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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Carl+Ypso</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-04T12:24:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Discipline&amp;diff=236111</id>
		<title>DF2014 Talk:Discipline</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Discipline&amp;diff=236111"/>
		<updated>2018-06-12T13:28:43Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: And what about adventurer mode?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is trained by individual combat drills. Presumably improves morale.&lt;br /&gt;
&lt;br /&gt;
:No, as my screenshot proves it is sufficient to watch a fight that resulted in corpses, such as fortress guards or attacking foes (trolls. etc). That's even the fact for non-combattant eye-witnesses like poets. -- [[User:Carl Ypso|Carl Ypso]] ([[User talk:Carl Ypso|talk]]) 13:28, 12 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[File:Improvedmydiscipline4410.png]] &lt;br /&gt;
&lt;br /&gt;
== What about adventurer mode? ==&lt;br /&gt;
&lt;br /&gt;
I'd be much interested to add a competent chapter about adventurer mode experiences. Well, the avatar even in DF 44.10 has not yet any entries at all for discipline or military tactics. But what about his travel companions? They are heavily responding to fights with corpses even if those have been night trolls or long dead peasant skel like in catacombs or keep dungeaons. And after a long time of travelling they indeed get hardened by combat experiences. It expresses e.g. by uttering &amp;quot;grim satisfaction&amp;quot; about having killed a monster or enemy. So sth like discipline must be existing in the hidden background of their experience tables. - I've heard that modding might give insight into companions' skill values but I've renounced up to now to use such enforcing walkarounds ;-). -- [[User:Carl Ypso|Carl Ypso]] ([[User talk:Carl Ypso|talk]]) 13:28, 12 June 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Improvedmydiscipline4410.png&amp;diff=236110</id>
		<title>File:Improvedmydiscipline4410.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Improvedmydiscipline4410.png&amp;diff=236110"/>
		<updated>2018-06-12T12:59:09Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: Screenshot in DF 44.10 adventurer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot in DF 44.10 adventurer.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-sa-3.0|GFDL|migration=redundant}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lair&amp;diff=236094</id>
		<title>Lair</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lair&amp;diff=236094"/>
		<updated>2018-06-07T20:25:47Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Category|Adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:02, 18 March 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Lair''' is the hideout of a monster. There are three types of lairs: burrow, mound and wilderness location. Burrows and mounds are marked as {{Raw Tile|•|0:0:1}} on world map, while wilderness locations are marked as {{Raw Tile|•|2:0:1}}&lt;br /&gt;
&lt;br /&gt;
== Burrow ==&lt;br /&gt;
&lt;br /&gt;
A burrow is a default type of lair. Most beasts will settle in them, including predatory [[animal]]s, [[werebeast]]s, certain [[megabeast]]s, and some [[night troll]]s. A burrow typically consists of two small underground chambers connected through narrow tunnels. Lairs of [[megabeast]]s contain all the [[item]]s stolen by them. Burrows of [[night troll]]s have the entrance covered by a [[hatch cover]] and contain some [[furniture]] and [[vermin]] remains.&lt;br /&gt;
&lt;br /&gt;
The entrance of a burrow may be difficult to spot in [[adventurer mode]]; the directions in the upper left corner of the screen will navigate you to it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lair.png|A typical burrow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mound ==&lt;br /&gt;
&lt;br /&gt;
A mound is home to a [[night troll]], or a whole family of them. The inside of a mound consists of a few rooms which may contain [[furniture]], cutlery, [[food]], [[cage]]s, and [[vermin]] remains.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mound.png|A typical mound.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wilderness location ==&lt;br /&gt;
&lt;br /&gt;
A wilderness location is a place inhabited by a [[roc]]. Its appearance doesn't differ from the surrounding terrain, except it contains [[item]]s stolen by the beast. The beasts which choose a wilderness location to settle, often settle in a [[cave]] instead. Roc dwellings typically feature a number of [[nest box]]es for them to use.&lt;br /&gt;
&lt;br /&gt;
== See also: ==&lt;br /&gt;
&lt;br /&gt;
*[[Creature token#LAIR|Lair token]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Performer&amp;diff=236093</id>
		<title>DF2014 Talk:Performer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Performer&amp;diff=236093"/>
		<updated>2018-06-07T20:24:08Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: adv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Performer apprenticeships? ==&lt;br /&gt;
&lt;br /&gt;
I've seen several visiting Bards that have masters, who are listed as bards when I look in legends.  Has anyone seem performers form new master/apprentice relationships once they arrived at a fortress?  Has anyone seen skill transfer from such a master/apprentice relationship? --[[User:2128|2128]] ([[User talk:2128|talk]]) 00:17, 14 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do Performers arrive for Temples? ==&lt;br /&gt;
&lt;br /&gt;
I have never had performers arrive at forts without a tavern/inn, even though they do perform in temples once they do arrive. I want to add that they specifically need a tavern/inn location, but I might just have gotten &amp;quot;unlucky&amp;quot; [[User:Hittemvvvhard|Hittemvvvhard]] ([[User talk:Hittemvvvhard|talk]]) 19:18, 6 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=236092</id>
		<title>Vault</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=236092"/>
		<updated>2018-06-07T20:20:51Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Category|Adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Superior|13:25, 26 August 2014 (UTC)}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vault_slab_room.png|thumb|344px|The slab.]]&lt;br /&gt;
&lt;br /&gt;
A '''vault''' ({{Raw Tile|■|0:0:1}}) is a site that constitutes the ultimate challenge for any [[Adventurer mode|adventurer]]. Vaults are created by [[demon]]s during world generation as part of the process of escaping into the world. After constructing the vault and a [[slab]], demons enlist the help of a [[deity]] with a relevant [[sphere]], and the deity performs a ritual at the vault to bring the demon physically into the world (for example, a god associated with Fortresses may release a demon associated with Fortresses). The slab used in the ritual is then stored in the vault and various guardian [[angel]]s make it their duty to defend the vault, and the slab, against adventurers.&lt;br /&gt;
&lt;br /&gt;
After the demon has been brought into the world, it returns to the [[underworld spire]] from which it originally emerged. When history begins, [[goblin]] [[civilization]]s build a [[dark fortress]] around the spire and make it their capital, with the demon their leader. It is not known for certain whether there are always the same number of goblin civilizations as escaped demons, but it seems to be the case.&lt;br /&gt;
&lt;br /&gt;
Vaults are large cylindrical structures constructed from [[slade]], descending many Z-levels into the ground and filled with a mostly linear chain of rooms (similar to those found in Sewers and Tombs) occupied by the angelic guardians and containing occasional parkour-esque climbing challenges. Along the way can be found several [[lever]]s linked to vertical [[bars]] which must be raised in order to progress further. At the bottom of the vault is a giant slab inscribed with the demon's true name, and this knowledge allows you to track it down and either banish it or compel it to serve you (join you as a companion).&lt;br /&gt;
&lt;br /&gt;
There are three types of [[angel]]s you will meet in vaults: assistants (bestial creatures with random features and low combat skills), soldiers (sentient humanoids with weapons and armor made of [[Divine metal|divine materials]] and Talented-level combat skills), and the archangels (gigantic beasts with size relative to [[forgotten beast]]s, and possessing Grand Master combat skills). Every vault has exactly 50 assistants, 25 soldiers and one archangel. Vaults will actively replenish itself with new angels after each visit, meaning the angels must be defeated in one go, without any rest.&lt;br /&gt;
&lt;br /&gt;
Attempting to defeat a vault and retrieve the slab will be a difficult challenge for even the best equipped and skilled adventurer. It is recommended to have at least high physical attributes, mastery of at least one weapon skill, and a breadth of capability in others. The rewards will be worth the effort and risk; knowledge of the slab and the divine armor and weapons from felling angel soldiers will tremendously improve your adventurer.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*The slab may not load, or certain rooms may not be connected, preventing players from accessing the final chamber. [[DFHack]] may be used to reveal the local map (which will unreveal once the player character moves) and then teleport the player character to the inaccessible area (the player character's id is given by cprobe).&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ubbul | elvish = thenaca | goblin = ötak | human = pamnot}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=236091</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=236091"/>
		<updated>2018-06-07T20:19:13Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Category|Adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:54, 22 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Camps''' ({{Raw Tile|☼|6:0:1}}) are a type of [[site]].&lt;br /&gt;
&lt;br /&gt;
== Bandit camps ==&lt;br /&gt;
They are run by various brigands and outlaws on the fringes of civilization. Their inhabitants are drawn from a parent civilization with the BANDITRY token. If the parent civilization also has the LOCAL_BANDITRY token, a camp's residents can be found ambushing adventurers and raiding nearby towns, instead of just loitering around the camp.&lt;br /&gt;
&lt;br /&gt;
Camps themselves lack any buildings or signs of habitation, except for the occasional [[campfire]] and pile of loot.&lt;br /&gt;
&lt;br /&gt;
Travelers are also known to set up &amp;quot;camps&amp;quot; when stopping for the night. These are not camps in the same sense as the sites themselves, but merely ad-hoc resting places. This is despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. Strangely, actual bandit camps themselves have no such luxuries.&lt;br /&gt;
&lt;br /&gt;
In addition, camps are set up by [[invader]] armies at both their origin, and their destination, albeit at different times. For example, if a local lord mentions that an army is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. &lt;br /&gt;
&lt;br /&gt;
In 42.01 onward, killing bandits in Adventure mode will give you a reputation as &amp;quot;protector of the weak&amp;quot;.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
== Adventurer camps ==&lt;br /&gt;
Adventurers can {{k|b}}uild camps anywhere outside the borders of existing sites. They share the same world map icon with bandit camps, however they look much different in close proximity and interestingly, you can quick travel inside them and out of them (but not into them)&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ogîk&lt;br /&gt;
| elvish  = imené&lt;br /&gt;
| goblin  = ustthut&lt;br /&gt;
| human   = muthe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Labyrinth&amp;diff=236090</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Labyrinth&amp;diff=236090"/>
		<updated>2018-06-07T20:18:05Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Category|Adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|16:01, 18 March 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Labyrinth''' ({{Raw Tile|#|0:7:0}}) is a type of site, functioning identically to a [[lair]]. It consists of narrow tunnels and a treasure room. Each labyrinth is home to a [[minotaur]], who will aggressively defend the treasures.&lt;br /&gt;
&lt;br /&gt;
A labyrinth can be discovered in [[adventurer mode]] either by travelling or by asking local people about the beasts. As you explore the labyrinth, the Minotaur will taunt you ('I'll grind your bones into porridge!' 'I'll eat you whole!') until you find and kill it - or it kills you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Labyrinth.png|A map of a typical labyrinth.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = lumnum | elvish = wíthona | goblin = langul | human = nethrez}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shrine_(megabeast)&amp;diff=236089</id>
		<title>Shrine (megabeast)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shrine_(megabeast)&amp;diff=236089"/>
		<updated>2018-06-07T20:17:18Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Category|Adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:Shrine.png|thumb|right|180px|A shrine of [[red sand]], decorated with pillars and floors of [[gneiss]]. A [[bronze colossus]] inhabits it.]]&lt;br /&gt;
'''Shrines''' ({{Raw Tile|Å|7:0:0}}) are a type of [[site]], functioning identically to a [[lair]]. It consists of cubic open spaces decorated with pillars and some smoothed floors. [[Bronze colossus]]es and [[titan]]s make their homes at shrines, and they will aggressively defend their territory when approached. Shrines will often be littered with the [[corpse]]s of past adventurers who tried to fight their inhabitants but failed.&lt;br /&gt;
&lt;br /&gt;
A shrine can be discovered in [[adventurer mode]] either by travelling or by asking local people about the beasts. As you approach the site, the beast living there will charge at you the moment it notices your presence, making stealth an attractive choice when setting foot near a shrine.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = okun | elvish = dama | goblin = stodrus | human = lipul}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Structure&amp;diff=236088</id>
		<title>Structure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Structure&amp;diff=236088"/>
		<updated>2018-06-07T20:15:33Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Category|Adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Structures''' are constructed or erected buildings found in [[site]]s. Structures acquire a history that can be viewed in Legends mode.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
* [[Catacombs]]&lt;br /&gt;
* [[Dungeon]]&lt;br /&gt;
* [[Keep]]&lt;br /&gt;
* [[Library]]&lt;br /&gt;
* [[Market]]&lt;br /&gt;
* [[Mead hall]]&lt;br /&gt;
* [[Sewer]]&lt;br /&gt;
* [[Tavern]]&lt;br /&gt;
* [[Temple]]&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
* [[Underworld spire]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Underworld_spire&amp;diff=236087</id>
		<title>Underworld spire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Underworld_spire&amp;diff=236087"/>
		<updated>2018-06-07T20:12:54Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Category|Adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|17:27, 19 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:Dark pit 4.png|thumb|A gateway to the Underworld.]]&lt;br /&gt;
&lt;br /&gt;
'''Underworld spires''' are huge [[slade]] structures created in [[Calendar|times before time]]. [[Demon]]s will create these sites as a bridge between the mortal world and the [[Underworld]] and rule from their spire, then perform a special [[vault|ritual]] with a [[deity]] to establish a permanent presence in the world. Underworld spires very often serve as the center of [[dark fortress]]es.&lt;br /&gt;
&lt;br /&gt;
The spires constitute, if not ''are'' the main towers of dark fortresses. They can be accessed by an entrance at ground level guarded by [[goblin]]s, [[troll]]s, and [[beak dog]]s. Going upwards will lead to the throne room which houses the demon or goblin master. Traversing downwards will uncover several levels of long tunnels with prison cells containing kidnapped [[children]]. Below past the prisons are incredibly deep, enormous circular open halls with series of treacherous, winding stairways and ramps that lead further downward. At the very end will be a strange, purple staircase simply named as the &amp;quot;underworld portal&amp;quot;. Beyond the portal are the lowermost series of rooms which eventually open up directly to the Underworld, where there will be demons waiting to have [[fun]].&lt;br /&gt;
&lt;br /&gt;
If your character comments on the [[weather]] or the natural surroundings while in a spire, they will mention an [[Underworld|eerie glow]].&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = arôloram datur | elvish = tariteyo necere | goblin = sumspabuzong mëzspog | human = ngironra papos}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Town&amp;diff=236086</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Town&amp;diff=236086"/>
		<updated>2018-06-07T20:05:06Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Category|Adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:51, 22 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Town&amp;quot; may also refer to a fortress that has reached a [[fortress#Nomenclature|certain population level]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Town_map_43.png|thumb|300px|A map of a well developed town, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(110,110,110)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Fortifications and central keep&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,50,50)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Warehouse&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,32)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Tavern&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(170,120,230)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Temple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,192,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Library&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Well]]&lt;br /&gt;
&lt;br /&gt;
A '''town''' is a large [[site]] founded and inhabited by [[human]]s and generally other various creatures. The population and size can be determined by the map symbol representing it; from least to most populous: {{Raw Tile|+|7:0}}, {{Raw Tile|*|7:0}}, {{Raw Tile|#|7:0}}, and {{Raw Tile|☼|7:1}}. All towns start out from [[hamlet]]s, which immediately form into towns under the right circumstances during worldgen. [[Road]]s link towns between other nearby towns and dwarven [[fortress]]es, as well as sites conquered by humans.&lt;br /&gt;
&lt;br /&gt;
[[Adventure mode|Adventurers]] spend much quality time in towns. They can come to trade, speak, or entertain the townspeople and occasionally to slay those who have invited their wrath. [[Tavern]]s in towns are a popular destination for many adventurers; they are the only sources of alcohol in human settlements and provide excellent entertainment, which includes [[performance]]s and the occasional drunken brawls. Other people of interest include [[mercenary|mercenaries]], who will gather at taverns and make for great traveling companions.&lt;br /&gt;
&lt;br /&gt;
== Keep ==&lt;br /&gt;
At the heart of a town is a walled stronghold held by many soldiers. Inside of the keep can be found a lord/lady, other high nobility, and men-at-arms willing to follow you unto death. If the town is the civ's seat of power, then the law-maker will also reside here. Below every keep is a [[dungeon]].&lt;br /&gt;
&lt;br /&gt;
== Town proper ==&lt;br /&gt;
[[File:TownSquare2.jpg|thumb|300px|Typical town thoroughfare]]&lt;br /&gt;
&lt;br /&gt;
Outside of the keep is the realm of the bourgeoisie. Commuters and travelers walk along the densely packed houses and shops in narrow streets. Stray domesticated animals roam the muddy alleyways and pastures. Vast shopping districts are major trade centers. Other buildings include warehouses (which can be ransacked without repercussion) and wells. Common structures include [[tavern]]s and [[temple]]s. [[Library|Libraries]] are very rare.&lt;br /&gt;
&lt;br /&gt;
Below is a list of different shops and markets found in a town. Most towns do not have every single retail available, and adventurers may have to travel to a different town in order to browse the wares of a distinctive type. The shops that are &amp;quot;common&amp;quot; are common because only animal products (meat, bone, leather) and farm products (cloth and food) are produced in any significant numbers. Stone, wood, and metal are all extremely rare materials in towns and because of this, few industries based upon these materials will spring up. An exception is the leather goods shop, which is rare compared to other leather shops.&lt;br /&gt;
&lt;br /&gt;
Common shops:&lt;br /&gt;
* {{Raw Tile|µ|2:6:1}} General imports&lt;br /&gt;
* {{Raw Tile|%|2:6:1}} Food imports&lt;br /&gt;
* {{Raw Tile|[|2:6:1}} Clothing imports&lt;br /&gt;
* {{Raw Tile|[|7:6:1}} Woven clothing shop&lt;br /&gt;
* {{Raw Tile|º|6:6:1}} Cloth shop&lt;br /&gt;
* {{Raw Tile|[|6:6:1}} Leather clothing shop&lt;br /&gt;
* {{Raw Tile|ß|6:6:1}} Leather shop&lt;br /&gt;
* {{Raw Tile|Å|7:6:1}} Bone carver's shop&lt;br /&gt;
&lt;br /&gt;
Rare shops:&lt;br /&gt;
* {{Raw Tile|╤|6:6:1}} Carpenter's shop&lt;br /&gt;
* {{Raw Tile|╤|7:6:1}} Stone furniture shop&lt;br /&gt;
* {{Raw Tile|╤|0:6:0}} Metal furniture shop&lt;br /&gt;
* {{Raw Tile|♦|2:6:1}} Gem cutter's shop&lt;br /&gt;
* {{Raw Tile|[|0:6:0}} Armorsmith's shop&lt;br /&gt;
* {{Raw Tile|/|6:6:1}} Bowyer's shop&lt;br /&gt;
* {{Raw Tile|/|0:6:0}} Weaponsmith's shop&lt;br /&gt;
* {{Raw Tile|Å|6:6:1}} Leather goods shop&lt;br /&gt;
* {{Raw Tile|Å|0:6:0}} Metal craft shop&lt;br /&gt;
&lt;br /&gt;
In a market one can find:&lt;br /&gt;
* Imported goods&lt;br /&gt;
* Imported food&lt;br /&gt;
* Imported clothing&lt;br /&gt;
* Meat&lt;br /&gt;
* Fruit and vegetable&lt;br /&gt;
* Cheese&lt;br /&gt;
* Processed goods&lt;br /&gt;
&lt;br /&gt;
== Subterranea ==&lt;br /&gt;
[[Image:dungoen.jpg|300px|thumb|Subterranean layout from an early development screenshot on the DF development blog]]&lt;br /&gt;
&lt;br /&gt;
Below a town are several subterranean structures: [[dungeon]]s, [[catacombs]], and [[sewer]]s. All three can be present at once and frequently connect and overlap each other. [[Tomb]]s may also be present alongside catacombs. Criminals, outcasts of society and various subterranean creatures hide in the dark passages. They are common destinations for those looking to finish a [[quest]], gain reputation, or search for valuable loot.&lt;br /&gt;
&lt;br /&gt;
Dungeons reside below the keep, while catacombs reside below temples. Both buildings are almost always present. Sewers on the other hand can be only found in more developed towns. Knowing whether a sewer is present in a town is identifiable by [[floor grate]]s in the middle of streets. They are accessible via small and elusive entrances above-ground or by diving below nearby waterways.&lt;br /&gt;
&lt;br /&gt;
== Criminal organizations ==&lt;br /&gt;
Most towns have '''criminal organizations''', formed by a collection of outcasts. They are led by a [[boss]]. Criminal organizations can reside in one of the subterranean structures. Their presence underground can be identified by abnormally large hordes of items piled on the floor. They don't tend to harm anyone even when encountering them in their base, but members will spit and pour out their hatred on you if you are a hearthsperson. Criminal organizations are the targets of certain quests.&lt;br /&gt;
&lt;br /&gt;
== Destroyed or abandoned towns ==&lt;br /&gt;
:''Further information: [[Ruin]]''&lt;br /&gt;
[[File:Destroyed.jpg|thumb|center|1000px|Legend's entry about a town being sacked]]&lt;br /&gt;
&lt;br /&gt;
In time, whether by war, beasts, a genocidal adventurer, or some other disaster, towns will be brought to ruin. Ruined towns are typically desolate wastelands of abandoned and destroyed buildings and structures. Shops and markets are typically bare, but occasionally some goods can still be left for you to steal. [[Bandit]]s and criminals may still lurk the streets, and may even make the ruins their home, if some supernatural creature or monster haven't made themselves cozy already.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Growlgrowlgrowlgrowl.jpg|Town on zoomed-in travel map&lt;br /&gt;
File:Spidergroul.jpg|Town on regular travel map&lt;br /&gt;
File:Destroyedtown2.jpg|Ruins of a town before the gates of an abandoned keep&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = amost&lt;br /&gt;
| elvish  = irive&lt;br /&gt;
| goblin  = kabu&lt;br /&gt;
| human   = ricgo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Catacombs&amp;diff=236085</id>
		<title>Catacombs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Catacombs&amp;diff=236085"/>
		<updated>2018-06-07T20:03:35Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Category|Adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|fine}}&lt;br /&gt;
&lt;br /&gt;
'''Catacombs''' are subterranean [[human]]-made [[structure]]s constructed to inter deceased members of their civilization. They are located in [[town]]s, accessible by traversing below [[temple]]s. Catacombs occasionally connect to [[tomb]]s, which specially hold the remains of dead rulers.&lt;br /&gt;
&lt;br /&gt;
Rock passageways and chambers are littered with [[corpse|skeleton]]s. Some chambers contain multiple [[coffin]]s which house the corpses of historical figures, accompanied with grave [[slab]]s marked with information of the deceased. Loot, primarily [[clothing]], are scattered throughout the floor. [[Statue]]s can also be found. Knocking them down will not anger any gods; that must be done at the temple.&lt;br /&gt;
&lt;br /&gt;
Various hostile and nefarious critters such as [[kobold]]s can be encountered in catacombs. [[Town#Criminal organizations|Criminal organizations]] may move their headquarters to catacombs.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Student&amp;diff=235939</id>
		<title>Student</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Student&amp;diff=235939"/>
		<updated>2018-05-16T10:27:19Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: Fixing style/layout error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|00:23, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
===Fortress Mode===&lt;br /&gt;
Military dwarves watching demonstrations will gain '''Student''' experience in addition to gaining experience in [[combat skill]]s. Presumably, dwarves that are good students learn faster from these demonstrations. &lt;br /&gt;
&lt;br /&gt;
The dwarf leading the demonstration gains [[teacher]] experience, which also probably affects learning rate.&lt;br /&gt;
&lt;br /&gt;
===Adventure Mode===&lt;br /&gt;
The student skill can be raised slowly by reading certain books throughout the world. It seems books written by scholars (as opposed to necromancers) are the only ones that increase the student skill. It's currently unknown what effect (if any) a higher student skill has on gameplay in adventure mode.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_tactics&amp;diff=235908</id>
		<title>Military tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_tactics&amp;diff=235908"/>
		<updated>2018-05-10T07:45:53Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: cat+1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:56, 25 March 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Military Tactics&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = &lt;br /&gt;
* Command squads in off-site battles&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Military tactics''' is a [[military]] [[skill]]. Along with [[leader]] and [[organizer]] skills, it affects battles, giving the side with the better tactician a greater chance of victory.&lt;br /&gt;
&lt;br /&gt;
Military tactics determines a [[squad]]'s success chance in [[mission]] battles.{{v|0.44.06}} The squad member with the highest skill in military tactics is used. The skill skews rolls in battles in opposition to the opponent's tactician skills.&lt;br /&gt;
&lt;br /&gt;
Military tactics is an available skill at [[embark]].{{v|0.44.07}} When assigning squad members, military tactician appears as a relevant skill for squad-leading nobles/appointments.{{v|0.44.08}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tracker&amp;diff=235907</id>
		<title>Tracker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tracker&amp;diff=235907"/>
		<updated>2018-05-09T21:04:02Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|21:55, 30 December 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Tracker&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tracker''' is a [[skill]] currently only used in [[Adventurer mode]] which allows an adventurer to track [[creature]]s. Higher levels let you spot more tracks and help distinguish different tracks. The only time that this skill is not being trained is when your adventurer is sleeping, waiting, or having too much [[fun]]. As a result, it will typically reach legendary status by the end of an in-game week.&lt;br /&gt;
&lt;br /&gt;
Historical figures that have done scouting, beast hunting or wandering in the past always seem to have some levels of this skill.&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], this is used by [[scholar]]s who are [[naturalist]]s.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Carl_Ypso&amp;diff=235253</id>
		<title>User:Carl Ypso</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Carl_Ypso&amp;diff=235253"/>
		<updated>2018-02-25T12:49:19Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: Hi folks!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi folks, &amp;lt;br&amp;gt;I've just arrived here today 25 february 2018. The calm sunday invited me to take this step while I've been collecting experiences for two months now (versions 44.02-&amp;gt;44.05). I'm mostly interested in adventurer mode which is my prefered biome to wander DF worlds. It's disappointing and sad how sparse the wiki entries still are in that mode. Surely I won't be able to change much if there are not a few more companions to dedicate their efforts in exactly that neglected realm. Please say hello at my disc page if you like to push adventure mode a little bit together with me. -- [[User:Carl Ypso|Carl Ypso]] ([[User talk:Carl Ypso|talk]]) 12:49, 25 February 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Need&amp;diff=235252</id>
		<title>Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Need&amp;diff=235252"/>
		<updated>2018-02-25T12:25:16Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: /* Adventure mode remarks */ fixings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus. Needs that are unmet for long enough will become bad [[thought]]s and adversely affect performance of all tasks.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
Needs are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of focus/unfocus:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 300 - 400&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 200 - 299&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 100 - 199&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| -999 - 99&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -9999 - -1000&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -99999 - -10000&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| &amp;lt; -100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all Need's Focus rating.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item (ie, Knapping, Bone Carving)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see you&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown, possibly eating a preferred food&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat of any lethality&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile / fish, hunt and gather plants in fort mode (cannot be satisfied on 1x1 embarks)&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artistic crafts, examining adornments and coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode remarks==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer avatar you should avoid (= give it --) all non-fullfillable needs: romance, family, friends. Otherwise you will suffer never ending [[focus]] disadvantages. The same with immoderation, as you'll in vain look for preferred food you not even know which it might be.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary as well in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions). And maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs you'll have to visit human town taverns or dwarfen fortresses quite often (and fill your extra water storage containers with alc from the barrels for on the road).&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Need&amp;diff=235251</id>
		<title>Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Need&amp;diff=235251"/>
		<updated>2018-02-25T12:21:28Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Adventure mode remarks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus. Needs that are unmet for long enough will become bad [[thought]]s and adversely affect performance of all tasks.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
Needs are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of focus/unfocus:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 300 - 400&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 200 - 299&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 100 - 199&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| -999 - 99&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -9999 - -1000&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -99999 - -10000&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| &amp;lt; -100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all Need's Focus rating.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item (ie, Knapping, Bone Carving)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see you&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown, possibly eating a preferred food&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat of any lethality&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile / fish, hunt and gather plants in fort mode (cannot be satisfied on 1x1 embarks)&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artistic crafts, examining adornments and coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode remarks==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer avatar avoid (= give it --) all non-fullfillable needs: romance, family, friends. Otherwise you will suffer never ending focus disadvatages. The same with immoderation, as you'll in vain look for preferred food you not even know which it might be.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary as well in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions). And maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfillyour booze needs you'll have to visit human town taverns or dwarfen fortresses quite often (and fill your extra water storage containers with alc from the barrels for on the road).&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Horn&amp;diff=235250</id>
		<title>Horn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Horn&amp;diff=235250"/>
		<updated>2018-02-25T11:30:05Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: +Adventure mode remarks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:42, 9 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox|DF2014:Hoof}}{{catbox}}&lt;br /&gt;
&amp;quot;Horn&amp;quot; is the generic name for both the hoofs and horns of animals. In Dwarf Fortress, hoofs and horns are functionally identical once stripped from their previous owners. Both are obtained by [[Butcher's shop|butchering]] certain animals, although horns are often only present on the male members of a particular species.  In certain cases horns may also be referred to as antlers, as is the case with [[elk]]. &lt;br /&gt;
&lt;br /&gt;
They can either be carved into horn [[crafts]], or used to [[decoration|decorate]] existing crafts at the [[Craftsdwarf's workshop]]. Doing so uses the [[bone carver]] labor.&lt;br /&gt;
&lt;br /&gt;
Creatures with horns and hooves can be very formidable in combat, especially since most of them are several times larger than your average dwarf. They have the ability to cave skulls or bruise internal organs. It is best to approach all hoof/horn wielding creatures with caution.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode remarks ==&lt;br /&gt;
&lt;br /&gt;
It seems that bone carving skill doesn't empower you to carve troll horns even in 44.05 version.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sheget&lt;br /&gt;
| elvish  = ílime&lt;br /&gt;
| goblin  = era&lt;br /&gt;
| human   = iskak&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Body parts}}&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Ivory&amp;diff=235249</id>
		<title>DF2014 Talk:Ivory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Ivory&amp;diff=235249"/>
		<updated>2018-02-25T11:15:57Z</updated>

		<summary type="html">&lt;p&gt;Carl Ypso: /* Adventure mode remarks */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How is ivory classified in the refuse-handling menu? Is it under &amp;quot;Dwarves save other&amp;quot; along with rotting meat? [[Special:Contributions/2A02:A210:80:E80:65CE:AC26:7A78:2BF1|2A02:A210:80:E80:65CE:AC26:7A78:2BF1]] 09:06, 1 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's under &amp;quot;Dwarves save corpses&amp;quot;. I tested this by playing around with various teeth/tusks, a refuse stockpile and a dump zone. I set everything to Dump and placed the ivory in the dump zone, then I checked each option one by one; only when Dwarves Save Corpses was checked my dwarves placed them in the refuse stockpile. Same thing applies to all teeth and a few other unrelated items. I'm going to add this info in [[Standing orders]]. As an extra note, if the creature is sapient and civilized (e.g. civ gorlak), excluding goblin &amp;amp; kobold civs, or if it's one of your dead dwarves, their fallen teeth/ivory won't be collected to a refuse stockpile but to a corpse stockpile. Just wanted to say this as it caused some confusion for me during testing. – [[User:Doorkeeper|Doorkeeper]] 18:33, 2 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode remarks ==&lt;br /&gt;
&lt;br /&gt;
Well, I (avatar a human not dwarf) took the ivory from a slain troll. Trying to use the carve bone mode with my iron knife I could produce nothing. Maybe a feature not a bug? But I'm not happy about that. - [[User:Carl Ypso|Carl Ypso]] ([[User talk:Carl Ypso|talk]]) 11:15, 25 February 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Carl Ypso</name></author>
	</entry>
</feed>