarves are also deathly afraid of carp. It is debatable, but the fact that Dwarves are also afraid of elephants and try to fight demons and elves could also be a reference.&lt;br /&gt;
&lt;br /&gt;
==== World of Warcraft ====&lt;br /&gt;
In the MMORPG World of Warcraft (WoW) there is a quest called [http://www.wowhead.com/quest=24685 Dwarf Fortress] in which the player must retrieve the schematics to the Dwarven Fortress Bael'Dun.  Bael'Dun &amp;quot;is erected around a giant cannon,&amp;quot; possibly a reference to a [[Stupid dwarf trick#Magma_Cannon|magma cannon]]. The description of the item says: &amp;quot;A depiction of the fortress using [http://en.wikipedia.org/wiki/Code_page_437 primitive icons] to represent essential structures.&amp;quot; There is also an NPC in the quest named [http://www.wowhead.com/npc=38183 Haggis Boatmurder] guarding the plans.&lt;br /&gt;
In the same area, but unrelated to the Dwarf Fortress quest, there are two Dwarves sitting on sandbags in a town:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Hargin Mundar says:''' Flood's not so bad. Not as bad as the ones we've had in Ironforge.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Junder Brokk says:''' Aye, you mean the one you caused?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hargin Mundar says:''' You watch your tongue, ya blootered chuff! That was an honest mistake!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Junder Brokk says:''' You put a floodgate on a channel from the inside and trapped yerself!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hargin Mundar says:''' An honest mistake!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Junder Brokk says:''' An' then you tunneled from the channel straight into a dining hall!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Junder Brokk says:''' We were findin' carp behind the furniture for weeks!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hargin Mundar says:''' Well, at least the ale was safe.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Hargin Mundar will also throw up when he goes outside. It is likely a reference to [[Cave Adaptation]].&lt;br /&gt;
&lt;br /&gt;
== Debated DF References ==&lt;br /&gt;
These are possible references, but have not been confirmed.&lt;br /&gt;
==== Tibia ====&lt;br /&gt;
In the MMORPG Tibia, there is a Dwarven city called Kazordoon. In an inaccessible area there is a [http://map.tibiaml.com/?p=32650,31892,11:9 giant] [http://map.tibiaml.com/?p=32574,31894,12:9 fortress] [http://map.tibiaml.com/?p=32570,31927,10:9 built] [http://map.tibiaml.com/?p=32570,31927,10:9 in] [http://map.tibiaml.com/?p=32577,31909,13:9 the shape of] [http://static.tibia.com/images/news/colossus_after.jpg a giant Dwarf]. There is a comment by some inhabitant NPCs that it may be able to defend itself better if it could walk and shoot magma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Pages==&lt;br /&gt;
&lt;br /&gt;
* [[Dwarf Fortress webcomics]]&lt;br /&gt;
* [[Developer interviews]]&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Water&amp;diff=172352</id>
		<title>v0.34 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Water&amp;diff=172352"/>
		<updated>2012-05-27T18:19:48Z</updated>

		<summary type="html">&lt;p&gt;Calite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Water laced with salt can be drank by very thirsty dwarfs, and will result in a &amp;quot;was forced to drink slime lately&amp;quot; message.--[[User:Auric|Auric]] 01:09, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pumping not cleaning stagnant water==&lt;br /&gt;
&lt;br /&gt;
I seem to be having an issue that pumping stagnant water (from my stagnant brook) does not remove the stagnation.&lt;br /&gt;
&lt;br /&gt;
== screw pump don't desalinate water ==&lt;br /&gt;
&lt;br /&gt;
I tried to desalinate water from ocean with screw pumps. But wheb I tried to make water source for my dwarves it was stil salt water.&lt;br /&gt;
: (not sure if this is still true, my knowledge is a bit old) If desalinated water touches the ground in an area that naturally has salt water, it becomes salt water again. Try surrounding the water with constructed floors and walls. [[User:Calite|Calite]] 18:19, 27 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:System_requirements&amp;diff=172179</id>
		<title>v0.34 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:System_requirements&amp;diff=172179"/>
		<updated>2012-05-23T05:21:53Z</updated>

		<summary type="html">&lt;p&gt;Calite: This article is outdated and lacking data.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It would be very nice to have updated data and an updated version of this article. ----&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miner&amp;diff=172178</id>
		<title>v0.34 Talk:Miner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miner&amp;diff=172178"/>
		<updated>2012-05-23T05:05:09Z</updated>

		<summary type="html">&lt;p&gt;Calite: Forgot to sign it, also clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timelessness==&lt;br /&gt;
My understanding of {{rule|T}} seems to correspond more with HiEv than Timrem. HiEv removed a reference to 34.08 when the current version became 34.09, but Timrem reverted that change, stating that DF2012 needs to cover 34.01 through the present release, which trumps timelessness. Is this the general consensus? I thought that whenever a new version came out, whether it be major or minor, references to previous versions should be removed or updated. The article version template states which version the page refers to, so users have an indicator that changes may have occurred if they are playing an older version, while the [[release information]] page contains the changelogs. I just think that we should be striving to keep the wiki as up-to-date as possible and not have to worry about making distinctions between various versions. --[[User:Cali|Cali]] 02:32, 19 May 2012 (UTC)&lt;br /&gt;
:Hmm. If I'm wrong, that's cool. I look at pages such as [[v0.31:Irrigation]] though, where there was a major change during that development period, and it notes how things were both before and after the change, and feel like that's the right way to do things. Rule T, to me, says &amp;quot;keep each namespace relevant only to itself&amp;quot;, as in, &amp;quot;don't talk about how things were in 23a if the article is about v0.34&amp;quot;. If something changed in v0.34.08 from v0.34.07, though, I don't think timelessness trumps the need to document both versions. People do still play v0.34.07, and the wiki shouldn't just ignore that their experience will be different from those who always keep up-to-date on versions. --[[User:Timrem|timrem]] 02:50, 19 May 2012 (UTC) ''edit to add:'' &amp;quot;references to differences from or similarities to old versions of DF should be reduced and eliminated, and put in the appropriate version page&amp;quot;; imo, this is &amp;quot;the appropriate version page&amp;quot; to be talking about both versions of mining. --[[User:Timrem|timrem]] 02:57, 19 May 2012 (UTC)&lt;br /&gt;
::Well, in either case, the removal of my edit left the text as a mish-mash between the two different versions, and also removed two of my other unrelated fixes.  I've tried to fix all that, but I wouldn't mind clarification on Rule T myself.  -- [[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;]] 05:07, 19 May 2012 (UTC)&lt;br /&gt;
:::I agree, HiEv, that a Rule T clarification would be helpful. Timrem, I would argue that the page you cite is due to an oversight and not as an example of Rule T compliance; the Rules page hasn't always been linked on the Navigation sidebar and is still not as well-known as it should be. Although, to be fair, the title &amp;quot;[[Dwarf Fortress Wiki:Community portal|Community portal]]&amp;quot; doesn't make it clear that it contains rules. A while ago, I [[Talk:Main_Page#Editing Guide|suggested that an editing guide]] be created and linked on the main page, but it didn't get much of a response. I don't think I know enough about wiki-editing in general and the quirks of this wiki in particular to generate such a guide myself, but something like that would definitely be nice to help clarify situations like these. --[[User:Cali|Cali]] 06:39, 19 May 2012 (UTC)&lt;br /&gt;
::::Just my two cents: Rule T mentions adding a reference to the version for placeholder features and things likely to change, which as I understand, the 25% drop is. Additionally, as this is a significant change and there is no place on the wiki for versions between 31.25 and 34.08, I'd say keep it as a sidenote for the time being. Something like &amp;quot;As of {{version| 0.34.08}}, the mining drop rate is 25% regardless of skill.&amp;quot; ----&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miner&amp;diff=172177</id>
		<title>v0.34 Talk:Miner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miner&amp;diff=172177"/>
		<updated>2012-05-23T05:00:53Z</updated>

		<summary type="html">&lt;p&gt;Calite: /* Timelessness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timelessness==&lt;br /&gt;
My understanding of {{rule|T}} seems to correspond more with HiEv than Timrem. HiEv removed a reference to 34.08 when the current version became 34.09, but Timrem reverted that change, stating that DF2012 needs to cover 34.01 through the present release, which trumps timelessness. Is this the general consensus? I thought that whenever a new version came out, whether it be major or minor, references to previous versions should be removed or updated. The article version template states which version the page refers to, so users have an indicator that changes may have occurred if they are playing an older version, while the [[release information]] page contains the changelogs. I just think that we should be striving to keep the wiki as up-to-date as possible and not have to worry about making distinctions between various versions. --[[User:Cali|Cali]] 02:32, 19 May 2012 (UTC)&lt;br /&gt;
:Hmm. If I'm wrong, that's cool. I look at pages such as [[v0.31:Irrigation]] though, where there was a major change during that development period, and it notes how things were both before and after the change, and feel like that's the right way to do things. Rule T, to me, says &amp;quot;keep each namespace relevant only to itself&amp;quot;, as in, &amp;quot;don't talk about how things were in 23a if the article is about v0.34&amp;quot;. If something changed in v0.34.08 from v0.34.07, though, I don't think timelessness trumps the need to document both versions. People do still play v0.34.07, and the wiki shouldn't just ignore that their experience will be different from those who always keep up-to-date on versions. --[[User:Timrem|timrem]] 02:50, 19 May 2012 (UTC) ''edit to add:'' &amp;quot;references to differences from or similarities to old versions of DF should be reduced and eliminated, and put in the appropriate version page&amp;quot;; imo, this is &amp;quot;the appropriate version page&amp;quot; to be talking about both versions of mining. --[[User:Timrem|timrem]] 02:57, 19 May 2012 (UTC)&lt;br /&gt;
::Well, in either case, the removal of my edit left the text as a mish-mash between the two different versions, and also removed two of my other unrelated fixes.  I've tried to fix all that, but I wouldn't mind clarification on Rule T myself.  -- [[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;]] 05:07, 19 May 2012 (UTC)&lt;br /&gt;
:::I agree, HiEv, that a Rule T clarification would be helpful. Timrem, I would argue that the page you cite is due to an oversight and not as an example of Rule T compliance; the Rules page hasn't always been linked on the Navigation sidebar and is still not as well-known as it should be. Although, to be fair, the title &amp;quot;[[Dwarf Fortress Wiki:Community portal|Community portal]]&amp;quot; doesn't make it clear that it contains rules. A while ago, I [[Talk:Main_Page#Editing Guide|suggested that an editing guide]] be created and linked on the main page, but it didn't get much of a response. I don't think I know enough about wiki-editing in general and the quirks of this wiki in particular to generate such a guide myself, but something like that would definitely be nice to help clarify situations like these. --[[User:Cali|Cali]] 06:39, 19 May 2012 (UTC)&lt;br /&gt;
::::Just my two cents: Rule T mentions adding a reference to the version for placeholder features and things likely to change, which as I understand, the 25% drop is. Additionally, as this is a significant change and there is no place on the wiki for versions between 31.25 and 34.08, I'd say keep it as a sidenote for the time being.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miner&amp;diff=172176</id>
		<title>v0.34 Talk:Miner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Miner&amp;diff=172176"/>
		<updated>2012-05-23T04:47:38Z</updated>

		<summary type="html">&lt;p&gt;Calite: Signed Cali's last comment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timelessness==&lt;br /&gt;
My understanding of {{rule|T}} seems to correspond more with HiEv than Timrem. HiEv removed a reference to 34.08 when the current version became 34.09, but Timrem reverted that change, stating that DF2012 needs to cover 34.01 through the present release, which trumps timelessness. Is this the general consensus? I thought that whenever a new version came out, whether it be major or minor, references to previous versions should be removed or updated. The article version template states which version the page refers to, so users have an indicator that changes may have occurred if they are playing an older version, while the [[release information]] page contains the changelogs. I just think that we should be striving to keep the wiki as up-to-date as possible and not have to worry about making distinctions between various versions. --[[User:Cali|Cali]] 02:32, 19 May 2012 (UTC)&lt;br /&gt;
:Hmm. If I'm wrong, that's cool. I look at pages such as [[v0.31:Irrigation]] though, where there was a major change during that development period, and it notes how things were both before and after the change, and feel like that's the right way to do things. Rule T, to me, says &amp;quot;keep each namespace relevant only to itself&amp;quot;, as in, &amp;quot;don't talk about how things were in 23a if the article is about v0.34&amp;quot;. If something changed in v0.34.08 from v0.34.07, though, I don't think timelessness trumps the need to document both versions. People do still play v0.34.07, and the wiki shouldn't just ignore that their experience will be different from those who always keep up-to-date on versions. --[[User:Timrem|timrem]] 02:50, 19 May 2012 (UTC) ''edit to add:'' &amp;quot;references to differences from or similarities to old versions of DF should be reduced and eliminated, and put in the appropriate version page&amp;quot;; imo, this is &amp;quot;the appropriate version page&amp;quot; to be talking about both versions of mining. --[[User:Timrem|timrem]] 02:57, 19 May 2012 (UTC)&lt;br /&gt;
::Well, in either case, the removal of my edit left the text as a mish-mash between the two different versions, and also removed two of my other unrelated fixes.  I've tried to fix all that, but I wouldn't mind clarification on Rule T myself.  -- [[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;]] 05:07, 19 May 2012 (UTC)&lt;br /&gt;
:::I agree, HiEv, that a Rule T clarification would be helpful. Timrem, I would argue that the page you cite is due to an oversight and not as an example of Rule T compliance; the Rules page hasn't always been linked on the Navigation sidebar and is still not as well-known as it should be. Although, to be fair, the title &amp;quot;[[Dwarf Fortress Wiki:Community portal|Community portal]]&amp;quot; doesn't make it clear that it contains rules. A while ago, I [[Talk:Main_Page#Editing Guide|suggested that an editing guide]] be created and linked on the main page, but it didn't get much of a response. I don't think I know enough about wiki-editing in general and the quirks of this wiki in particular to generate such a guide myself, but something like that would definitely be nice to help clarify situations like these. --[[User:Cali|Cali]] 06:39, 19 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=172170</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=172170"/>
		<updated>2012-05-23T00:14:14Z</updated>

		<summary type="html">&lt;p&gt;Calite: More minor fixes, some links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's cruicial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some [[adventurer mode]].&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
**This guide is designed to be modular, that is, you are expected to read the wiki pages it links to as you please&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
[[Food]] is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
**Very simple, requires only one dwarf assigned to fish, a [[fishery]], and one dwarf assigned to fish cleaning.&lt;br /&gt;
**The stability of this source of food depends on how much [[water]] you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*[[Hunting]]&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow, and a [[butcher's workshop]] and a [[kitchen]].&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the [[skill]] of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farming.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***[[Seeds]] come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*[[Plant Gathering]]&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**Gathering provides food from ''outdoor'' plants. When brewed or eaten, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - [[alcohol]] and [[water]]. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale this can bring a fortress to a virtual halt&lt;br /&gt;
*A dwarf will not drink the same type of alcohol forever&lt;br /&gt;
**They will deprive themselves of alcohol if there is only one choice (bringing us back to the first bullet).&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins&lt;br /&gt;
***If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire&lt;br /&gt;
***Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding&lt;br /&gt;
***Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma&lt;br /&gt;
***Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves&lt;br /&gt;
***Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals&lt;br /&gt;
***Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more will simply cause job cancellations.&lt;br /&gt;
**Ambushes&lt;br /&gt;
***Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges&lt;br /&gt;
***Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts&lt;br /&gt;
***Can pull levers and bother dwarves&lt;br /&gt;
**Vampires&lt;br /&gt;
***Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]&lt;br /&gt;
***There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends&lt;br /&gt;
***Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army&lt;br /&gt;
***A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals&lt;br /&gt;
***Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins]] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
*Fighting&lt;br /&gt;
**Usually caused by other dwarves being upset&lt;br /&gt;
*Melancholy, Insane, or Berserk Dwarves&lt;br /&gt;
**Caused by failed moods or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Wood is important for most forts because barrels, buckets, and bins can only be made from wood or metal(which weighs much more). It's also useful in construction&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
The following articles are about different ways players entertain themselves.&lt;br /&gt;
*[[Megaprojects]] - Massive projects done by [[Mega_construction | mega construction]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]] - Silly and neat things&lt;br /&gt;
*[[Style_project | Style Projects]] - Projects to add more realism or detail to a fort &lt;br /&gt;
*[[Computing]] - The more technical-minded players have found ways to create both simple and complex machines&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=172169</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=172169"/>
		<updated>2012-05-22T23:55:10Z</updated>

		<summary type="html">&lt;p&gt;Calite: Added links to Style Projects and Computing in the Ambition section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's cruicial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some adventurer mode.&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
Food is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*Fishing&lt;br /&gt;
**Very simple, requires only one dwarf assigned to fish, a fishery, and one dwarf assigned to fish cleaning. Optionally, some animal traps, created in a carpenters shop&lt;br /&gt;
**The stability of this source of food depends on how much water you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*Hunting&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow and a butcher's shop where the meat may be butchered.&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the skill of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*Farming&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farm.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***Seeds come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*Plant Gathering&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**It provides food from ''outdoor'' plants. When used, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
As far as I know, farming is the most common source of food in forts due to its high stability once you get it going. Personally I mainly use hunting, farming, and fishing to ensure stability and variety.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - alcohol and water. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale this can bring a fortress to a virtual halt&lt;br /&gt;
*A dwarf will not drink the same type of alcohol forever&lt;br /&gt;
**They will deprive themselves of alcohol if there is only one choice (bringing us back to the first bullet).&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins&lt;br /&gt;
***If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire&lt;br /&gt;
***Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding&lt;br /&gt;
***Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma&lt;br /&gt;
***Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves&lt;br /&gt;
***Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals&lt;br /&gt;
***Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more with simply cause job cancellations.&lt;br /&gt;
**Ambushes&lt;br /&gt;
***Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges&lt;br /&gt;
***Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts&lt;br /&gt;
***Can pull levers and bother dwarves&lt;br /&gt;
**Vampires&lt;br /&gt;
***Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]&lt;br /&gt;
***There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends&lt;br /&gt;
***Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army&lt;br /&gt;
***A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals&lt;br /&gt;
***Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
*Fighting&lt;br /&gt;
**Usually caused by other dwarves being upset&lt;br /&gt;
*Melancholy, Insane, or Berserk Dwarves&lt;br /&gt;
**Caused by failed moods or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Wood is important for most forts because barrels, buckets, and bins can only be made from wood or metal(which weighs much more). It's also useful in construction&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
The following articles are about different ways players entertain themselves.&lt;br /&gt;
*[[Megaprojects]] - Massive projects done by [[Mega_construction | mega construction]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]] - Silly and neat things&lt;br /&gt;
*[[Style_project | Style Projects]] - Projects to add more realism or detail to a fort &lt;br /&gt;
*[[Computing]] - The more technical-minded players have found ways to create both simple and complex machines&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172168</id>
		<title>User:Calite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite&amp;diff=172168"/>
		<updated>2012-05-22T23:48:59Z</updated>

		<summary type="html">&lt;p&gt;Calite: Added a link to my little guide thing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature fond of contributing to communities, writing, and silliness. He is chaotic good.&lt;br /&gt;
&lt;br /&gt;
Please take a look at my [[User:Calite/Gloss_Guide | Gloss Guide]], which provides a quick overview of the major concepts of Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Maximizing_framerate&amp;diff=172166</id>
		<title>v0.34 Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Maximizing_framerate&amp;diff=172166"/>
		<updated>2012-05-22T23:31:56Z</updated>

		<summary type="html">&lt;p&gt;Calite: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Contaminants=&lt;br /&gt;
I removed the following tips for now. My reasoning being that contaminant spreading is currently off by default. When this is turned back on by default (after the bugs are fixed I'd assume), please add these back in. For now they can do little more than confuse players. [[User:Calite|Calite]] 23:31, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Contaminants, including [[blood]] spatters, accumulate on the ground and on dwarves and creatures.  When they walk over contaminants, these sometimes get smeared and spread.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another bug ({{bug|3270}}) which prevents blood spatters from ever disappearing.	&lt;br /&gt;
** There is a setting in D_init.txt (as of&amp;amp;nbsp;{{version|0.31.16}}) that prevents them spreading from dwarf (or animal) to ground.  For [[v0.31:Fortress_mode|Fortress Mode]], this is [[v0.31:Technical_tricks#More_Game_Options|WALKING_SPREADS_SPATTER_DWF]] and is already turned off by default.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[v0.31:Weather|rain]] slowly wash it away. Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[v0.31:Activity_zone#Pit.2FPond|pit]]. Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The &amp;quot;Dwarven Bathtub&amp;quot; is one example. And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.&lt;br /&gt;
** Finding the above cleaning measures too tedious or lacking, some players opt to [[v0.31:Cheating|cheat]] by using the [[v0.31:Utilities#dfcleanmap|dfcleanmap]] tool from the [[v0.31:Utilities#DFHack|DFhack]] library.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=172165</id>
		<title>v0.34:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=172165"/>
		<updated>2012-05-22T23:28:45Z</updated>

		<summary type="html">&lt;p&gt;Calite: A bit of reogranizing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:47, 21 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
[[Frames per second|Framerate]] is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your Framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff active keeps your game running fast. The below lists separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.&lt;br /&gt;
&lt;br /&gt;
===Without Game Alterations===&lt;br /&gt;
Fortress design is specific ways of building and planning, game setting changes are changes mostly in the init and init_d files that don't actually change how the game plays out.&lt;br /&gt;
&lt;br /&gt;
====Fortress Design====&lt;br /&gt;
*Using the 'dwarf drops item when the path disappears' technique pioneered by Nil Eyesglazed [link] it is possible to eliminate bins and most stockpiles from a fort. This 'allows for near infinite item storage with almost zero impact on fps' as shown [http://dffd.wimbli.com/file.php?id=6316 here] and discussed [forum].&lt;br /&gt;
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.&lt;br /&gt;
** Use a [[Dwarven atom smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.&lt;br /&gt;
** Don't dig out so much of the ground, don't build such large [[Farming|farm plot]]s, just don't generate so many items in the first place.&lt;br /&gt;
* Flowing [[water]] slows the game down.&lt;br /&gt;
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].  &lt;br /&gt;
** Don't embark on a [[river]] or [[ocean]].  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** [[Aquifer]]s don't impose load until you start digging around in them.&lt;br /&gt;
**[[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly.&lt;br /&gt;
* Proper use of [[traffic]] designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])&lt;br /&gt;
* Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.&lt;br /&gt;
** Reducing the area which the pathfinder algorithm has to search lets it run faster.&lt;br /&gt;
** In general the pathfinder algorithm is good about not searching irrelevant areas.  Caverns are probably the worst offender.&lt;br /&gt;
* The size of your embark site increases the amount of terrain which DF needs to keep track of.&lt;br /&gt;
** If you don't mind going vertical, try reducing your embark site from the default 4x4 squares to 3x3 or even 2x2.&lt;br /&gt;
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.&lt;br /&gt;
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.&lt;br /&gt;
&lt;br /&gt;
====Game Settings==== &lt;br /&gt;
* G_FPS is a setting in the [[init.txt]] file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD and VBO are good starting points.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)&lt;br /&gt;
&lt;br /&gt;
===With Game Alterations===&lt;br /&gt;
All changes in this area have some effect on the game itself, use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
====Game Settings====&lt;br /&gt;
*Consider running an older version of DF. 40d should run better than 2010 or 2012, and 23a, while severely lacking, should be significantly faster.&lt;br /&gt;
* [[Temperature]] and [[Weather]] are two more features which users may or may not notice.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, can speed things up.&lt;br /&gt;
** But then rain won't refill [[murky pool]]s, [[magma]] won't melt [[goblin]]s, etc.&lt;br /&gt;
** One user [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509 reported] an FPS boost from 35 to 90 upon disabling temperature.&lt;br /&gt;
* Each dwarf needs to keep track of where he's going.&lt;br /&gt;
** Limit the number of dwarves by setting the population cap.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.&lt;br /&gt;
&lt;br /&gt;
====Mods====&lt;br /&gt;
* Disabling your Dwarven civ from wearing clothing as a mod (required regen of world) may help maintain higher fps later in the game{{bug|3942}}, if you don't mind naked dwarves running around. Alternatively, finding a way to dump excess/worn out clothing might help restore fps on existing fortresses. Requires research.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X Specific==&lt;br /&gt;
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=172086</id>
		<title>v0.34:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=172086"/>
		<updated>2012-05-21T16:18:37Z</updated>

		<summary type="html">&lt;p&gt;Calite: Removed request to make talk page, as I just made it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:47, 21 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
[[Frames per second|Framerate]] is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your Framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff active keeps your game running fast. The below lists separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.&lt;br /&gt;
&lt;br /&gt;
===Without Game Alterations===&lt;br /&gt;
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.&lt;br /&gt;
** Use a [[Dwarven atom smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.&lt;br /&gt;
** Don't dig out so much of the ground, don't build such large [[Farming|farm plot]]s, just don't generate so many items in the first place.&lt;br /&gt;
* Flowing [[water]] slows the game down.&lt;br /&gt;
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].  &lt;br /&gt;
** Don't embark on a [[river]] or [[ocean]].  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** [[Aquifer]]s don't impose load until you start digging around in them.&lt;br /&gt;
**[[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly. &lt;br /&gt;
* G_FPS is a setting in the [[init.txt]] file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD and VBO are good starting points.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* Proper use of [[traffic]] designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])&lt;br /&gt;
* Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.&lt;br /&gt;
** Reducing the area which the pathfinder algorithm has to search lets it run faster.&lt;br /&gt;
** In general the pathfinder algorithm is good about not searching irrelevant areas.  Caverns are probably the worst offender.&lt;br /&gt;
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.&lt;br /&gt;
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)&lt;br /&gt;
* The size of your embark site increases the amount of terrain which DF needs to keep track of.&lt;br /&gt;
** If you don't mind going vertical, try reducing your embark site from the default 4x4 squares to 3x3 or even 2x2.&lt;br /&gt;
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
===With Game Alterations===&lt;br /&gt;
* Disabling your Dwarven civ from wearing clothing as a mod (required regen of world) may help maintain higher fps later in the game{{bug|3942}}, if you don't mind naked dwarves running around. Alternatively, finding a way to dump excess/worn out clothing might help restore fps on existing fortresses. Requires research.&lt;br /&gt;
*Consider running an older version of DF. 40d should run better than 2010 or 2012, and 23a, while severely lacking, should be significantly faster.&lt;br /&gt;
* [[Temperature]] and [[Weather]] are two more features which users may or may not notice.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, can speed things up.&lt;br /&gt;
** But then rain won't refill [[murky pool]]s, [[magma]] won't melt [[goblin]]s, etc.&lt;br /&gt;
** One user [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509 reported] an FPS boost from 35 to 90 upon disabling temperature.&lt;br /&gt;
* Contaminants, including [[blood]] spatters, accumulate on the ground and on dwarves and creatures.  When they walk over contaminants, these sometimes get smeared and spread.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another bug ({{bug|3270}}) which prevents blood spatters from ever disappearing.&lt;br /&gt;
** There is a setting in D_init.txt (as of&amp;amp;nbsp;{{version|0.31.16}}) that prevents them spreading from dwarf (or animal) to ground.  For [[v0.31:Fortress_mode|Fortress Mode]], this is [[v0.31:Technical_tricks#More_Game_Options|WALKING_SPREADS_SPATTER_DWF]] and is already turned off by default.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[v0.31:Weather|rain]] slowly wash it away. Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[v0.31:Activity_zone#Pit.2FPond|pit]]. Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The &amp;quot;Dwarven Bathtub&amp;quot; is one example. And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.&lt;br /&gt;
** Finding the above cleaning measures too tedious or lacking, some players opt to [[v0.31:Cheating|cheat]] by using the [[v0.31:Utilities#dfcleanmap|dfcleanmap]] tool from the [[v0.31:Utilities#DFHack|DFhack]] library.&lt;br /&gt;
* Each dwarf needs to keep track of where he's going.&lt;br /&gt;
** Limit the number of dwarves by setting the population cap.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X Specific==&lt;br /&gt;
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undump==&lt;br /&gt;
Using the 'dwarf drops item when the path disappears' technique pioneered by Nil Eyesglazed [link] it is possible to eliminate bins and most stockpiles from a fort. This 'allows for near infinite item storage with almost zero impact on fps' as shown [http://dffd.wimbli.com/file.php?id=6316 here] and discussed [forum].&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Maximizing_framerate&amp;diff=172085</id>
		<title>v0.34 Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Maximizing_framerate&amp;diff=172085"/>
		<updated>2012-05-21T16:18:00Z</updated>

		<summary type="html">&lt;p&gt;Calite: Created talk page as per anonymous user's request.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We could split &amp;quot;Without Game Alterations&amp;quot; into a &amp;quot;Fortress Design&amp;quot; and &amp;quot;Game Settings&amp;quot; sections so that this and other design insights have a place. [[Special:Contributions/46.115.16.31 | 46.115.16.31]]&lt;br /&gt;
&lt;br /&gt;
:This sounds like a good idea to me, feel free to do it yourself, or I will next time I get around to this page. [[User:Calite|Calite]] 16:18, 21 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=172055</id>
		<title>v0.34:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=172055"/>
		<updated>2012-05-21T02:47:16Z</updated>

		<summary type="html">&lt;p&gt;Calite: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:47, 21 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
[[Frames per second|Framerate]] is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your Framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff active keeps your game running fast. The below lists separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.&lt;br /&gt;
&lt;br /&gt;
===Without Game Alterations===&lt;br /&gt;
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.&lt;br /&gt;
** Use a [[Dwarven atom smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.&lt;br /&gt;
** Don't dig out so much of the ground, don't build such large [[Farming|farm plot]]s, just don't generate so many items in the first place.&lt;br /&gt;
* Flowing [[water]] slows the game down.&lt;br /&gt;
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].  &lt;br /&gt;
** Don't embark on a [[river]] or [[ocean]].  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** [[Aquifer]]s don't impose load until you start digging around in them.&lt;br /&gt;
**[[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly. &lt;br /&gt;
* G_FPS is a setting in the [[init.txt]] file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD and VBO are good starting points.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* Proper use of [[traffic]] designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])&lt;br /&gt;
* Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.&lt;br /&gt;
** Reducing the area which the pathfinder algorithm has to search lets it run faster.&lt;br /&gt;
** In general the pathfinder algorithm is good about not searching irrelevant areas.  Caverns are probably the worst offender.&lt;br /&gt;
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.&lt;br /&gt;
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)&lt;br /&gt;
* The size of your embark site increases the amount of terrain which DF needs to keep track of.&lt;br /&gt;
** If you don't mind going vertical, try reducing your embark site from the default 4x4 squares to 3x3 or even 2x2.&lt;br /&gt;
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
===With Game Alterations===&lt;br /&gt;
* Disabling your Dwarven civ from wearing clothing as a mod (required regen of world) may help maintain higher fps later in the game{{bug|3942}}, if you don't mind naked dwarves running around. Alternatively, finding a way to dump excess/worn out clothing might help restore fps on existing fortresses. Requires research.&lt;br /&gt;
*Consider running an older version of DF. 40d should run better than 2010 or 2012, and 23a, while severely lacking, should be significantly faster.&lt;br /&gt;
* [[Temperature]] and [[Weather]] are two more features which users may or may not notice.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, can speed things up.&lt;br /&gt;
** But then rain won't refill [[murky pool]]s, [[magma]] won't melt [[goblin]]s, etc.&lt;br /&gt;
** One user [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509 reported] an FPS boost from 35 to 90 upon disabling temperature.&lt;br /&gt;
* Contaminants, including [[blood]] spatters, accumulate on the ground and on dwarves and creatures.  When they walk over contaminants, these sometimes get smeared and spread.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another bug ({{bug|3270}}) which prevents blood spatters from ever disappearing.&lt;br /&gt;
** There is a setting in D_init.txt (as of&amp;amp;nbsp;{{version|0.31.16}}) that prevents them spreading from dwarf (or animal) to ground.  For [[v0.31:Fortress_mode|Fortress Mode]], this is [[v0.31:Technical_tricks#More_Game_Options|WALKING_SPREADS_SPATTER_DWF]] and is already turned off by default.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[v0.31:Weather|rain]] slowly wash it away. Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[v0.31:Activity_zone#Pit.2FPond|pit]]. Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The &amp;quot;Dwarven Bathtub&amp;quot; is one example. And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.&lt;br /&gt;
** Finding the above cleaning measures too tedious or lacking, some players opt to [[v0.31:Cheating|cheat]] by using the [[v0.31:Utilities#dfcleanmap|dfcleanmap]] tool from the [[v0.31:Utilities#DFHack|DFhack]] library.&lt;br /&gt;
* Each dwarf needs to keep track of where he's going.&lt;br /&gt;
** Limit the number of dwarves by setting the population cap.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X Specific==&lt;br /&gt;
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=172054</id>
		<title>v0.34:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=172054"/>
		<updated>2012-05-21T02:38:45Z</updated>

		<summary type="html">&lt;p&gt;Calite: Took the stuff from the .31 page, organized it, removed some nonsense, clarified some things, adding one or two.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|[[User:Reilwin|Reilwin]] 04:33, 3 April 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
[[Frames per second|Framerate]] is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your Framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff active keeps your game running fast. The below lists separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.&lt;br /&gt;
&lt;br /&gt;
===Without Game Alterations===&lt;br /&gt;
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.&lt;br /&gt;
** Use a [[Dwarven atom smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.&lt;br /&gt;
** Don't dig out so much of the ground, don't build such large [[Farming|farm plot]]s, just don't generate so many items in the first place.&lt;br /&gt;
* Flowing [[water]] slows the game down.&lt;br /&gt;
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].  &lt;br /&gt;
** Don't embark on a [[river]] or [[ocean]].  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** [[Aquifer]]s don't impose load until you start digging around in them.&lt;br /&gt;
**[[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly. &lt;br /&gt;
* G_FPS is a setting in the [[init.txt]] file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD and VBO are good starting points.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* Proper use of [[traffic]] designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])&lt;br /&gt;
* Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.&lt;br /&gt;
** Reducing the area which the pathfinder algorithm has to search lets it run faster.&lt;br /&gt;
** In general the pathfinder algorithm is good about not searching irrelevant areas.  Caverns are probably the worst offender.&lt;br /&gt;
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.&lt;br /&gt;
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)&lt;br /&gt;
* The size of your embark site increases the amount of terrain which DF needs to keep track of.&lt;br /&gt;
** If you don't mind going vertical, try reducing your embark site from the default 4x4 squares to 3x3 or even 2x2.&lt;br /&gt;
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
===With Game Alterations===&lt;br /&gt;
* Disabling your Dwarven civ from wearing clothing as a mod (required regen of world) may help maintain higher fps later in the game{{bug|3942}}, if you don't mind naked dwarves running around. Alternatively, finding a way to dump excess/worn out clothing might help restore fps on existing fortresses. Requires research.&lt;br /&gt;
*Consider running an older version of DF. 40d should run better than 2010 or 2012, and 23a, while severely lacking, should be significantly faster.&lt;br /&gt;
* [[Temperature]] and [[Weather]] are two more features which users may or may not notice.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, can speed things up.&lt;br /&gt;
** But then rain won't refill [[murky pool]]s, [[magma]] won't melt [[goblin]]s, etc.&lt;br /&gt;
** One user [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509 reported] an FPS boost from 35 to 90 upon disabling temperature.&lt;br /&gt;
* Contaminants, including [[blood]] spatters, accumulate on the ground and on dwarves and creatures.  When they walk over contaminants, these sometimes get smeared and spread.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another bug ({{bug|3270}}) which prevents blood spatters from ever disappearing.&lt;br /&gt;
** There is a setting in D_init.txt (as of&amp;amp;nbsp;{{version|0.31.16}}) that prevents them spreading from dwarf (or animal) to ground.  For [[v0.31:Fortress_mode|Fortress Mode]], this is [[v0.31:Technical_tricks#More_Game_Options|WALKING_SPREADS_SPATTER_DWF]] and is already turned off by default.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[v0.31:Weather|rain]] slowly wash it away. Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[v0.31:Activity_zone#Pit.2FPond|pit]]. Similarly, setting the [[traffic]] designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The &amp;quot;Dwarven Bathtub&amp;quot; is one example. And make sure you have the [[cleaning]] labor enabled. Details of these and other suggestions can be found on the [[cleaning]] page.&lt;br /&gt;
** Finding the above cleaning measures too tedious or lacking, some players opt to [[v0.31:Cheating|cheat]] by using the [[v0.31:Utilities#dfcleanmap|dfcleanmap]] tool from the [[v0.31:Utilities#DFHack|DFhack]] library.&lt;br /&gt;
* Each dwarf needs to keep track of where he's going.&lt;br /&gt;
** Limit the number of dwarves by setting the population cap.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X Specific==&lt;br /&gt;
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=172025</id>
		<title>User:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calite/Gloss_Guide&amp;diff=172025"/>
		<updated>2012-05-20T21:07:44Z</updated>

		<summary type="html">&lt;p&gt;Calite: A typo and an extra space. There's always a few things wrong, isn't there?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide hopefully helps one get into dwarf fortress and get a fort going without imposing any particular way to play. The notes below don't tell you how to carry out actions within the game, instead they give you an overview of DF's cruicial elements.&lt;br /&gt;
&lt;br /&gt;
==Prior Consideration==&lt;br /&gt;
Before playing, realize you will need these for success:&lt;br /&gt;
*Time and patience&lt;br /&gt;
**You will fail (repeatedly) at first, and a good fortress takes a long time to build&lt;br /&gt;
*Planning and long-term thinking&lt;br /&gt;
**You will want to decide the layout of your fortress before digging/building randomly&lt;br /&gt;
*Open-Mindedness&lt;br /&gt;
**Whether it's because dwarf fortress often does impossible and absurd things, or because there's a better way to accomplish your goals, you need to be willing to learn new rules and new ways of thinking.&lt;br /&gt;
&lt;br /&gt;
This may seem like work, but a game that requires a lot of thinking is very rewarding in the long run.&lt;br /&gt;
&lt;br /&gt;
==Warm-Ups==&lt;br /&gt;
*Play some adventurer mode.&lt;br /&gt;
**It's very different from Dwarf Fortress, but at least gets you used to the default tileset and the complexity of the game.&lt;br /&gt;
*Don't be afraid of the wiki&lt;br /&gt;
**Read about anything in the game you don't understand or are confused about.&lt;br /&gt;
&lt;br /&gt;
==Fortress Survival==&lt;br /&gt;
No matter your location and your goals, there are a few things that must be taken care of&lt;br /&gt;
&lt;br /&gt;
*Food&lt;br /&gt;
*Drinks&lt;br /&gt;
*Safety&lt;br /&gt;
*Happiness&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
Food is necessary to keep dwarves alive.&lt;br /&gt;
&lt;br /&gt;
There are several ways to obtain food, I'll outline each here.&lt;br /&gt;
&lt;br /&gt;
*Fishing&lt;br /&gt;
**Very simple, requires only one dwarf assigned to fish, a fishery, and one dwarf assigned to fish cleaning. Optionally, some animal traps, created in a carpenters shop&lt;br /&gt;
**The stability of this source of food depends on how much water you have, how many dwarves you need to feed, and luck (sometimes it seems like none of your water sources have fish, sometimes it seems like they never end)&lt;br /&gt;
**Fishing requires no oversight or extra resources after you have the fishery, it may not be the best choice for a main food source but it is a great source of extra food, and some things that can be caught (such as turtles) drop shells or bones, which are useful.&lt;br /&gt;
&lt;br /&gt;
*Hunting&lt;br /&gt;
**Perhaps the most complicated source of food, requiring a hunter with a quiver, arrows, and a bow and a butcher's shop where the meat may be butchered.&lt;br /&gt;
**This food source's stability depends on the amount of animals on the map and the skill of your hunter(a bad hunter will just waste arrows for a few seasons before killing something)&lt;br /&gt;
**A great plus of hunting is that almost everything your hunter brings back will drop bones and other things besides meat.&lt;br /&gt;
***Since bones can be made into arrows, hunting can become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
*Farming&lt;br /&gt;
**Somewhere between fishing and hunting in complexity, it requires a farm plot, seeds and a dwarf assigned to farm.&lt;br /&gt;
**Stability is variable depending on what plant(s) you are growing.&lt;br /&gt;
***Some plants grow outside, while others grow inside&lt;br /&gt;
****Indoor farms require mud on stone floors.  Soil, clay and sandy floors are immediately viable for farming.&lt;br /&gt;
***Indoor plants have different growing seasons and growing rates whilst all outdoor crops can be grown all year around.&lt;br /&gt;
***Some plants produce food immediately, some must be cooked or processed, and others don't produce any food. See [[crops]]&lt;br /&gt;
**Farming has several additional benefits.&lt;br /&gt;
***Seeds come from the usage of the product of the plant. This means that eating, processing or brewing a plant product will provide the seeds needed to grow more. ''(WARNING: Cooking does not leave seeds!)''&lt;br /&gt;
***Many plants can be brewed into alcohol. More on the importance of this in the drinks section.&lt;br /&gt;
&lt;br /&gt;
*Plant Gathering&lt;br /&gt;
**A very simple way to get food, it requires a dwarf with Plant Gathering assigned and an area designated for plant gathering.&lt;br /&gt;
**Plants grow slowly naturally, and an unskilled dwarf won't even get anything from most of the plants it picks (but still destroys the plant).&lt;br /&gt;
**It provides food from ''outdoor'' plants. When used, this food will provide seeds that you can use to start outdoor farms.&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**Trading requires a trade depot, things you want to trade to the traders, and a dwarf assigned to trade (a broker, usually).&lt;br /&gt;
**The stability of trading for food depends entirely on the caravans.&lt;br /&gt;
***A caravan from each civilization that can reach your location (and is not at war with you) will come in a specific season (at most one civilization per season).&lt;br /&gt;
***Additionally, the caravans may bring a lot of food or a little. This can be influenced by requesting that they bring food next time (when you meet with their representative), but you cannot influence this for the first time you trade with them.&lt;br /&gt;
**Traders often bring plants and seeds you cannot obtain from your environment through plant gathering.&lt;br /&gt;
&lt;br /&gt;
*Cooking&lt;br /&gt;
**Preparing Meals requires someone assigned to cook and a kitchen, as well as 2 or more pieces of food.&lt;br /&gt;
**'''Cooking uses more food than it provides, making it completely counter-productive to providing more food'''&lt;br /&gt;
**'''Prepared meals have a much higher value than the food used to make them, especially if the cook is highly skilled'''&lt;br /&gt;
***Eating a prepared meal gives a dwarf a happy thought, making them great for morale ''(Only if the meal contains a food the dwarf likes)''&lt;br /&gt;
***This also makes it great for trading to caravans for other things.&lt;br /&gt;
&lt;br /&gt;
As far as I know, farming is the most common source of food in forts due to its high stability once you get it going. Personally I mainly use hunting, farming, and fishing to ensure stability and variety.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
Dwarves drink two (and only two) types of substances - alcohol and water. Remember these drink-related rules:&lt;br /&gt;
&lt;br /&gt;
*Dwarves are '''alcohol-dependent'''&lt;br /&gt;
**Lack of alcohol will make a dwarf work and move slower; on a large scale this can bring a fortress to a virtual halt&lt;br /&gt;
*A dwarf will not drink the same type of alcohol forever&lt;br /&gt;
**They will deprive themselves of alcohol if there is only one choice (bringing us back to the first bullet).&lt;br /&gt;
*'''An injured dwarf cannot drink alcohol'''&lt;br /&gt;
**They must have water, or they will die.&lt;br /&gt;
*Dwarves always prioritize alcohol over water&lt;br /&gt;
**If all other rules are met, then a dwarf will not go out of his way to obtain water (unless he is bringing it to an injured dwarf)&lt;br /&gt;
&lt;br /&gt;
There aren't nearly as many ways to obtain alcohol as food:&lt;br /&gt;
&lt;br /&gt;
*Brewing&lt;br /&gt;
**Alcohol can be brewed from plant products, which can be obtained via plant gathering or farming&lt;br /&gt;
***Brewing produces seeds&lt;br /&gt;
&lt;br /&gt;
*Trading&lt;br /&gt;
**The rules for this are exactly the same as the rules for trading for food.&lt;br /&gt;
&lt;br /&gt;
===Safety===&lt;br /&gt;
There are way too many facets of safety, so I'll just gloss over it:&lt;br /&gt;
&lt;br /&gt;
*Dangers&lt;br /&gt;
**Cave-Ins&lt;br /&gt;
***If an area of rock is no longer connected to the rock below it, it will fall, killing or hurting anyone nearby.&lt;br /&gt;
**Fire&lt;br /&gt;
***Dwarves don't understand the dangers of fire, so things can go downhill awfully fast.&lt;br /&gt;
**Flooding&lt;br /&gt;
***Water quickly becomes your worst enemy when it fills your dwellings. Do all water related projects carefully&lt;br /&gt;
**Magma&lt;br /&gt;
***Destroys most things, and catches stuff on fire.&lt;br /&gt;
**Snatchers and Thieves&lt;br /&gt;
***Barely more than minor nuisances, but nonetheless problematic&lt;br /&gt;
**Wild Animals&lt;br /&gt;
***Some will steal anything they can get to (''despite its weight!''), some will attack and even kill dwarves, many more with simply cause job cancellations.&lt;br /&gt;
**Ambushes&lt;br /&gt;
***Very dangerous and problematic, though rarely life threatening&lt;br /&gt;
**Sieges&lt;br /&gt;
***Very possibly capable of completely destroying your fortress&lt;br /&gt;
**Ghosts&lt;br /&gt;
***Can pull levers and bother dwarves&lt;br /&gt;
**Vampires&lt;br /&gt;
***Difficult to catch, can do a lot of damage overtime, and can take out an entire fortress if they berserk&lt;br /&gt;
**[[Hidden Fun Stuff]]&lt;br /&gt;
***There are things worse than other civilizations&lt;br /&gt;
&lt;br /&gt;
*Passive Defense&lt;br /&gt;
**Traps are your best friends&lt;br /&gt;
***Some creatures are sneaky and avoid traps very well.&lt;br /&gt;
&lt;br /&gt;
*Active Defense&lt;br /&gt;
**Army&lt;br /&gt;
***A well trained, well equipped, well managed army will take care of almost all potential assailants before they cause problems&lt;br /&gt;
**Animals&lt;br /&gt;
***Some domestic animals attack enemies, and all can see them and alert others of them&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Happiness, or more accurately a lack of sadness, is important to keeping a fortress stable and preventing [[Tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
====Things That Upset Dwarves====&lt;br /&gt;
*Death&lt;br /&gt;
**Somewhat mitigated by [[coffins] and [[slabs]]&lt;br /&gt;
*Lack of Alcohol&lt;br /&gt;
**This also makes them slower!&lt;br /&gt;
*Lack of Food&lt;br /&gt;
*Fighting&lt;br /&gt;
**Usually caused by other dwarves being upset&lt;br /&gt;
*Melancholy, Insane, or Berserk Dwarves&lt;br /&gt;
**Caused by failed moods or being upset&lt;br /&gt;
*[[Vermin]]&lt;br /&gt;
**Common in areas that are not sealed off well&lt;br /&gt;
*Dwarves they dislike&lt;br /&gt;
*Lack of food/alcohol variety&lt;br /&gt;
*Rain&lt;br /&gt;
*The sun, if they have [[Cave Adaptation]]&lt;br /&gt;
&lt;br /&gt;
====Things That Cheer-Up Dwarves====&lt;br /&gt;
*High [[Quality]] [[Furniture]]&lt;br /&gt;
*Dwarves They Like&lt;br /&gt;
*[[Parties]]&lt;br /&gt;
*[[Waterfall]]s&lt;br /&gt;
*High Quality Alcohol and Food&lt;br /&gt;
*Owning High Quality Items&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
After covering your basic survival, you will want resources to accomplish various tasks.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
These two will normally be most of your backbone early on&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
**Wood is important for most forts because barrels, buckets, and bins can only be made from wood or metal(which weighs much more). It's also useful in construction&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
**Often the most abundant and most used resource, stone is useful for construction and crafts.&lt;br /&gt;
&lt;br /&gt;
===Additional===&lt;br /&gt;
*[[Clay]]&lt;br /&gt;
**About as useful as wood or stone, but a bit more involved to produce&lt;br /&gt;
*[[Glass]]&lt;br /&gt;
**Not very important, but not without use and value&lt;br /&gt;
*[[Shell]]&lt;br /&gt;
**Mostly for crafts and decoration, sometimes abundant with fishing&lt;br /&gt;
*[[Bone]]&lt;br /&gt;
**Useful for high-volume, low quality arrows&lt;br /&gt;
**Otherwise similar to shells&lt;br /&gt;
*[[Cloth]] and [[Thread]]&lt;br /&gt;
**Needed for hospitals and basic clothes&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
**Often abundant with hunting, useful for basic armor, quivers, and decoration&lt;br /&gt;
*[[Gems]]&lt;br /&gt;
**Valuable when cut and good at adding value when encrusted&lt;br /&gt;
**Common byproduct of mining&lt;br /&gt;
**Vary from cheap gems to the extremely rare and valuable&lt;br /&gt;
&lt;br /&gt;
===Valuable===&lt;br /&gt;
A stable, older fortress often has these.&lt;br /&gt;
*[[Metal]]&lt;br /&gt;
**This will be your most important resource later in&lt;br /&gt;
*[[Obsidian]]&lt;br /&gt;
**Similar to Glass&lt;br /&gt;
*[[Adamantium]]&lt;br /&gt;
**The most valuable substance known to dwarfkind.&lt;br /&gt;
&lt;br /&gt;
==Mining &amp;amp; Construction==&lt;br /&gt;
A large part of dwarf fortress is reshaping your environment to fit your needs.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The majority of forts are built in a mountainside or underground. This is because mining is much easier than construction, in most cases.&lt;br /&gt;
&lt;br /&gt;
*provides stone, metal, and gems&lt;br /&gt;
*uses no resources besides having a miner with a pickaxe&lt;br /&gt;
*provides space built exactly as you intended (excluding [[fun]] surprises)&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Construction is anything as simple as putting walls, doors, and floodgates in a dug-out fort to anything as complex as building a castle from nothing.&lt;br /&gt;
&lt;br /&gt;
====Problems====&lt;br /&gt;
*Requires resources&lt;br /&gt;
**Wood or stone mostly, though metal and glass can be used too.&lt;br /&gt;
*Requires more planning than digging&lt;br /&gt;
*Constructed walls cannot be engraved like natural stone walls&lt;br /&gt;
&lt;br /&gt;
====Benefits====&lt;br /&gt;
*Extremely complicated things are often easier to construct than to dig out.&lt;br /&gt;
*Constructed areas are easier to rearrange than dug-out areas.&lt;br /&gt;
&lt;br /&gt;
==Industry==&lt;br /&gt;
Most forts have one or more industries going. These provide anything from food to tools to weapons to crafts.&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
At a craftdwarves' workshop, one can turn various resources into crafts, or improve existing items with raw resources.&lt;br /&gt;
&lt;br /&gt;
Most products of crafting are only useful for trading, but improving existing and useful items can improve dwarves' mood.&lt;br /&gt;
&lt;br /&gt;
===Metalsmithing===&lt;br /&gt;
Metalsmithing is a more complicated but very rewarding and practical industry. Metal can be used for construction, weaponry, statues, buckets/bins/barrels, and crafts.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
After getting a stable fortress, one can feel free to enjoy themselves in many ways.&lt;br /&gt;
&lt;br /&gt;
Check these pages for ideas:&lt;br /&gt;
*[[Megaprojects]]&lt;br /&gt;
*[[Stupid_dwarf_trick | Stupid Dwarf Tricks]]&lt;br /&gt;
*[[Mega_construction | Mega Constructions]]&lt;/div&gt;</summary>
		<author><name>Calite</name></author>
	</entry>
</feed>