<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ChupaNahBrah</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ChupaNahBrah"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/ChupaNahBrah"/>
	<updated>2026-07-06T15:04:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Melt_item&amp;diff=286514</id>
		<title>Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Melt_item&amp;diff=286514"/>
		<updated>2023-01-19T02:50:23Z</updated>

		<summary type="html">&lt;p&gt;ChupaNahBrah: removed second-person pronouns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Metal items can be '''melted''' at a [[smelter]] using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s of a different metal are not recovered or considered; the metal recovered is the specific metal that the basic item was listed as being made from. The percentile return is fixed and known for each item type, and ranges from 10%-150% (or more), depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the percentile return.&lt;br /&gt;
__ToC__&lt;br /&gt;
== Return ==&lt;br /&gt;
Recovered metal is measured in tenths (0.1) of a full [[bar]], and those fractions of a bar of each separate metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' &lt;br /&gt;
:* If 2 items, worth .4 bars each, of the same metal are melted at the same smelter, that smelter now has .8 bars (2 x .4) of that specific metal waiting in it. Not enough to use - yet...&lt;br /&gt;
:* If a similar item of a ''different'' metal is then melted there, that smelter would still have .8 bars of the first metal, and .4 bars of the second metal. &lt;br /&gt;
:* If a similar item of the ''first'' metal is then melted at a ''different'' smelter, that other smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:* If ''(finally!)'' a 3rd, similar item of the first metal is melted at the first smelter, that adds another .4 bars to the .8 waiting there. This gives a total of 1.2 bars of that type of metal, meaning 1 [[bar]] of that metal is produced, ready for forging or other use, and .2 of a bar is waiting (plus the .4 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
It is most efficient to designate one smelter as a &amp;quot;melting&amp;quot; smelter (or for one metal type), to guarantee that fractions will add up effectively. This becomes less important as more bars of a particular metal are accumulated.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
[[File:DF-melt-button.png|thumb|42px|right|The melt button.]]To mark an item for melting when it is:&lt;br /&gt;
:* On the '''ground''':  Click the tile the item is on, then if there is more than one item there, click the tab of the item on the right edge of the sheet window, and click the melt button.&lt;br /&gt;
:* In a '''workshop''':  Click one of the tiles the workshop, find the item in the list of items in that workshop, and click the melt button.&lt;br /&gt;
:* '''Held''' by a dwarf:  View the dwarf's sheet, select the Items tab, find the item in the list, click the button to view the item's sheet, and click the melt button.&lt;br /&gt;
:* Inside a '''container''':  Display the container's item sheet, find the item in the list of items in that container, and click the melt button.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|k}} or click the Stocks button, then either:&lt;br /&gt;
:** click the filter input at the top and enter text to match the item, then click the melt button for the desired item.&lt;br /&gt;
:** select the item category, scroll to the item, and click the melt button.&lt;br /&gt;
&lt;br /&gt;
If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
This only marks which items will be melted - the job-order will still need to be made at a smelter.&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until the &amp;quot;Melt a metal object&amp;quot; job is queued at a [[Smelter]]. Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the [[furnace operator]] skill, regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
If there are items in a container that is being melting, the items will be placed inside the smelter when the container is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
Testing is incomplete, but preliminary results show a yield of 0.3 bars*the object's material size for anything that has a material size, or 1 bar for most furniture (regardless of size).&lt;br /&gt;
&lt;br /&gt;
Note that the Efficiency column is only accurate for ordinary metals - when using [[adamantine]], the number of wafers required comes from the &amp;quot;Material size&amp;quot; column instead of &amp;quot;Bars to make&amp;quot;, so if that number is larger, the efficiency will be reduced accordingly. For coins however, the number is accurate for adamantine, which only requires 1 wafers and returns 1.1 wafers when melted.&lt;br /&gt;
&lt;br /&gt;
Note also that some items are always produced in twos (gauntlets, boots) or threes (flasks, goblets), or (in the case of ammo) stacks of 25 at a time, or (for coins) 500 at a time. In the case of crafts, from 1 to 3 are produced. These are shown as &amp;quot;1/x&amp;quot; below, although a single job will never use less than one bar, nor produce less than the pair/trio/etc. of items.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item !! Material size !! Bars to make !! Bars returned !! Efficiency&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Armor]] (Armorsmith)&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Headgear|Cap]] || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Headgear|Helm]] || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Hands|Gauntlet]] || 2 || 1/2 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower_Body|Leggings]] || 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Lower_Body|Greaves]] || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Footwear|Low boot]] || 1 || 1/2 || 0.3 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Footwear|High boot]] || 2 || 1/2 || 0.6 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Buckler]] || 2 || 1 || 0.6 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield]] || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper_Body|Mail shirt]] || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor#Upper_Body|Breastplate]] || 9 || 3 || 2.7 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[weapon|Weapons]] (made by Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]] || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[Short sword]] || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[War hammer]] || 3 || 1 || 0.9 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[Battle axe]] || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Ammo]] (full stack of 25) || (1) || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ammo]] (single bolt) || (1) || 1/25 || 0.1 || '''''250%'''''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Trap_component|Trap Components]] (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Giant_axe_blade|Giant Axe Blade]] || 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Enormous_corkscrew|Enormous Corkscrew]] || 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|Spiked Ball]] || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Large.2C_serrated_disc|Large, Serrated Disc]] || 4 || 1 || 1.2 || '''120%'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Menacing_spike|Menacing Spike]] || 5 || 1 || 1.5 || '''''150%'''''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[trap_component|Trap Components]] (Mechanic)&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanisms]] || (3) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Siege Equipment (Weaponsmith)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ballista arrow]] || (4) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ballista arrowhead]] || (4) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[tool|Tools]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| [[Nest box]] || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Jug]] || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Pot]] || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hive]] || 1 || 1 || 0.3 || 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Minecart]] || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| [[Wheelbarrow]] || 6 || 2 || 1.8 || 90%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Blacksmith / Metalsmith)&lt;br /&gt;
|-&lt;br /&gt;
| [[Anvil]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor stand]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Barrel]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Bin]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Block]]s || (4) || 1 || 0.5 || 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[Bucket]] || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Cabinet]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Cage]] || (6) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chair]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chest]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Coffin]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Crutch]] || (3) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| [[Door]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Floodgate]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Grate]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Hatch cover]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe section]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Splint]] || (2) || 3 || 0.5 || 17%&lt;br /&gt;
|-&lt;br /&gt;
| [[Statue]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Table]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Traction bench]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon rack]] || (9) || 3 || 1 || 33%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| [[Chain]] || (4) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|[[Furniture]] (Trapper)&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal trap]] || (3) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;|Other objects (Metalcrafter)&lt;br /&gt;
|-&lt;br /&gt;
| [[Jewelry|Amulet]] || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Jewelry|Bracelet]] || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Coins]] (stack of 500) || (1) || 1 || 1.1 || '''''110%'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Coins]] (stack of 1) || (1) || 1/500 || 0.1 || '''''5000%'''''&lt;br /&gt;
|-&lt;br /&gt;
| [[Jewelry|Crown]] || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Jewelry|Earring]] || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Flask]] || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Figurine]] || (1/3 to 1) || 1/3 to 1 || 0.2 || 20% to 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblet]] || (1/3) || 1/3 || 0.2 || 60%&lt;br /&gt;
|-&lt;br /&gt;
| [[Instrument]] || (1) || 1 || 1 || '''100%'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Toy]] || (1) || 1 || 0.2 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ring]] || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%&lt;br /&gt;
|-&lt;br /&gt;
| [[Finished_goods#Crafts|Scepter]] || (1/3 to 1) || 1/3 to 1 || 0.2 || 20% to 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All melting yields for items ''not'' specified in the raws (weapons, armor, tools, etc.) are hardcoded.&lt;br /&gt;
&lt;br /&gt;
Metal bars are able to be melted and remade into half a bar at a smelter. (Melt 1 tin bar, return as 0.5 tin bar + experience.)&lt;br /&gt;
=== Exploit ===&lt;br /&gt;
Items that yield more than 100% can be used to increase the amount of a metal available by producing those items and then melting them down again, as many times as required.  This is generally considered to be an [[Exploit#Infinite_Adamantine_.2F_Metals|exploit]] of an error in the game mechanics. However, using a dwarf with a high skill level to make the items will result in severe tantrums being thrown when all the ☼masterwork☼ creations start being melted, so it is best to utilize low-skill metalworkers and make sure their skill levels don't get too high to avoid masterwork items, or there will be tantrum spirals, fistfights, and/or lots of &amp;lt;s&amp;gt;useless junk&amp;lt;/s&amp;gt; valuable trade goods lying around. (A [[workshop profile]] on the forge can be used to restrict production to dwarves below a certain skill level. Another option is to designate a nearby stockpile for meltable items that doesn't allow Legendary or Master items.)&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; *note that this does not work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*A number of items produce more metal when melted than they cost to produce.{{bug|6027}}&lt;br /&gt;
*Designating items to be melted from the [[stocks]] screen can cause a crash.{{bug|6431}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Melt item]]&lt;/div&gt;</summary>
		<author><name>ChupaNahBrah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tomb&amp;diff=285901</id>
		<title>Tomb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tomb&amp;diff=285901"/>
		<updated>2023-01-14T21:46:44Z</updated>

		<summary type="html">&lt;p&gt;ChupaNahBrah: /* Fortress mode */ paragraph 4: removed &amp;quot;Unlike in previous versions, in v50...&amp;quot; and reformatted the sentence per the version migration guidelines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
[[File:Inside Pharaoh Tutankhamun's tomb, 18th dynasty.jpg|thumb|248px|right|Inside Pharaoh Tutankhamun's tomb, 18th dynasty. Leave while you're still uncursed.]]A '''tomb''' is a resting place for the [[corpse|dead]]. &amp;quot;Tomb&amp;quot; has several meanings in the game: it can refer to a [[site]], a [[structure]], or a [[zone]].&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
[[File:MagmaTomb.png|thumb|right|It is the dream of every dwarf – whether King of the Mountain Home or lowly peasant – to sleep in the blood of the Mountain forever.]]&lt;br /&gt;
&lt;br /&gt;
A tomb is a [[zone]] in which [[dwarf|dwarves]] and pets can be buried. A tomb can be assigned to a specific dwarf, or to accept dwarves and/or pets for burial. The primary function of tombs is to keep [[noble]]s [[thought|happy]]: certain nobles demand their own tomb, and the more self-important the noble is, the higher the [[room#Specific_room_quality_grades|quality]] they will require. In some circumstances a [[noble]] will get an unhappy [[thought]] if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Nobles may also store certain favored objects in their tombs.&lt;br /&gt;
&lt;br /&gt;
The quality levels of tombs go as follows:&lt;br /&gt;
&lt;br /&gt;
* Grave&lt;br /&gt;
* Servant's Burial Chamber&lt;br /&gt;
* Burial Chamber&lt;br /&gt;
* Tomb&lt;br /&gt;
* Fine Tomb&lt;br /&gt;
* Mausoleum&lt;br /&gt;
* Grand Mausoleum&lt;br /&gt;
* Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
Dwarves that have been assigned to tombs will retain all of their possessions when they die, and other dwarves will place them in the tomb - it can be a good idea to keep a [[chest]] or [[cabinet]] in the tomb to ensure that all of the items fit; otherwise, all of the dwarf's possessions will be inherited by their [[marriage|spouse]] (if one exists) or simply become unowned.&lt;br /&gt;
&lt;br /&gt;
Making a tomb for every dwarf in your fortress can be time-consuming – more convenient than creating tombs for common dwarves, is to create one large room with many coffins and create one tomb zone for each coffin – a dwarf who dies will be placed in a random available tomb, unless they have a tomb assigned to them specifically. Creating one large tomb with multiple coffins similar to a [[barracks]] will not work, doing so will cause one coffin to be used and the rest to remain empty. This strategy of creating a mass burial room reduces negative thoughts, eliminates [[miasma]], and stops dead dwarves rising as [[ghost]]s. Of course, it's also important to make sure that the dwarf doing the burial isn't running into the middle of a battlefield to do so.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
[[Human]]s will build structures known as tombs, where they entomb their rulers and military leaders along with various treasures. They can be found underneath [[town]]s via [[catacombs]], or above-ground in specially constructed sites, which are also called tombs and marked as {{Raw Tile|0|0:0:1}} on the world map. Above-ground tombs take the form of pyramids or towers that vary in size (small to enormous) and internal composition. The entrances are kept locked and have the option to be picked or bashed open. Bashing the door destroys it completely, while picking the lock just unlocks it (and cannot be performed if it was linked to a lever). Upon entering, trespassers will be greeted with a messaged [[slab]] with one of the following warnings:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Woe unto any that disturb the resting place of &amp;lt;name&amp;gt; / The &amp;lt;Law-giver/General&amp;gt; watches still.}}&lt;br /&gt;
* {{DFtext|Woe unto any that disturb the resting place of &amp;lt;name&amp;gt; / The &amp;lt;Law-giver/General&amp;gt; is with &amp;lt;deity&amp;gt; but watches still.}}&lt;br /&gt;
&lt;br /&gt;
A tomb consists of rock chambers and hallways, with hidden [[weapon trap]]s randomly set on the floor. It is recommended to raise your [[observer]] skill to spot traps before walking on one and triggering it. Loot, such as weapons, clothes, and crafts can be found lying around. All items possess a +fine+ [[item quality|quality]] or more.&lt;br /&gt;
&lt;br /&gt;
One of the rooms contains the royal chamber that has a single coffin placed at the center, with a grave slab nearby, and typically surrounded by a lot of skeletons. This coffin, if [[mummy|disturbed]], may quickly prove to be very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Tombs may host a number of [[artifact]]s, and, as such, can be [[raid]]ed in fortress mode. Doing so, however, is likely to provoke the ire of their residents.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rakust&lt;br /&gt;
| elvish  = nelara&lt;br /&gt;
| goblin  = zakosp&lt;br /&gt;
| human   = lomoth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>ChupaNahBrah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tomb&amp;diff=285900</id>
		<title>Tomb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tomb&amp;diff=285900"/>
		<updated>2023-01-14T21:34:56Z</updated>

		<summary type="html">&lt;p&gt;ChupaNahBrah: added information about tomb zone changes to paragraph 4 of the fortress mode section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
[[File:Inside Pharaoh Tutankhamun's tomb, 18th dynasty.jpg|thumb|248px|right|Inside Pharaoh Tutankhamun's tomb, 18th dynasty. Leave while you're still uncursed.]]A '''tomb''' is a resting place for the [[corpse|dead]]. &amp;quot;Tomb&amp;quot; has several meanings in the game: it can refer to a [[site]], a [[structure]], or a [[zone]].&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
[[File:MagmaTomb.png|thumb|right|It is the dream of every dwarf – whether King of the Mountain Home or lowly peasant – to sleep in the blood of the Mountain forever.]]&lt;br /&gt;
&lt;br /&gt;
A tomb is a [[zone]] in which [[dwarf|dwarves]] and pets can be buried. A tomb can be assigned to a specific dwarf, or to accept dwarves and/or pets for burial. The primary function of tombs is to keep [[noble]]s [[thought|happy]]: certain nobles demand their own tomb, and the more self-important the noble is, the higher the [[room#Specific_room_quality_grades|quality]] they will require. In some circumstances a [[noble]] will get an unhappy [[thought]] if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Nobles may also store certain favored objects in their tombs.&lt;br /&gt;
&lt;br /&gt;
The quality levels of tombs go as follows:&lt;br /&gt;
&lt;br /&gt;
* Grave&lt;br /&gt;
* Servant's Burial Chamber&lt;br /&gt;
* Burial Chamber&lt;br /&gt;
* Tomb&lt;br /&gt;
* Fine Tomb&lt;br /&gt;
* Mausoleum&lt;br /&gt;
* Grand Mausoleum&lt;br /&gt;
* Royal Mausoleum&lt;br /&gt;
&lt;br /&gt;
Dwarves that have been assigned to tombs will retain all of their possessions when they die, and other dwarves will place them in the tomb - it can be a good idea to keep a [[chest]] or [[cabinet]] in the tomb to ensure that all of the items fit; otherwise, all of the dwarf's possessions will be inherited by their [[marriage|spouse]] (if one exists) or simply become unowned.&lt;br /&gt;
&lt;br /&gt;
Making a tomb for every dwarf in your fortress can be time-consuming – more convenient than creating tombs for common dwarves, is to create one large room with many coffins and create one tomb zone for each coffin – a dwarf who dies will be placed in a random available tomb, unless they have a tomb assigned to them specifically. Unlike in previous versions, in v50 creating one large tomb with multiple coffins similar to a [[barracks]] is no longer possible, doing this will cause one coffin to be used and the rest to remain empty. This strategy of creating a mass burial room reduces negative thoughts, eliminates [[miasma]], and stops dead dwarves rising as [[ghost]]s. Of course, it's also important to make sure that the dwarf doing the burial isn't running into the middle of a battlefield to do so.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
[[Human]]s will build structures known as tombs, where they entomb their rulers and military leaders along with various treasures. They can be found underneath [[town]]s via [[catacombs]], or above-ground in specially constructed sites, which are also called tombs and marked as {{Raw Tile|0|0:0:1}} on the world map. Above-ground tombs take the form of pyramids or towers that vary in size (small to enormous) and internal composition. The entrances are kept locked and have the option to be picked or bashed open. Bashing the door destroys it completely, while picking the lock just unlocks it (and cannot be performed if it was linked to a lever). Upon entering, trespassers will be greeted with a messaged [[slab]] with one of the following warnings:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Woe unto any that disturb the resting place of &amp;lt;name&amp;gt; / The &amp;lt;Law-giver/General&amp;gt; watches still.}}&lt;br /&gt;
* {{DFtext|Woe unto any that disturb the resting place of &amp;lt;name&amp;gt; / The &amp;lt;Law-giver/General&amp;gt; is with &amp;lt;deity&amp;gt; but watches still.}}&lt;br /&gt;
&lt;br /&gt;
A tomb consists of rock chambers and hallways, with hidden [[weapon trap]]s randomly set on the floor. It is recommended to raise your [[observer]] skill to spot traps before walking on one and triggering it. Loot, such as weapons, clothes, and crafts can be found lying around. All items possess a +fine+ [[item quality|quality]] or more.&lt;br /&gt;
&lt;br /&gt;
One of the rooms contains the royal chamber that has a single coffin placed at the center, with a grave slab nearby, and typically surrounded by a lot of skeletons. This coffin, if [[mummy|disturbed]], may quickly prove to be very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Tombs may host a number of [[artifact]]s, and, as such, can be [[raid]]ed in fortress mode. Doing so, however, is likely to provoke the ire of their residents.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rakust&lt;br /&gt;
| elvish  = nelara&lt;br /&gt;
| goblin  = zakosp&lt;br /&gt;
| human   = lomoth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>ChupaNahBrah</name></author>
	</entry>
</feed>