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	<updated>2026-04-13T18:27:50Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=134874</id>
		<title>v0.31:Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=134874"/>
		<updated>2011-01-12T18:38:59Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|23:54, 30 August 2010 (UTC)}}[[File:Z-level.jpg|right|'''The z-level indicator.'''&amp;lt;br /&amp;gt; The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]&lt;br /&gt;
&lt;br /&gt;
Z-Level describes vertical space (depth or altitude) within Dwarf Fortress, analogous to the {{L|Z-axis}} in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|&amp;lt;}} to move up and {{k|&amp;gt;}} to move down.&lt;br /&gt;
&lt;br /&gt;
In DF2010 the number of available z-levels has ballooned dramatically from prior versions with the addition of the Underground cavern systems, from a few dozen to potentially hundreds. The default settings produce levels with around 150 z-levels of land (for a embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land.&lt;br /&gt;
&lt;br /&gt;
Numerous factors available in {{L|World_generation|world generation}} impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600. (Worldgen has 400 z-levels; maybe one can force 200 levels of sky.)&lt;br /&gt;
&lt;br /&gt;
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost {{L|framerate}}.&lt;br /&gt;
&lt;br /&gt;
There is another Z-level display in the upper right corner of the main view. This displays the player z-level viewpoint relative to the surface z-level.&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Design_strategies&amp;diff=134873</id>
		<title>v0.31:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Design_strategies&amp;diff=134873"/>
		<updated>2011-01-12T18:37:05Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: /* Efficiency */ adding why the 3D is important&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
There are many factors to consider when designing your fort.&lt;br /&gt;
* '''Security:''' Every fort needs some basic security measures.  Otherwise you won't survive the first {{l|elephant}} attack, much less a full-blown {{l|Siege|goblin siege}}.&lt;br /&gt;
* '''Productivity:''' Proper placement of workshops and stockpiles can have a huge effect on productivity.&lt;br /&gt;
* '''Efficiency:''' Whether hauling rocks, making a booze run, or just checking the contents of a cabinet, dwarves do a lot of walking.  A good fortress layout can significantly reduce the time your dwarves spend walking.&lt;br /&gt;
* '''Aesthetics:''' Hey - everybody wants a fortress that looks good.&lt;br /&gt;
&lt;br /&gt;
In addition to the considerations above, it's also important to remember that long-term design strategies can easily be disrupted by the discovery of underground terrain features.  Don't plan ''too'' far ahead, as you might need to adapt to unforeseen obstacles.&lt;br /&gt;
&lt;br /&gt;
Also, there are several [[Blueprint Library|design idioms]] of common usage like [[Pump stack]].&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Everyone will have their own preferences regarding fortress defense and how to deal with undead wildlife, hostiles and goblin invaders.  Regardless of specifics, it's important to have a plan for dealing with the several different types of inevitable attacks.  A few security tips are given below.&lt;br /&gt;
&lt;br /&gt;
===Lockdown===&lt;br /&gt;
Have a way to lock down your fortress.  In the event of an attack by hostiles you can't handle, you need a way to lock them out.  This can buy you some time while your dwarves prepare their defenses.&lt;br /&gt;
&lt;br /&gt;
For small forts, this could be as simple as placing {{l|door}}s at all the entrances to your fort.  Doors can be locked instantly in an emergency. Don't rely on doors alone for security, though, as you'll eventually encounter enemies that can break down doors and pick locks.&lt;br /&gt;
&lt;br /&gt;
For more security, place {{l|Bridge|drawbridges}} at all the entrances.  You don't need a moat, the bridge itself is sufficient since it functions as a wall when closed.  Just be sure to connect it to a {{l|lever}} that your dwarves can access quickly ''and safely'' in an emergency.  Unfortunately, even drawbridges can be rendered inoperable in rare circumstances...&lt;br /&gt;
&lt;br /&gt;
Finally, don't forget about attackers from above and below!  Flying attackers might use skylights to bypass your doors and drawbridges.&lt;br /&gt;
&lt;br /&gt;
===Scouts===&lt;br /&gt;
Ambushes and thieves can sneak up on your fortress.  A party of goblin archers might sneak past your main gate before being spotted, or a kobold could make off with your masterpiece crafts when nobody is looking.  The way to avoid these unfortunate events is to use scouts / lookouts.&lt;br /&gt;
&lt;br /&gt;
For small forts, effective scouting could be as simple as {{l|Restraint|tying}} a {{l|Dog|war dog}} (or even a donkey) up near the entrance of your fort.  In the event of an ambush the animal will spot the attackers (shortly before dying).  If your scouts are far enough from your main gate then you ought to have enough warning to lock down the fort, activate the militia, etc...&lt;br /&gt;
&lt;br /&gt;
When designing your fort, just give some thought to the placement of scouts and be sure to leave room for them.&lt;br /&gt;
&lt;br /&gt;
===Caravan security===&lt;br /&gt;
Is your trade depot going to be inside or outside your main line of defenses?  This is another factor to consider when designing your fort.  Although you don't have to protect the traders, their {{l|civilization}}s might hold your fortress responsible for any casualties.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
{{l|Traps}} are a great way to protect your fort from small groups of attackers.  When designing your fort, think about where you want to place traps.  Choke points at major entrances (including entrances to the {{l|caverns}}) make good trap locations. Also, be warned that some enemies are immune to traps...&lt;br /&gt;
&lt;br /&gt;
===Staging area===&lt;br /&gt;
Many players like to design their forts with a militia staging area at the main entrance.  Usually this includes placing {{l|fortification}}s (possibly in archer towers), ammunition stockpiles, and cover for your melee dwarves to protect them from approaching archers.&lt;br /&gt;
&lt;br /&gt;
Some players also like to place a {{l|Barracks|training barracks}} near the entrance to the fort so that the militia can quickly respond to attackers.&lt;br /&gt;
&lt;br /&gt;
==Productivity==&lt;br /&gt;
&lt;br /&gt;
Proper placement of {{l|stockpile}}s is the key to productivity.  Almost every workshop job needs raw materials.  Is your {{l|still}} near some empty barrels and plants?  Does your mason have easy access to stone?  A smelter must have quick access to both ore and fuel.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, each workshop should have at least a 3x3 stockpile area associated with it.  Some workshops will need more if multiple raw ingredients are needed.  An efficient arrangement is to place output stockpiles directly above or below your workshops and connect them with stairs.  If you can spare the space, you can carve out a 5x5 room and place the 3x3 workshop in the center, leaving 16 surrounding tiles for input storage.&lt;br /&gt;
&lt;br /&gt;
==Efficiency==&lt;br /&gt;
There are a few things to consider for basic fortress efficiency:&lt;br /&gt;
* Major hallways should be at least two tiles wide, maybe even three tiles.  Otherwise your dwarves will be constantly running into each other and productivity will be slowed.&lt;br /&gt;
* To reduce the amount of time that your dwarves spend walking, common areas should be placed near the center of your fort.  Dwarves drink frequently.  They also like to throw parties.  It's a good idea to store your booze in a centralized location, and to designate a {{l|meeting hall}} in a similarly centralized place.&lt;br /&gt;
* An efficient fortress must make good use of all three dimensions.  A dwarf climbs or descends one {{l|z-level}} in the same time it takes to move one step horizontally, so, for example, when you need to build more bedrooms, it can be a lot more efficient to dig down one level than to place the new rooms 20 tiles farther from the center of your fortress. &lt;br /&gt;
* With the new {{L|burrow}} functionality, it is possible to segregate some dwarves to being permanently in their area, so that they never try to take a task half-way across the map, or haul items a long distance through high-volume corridors.  For example, your garbagedwarves can be told to use only service halls, defined by burrows that cover all but the main hallways, and they will then use those back halls to take trash to the dump.  Make sure you understand burrows before attempting this - if there is no source of food or drink in the burrows a dwarf is restricted to, they will die!&lt;br /&gt;
&lt;br /&gt;
==Aesthetics==&lt;br /&gt;
Aesthetics are completely subjective, of course, but it's still something you may want to consider when designing your fort.&lt;br /&gt;
* Use symmetry when possible.&lt;br /&gt;
* Prefer digging in stone rather than {{l|soil}}.  Although digging in stone is slower and messier, stone can eventually be smoothed and engraved.  Soil, on the other hand, is ugly and much less dwarfy.&lt;br /&gt;
* Use stockpile settings to consistently build your furniture from a single type of stone.  Bedrooms tend to look nicer when the furniture is uniform.&lt;br /&gt;
* ...unless you like lots of color and variety, in which case use the stockpile and workshop settings to make sure your dwarves use lots of different materials.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
For an in-depth examination of topics relating to fortress layout, these pages focus on specific aspects, mostly with an eye to improving survivability.&lt;br /&gt;
* [[Defense guide]]&lt;br /&gt;
* [[Security design]]&lt;br /&gt;
* [[Trap design]]&lt;br /&gt;
* [[Military design]] (not related to architecture, but useful nonetheless)&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cmontero&amp;diff=134854</id>
		<title>User:Cmontero</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cmontero&amp;diff=134854"/>
		<updated>2011-01-11T14:13:25Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: style mostly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!&lt;br /&gt;
&lt;br /&gt;
I've been playing DF for a while, fascinated by the complexity, the detail and the psycho dwarves (&amp;quot;Urist Soapmaker shakes the Marmot by the paw; the limb is cut off and flies away in an arc!&amp;quot;) This wiki has been really helpful, so I'll try to give back by making some improvements as I read it.&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
* Some of the basic &amp;quot;description&amp;quot; articles could be better linked. I'm looking at you, Adventurer Mode.&lt;br /&gt;
* The aesthetic part of Fortress Design is lacking a bit of energy. It should be improved, not with &amp;quot;my last crazy idea&amp;quot;, but with common ideas expressed in the forums: fractals, adapting to terrain, statues by theme, &amp;quot;useless&amp;quot; rooms and structures, oversizing.&lt;br /&gt;
* Some orphaned articles hanging in the wiki-ether.&lt;br /&gt;
&lt;br /&gt;
== Some stuff I did that you can use for fortress ideas ==&lt;br /&gt;
&lt;br /&gt;
As probably everyone else has done, my first fortress designs were just improving the chances of survival as I learned new things (Oh, I have to grow food. Oh, I have to brew drinks. Oh, I have to keep groups of zombie elephants out of my dormitory). Then I designed towards improved efficiency and defense (it's actually quite easy to create a 100% safe fortress, but it's really really really boring after you get to that point).&lt;br /&gt;
&lt;br /&gt;
Now I'm more into &amp;quot;roleplaying&amp;quot; the fortress. It's much more fun to spend time selecting a good place in the world for your roleplaying aims (Close to goblin cities! Or controlling a likely trading route! Or deep in a mountain valley!) and then to take decisions considering &amp;quot;looks&amp;quot;, &amp;quot;feeling&amp;quot; and long-term plans. These have been my main fortress ideas, feel free to do your own '''remake''' of them.&lt;br /&gt;
&lt;br /&gt;
#'''Port city''': A fortress placed at the mouth of a major river, to control the sea lanes; included castles on both sides of the river, a fortified bridge spanning over it, and a small dock extending out of the sea shore.&lt;br /&gt;
#'''A fortress of builders aiming to dam a river''': Main objective is to use the water as a massive weapon against the goblin city down the river (not in embark zone, but it's the roleplaying target). Everything is focused on building the dam. Builders' camp and shops overlooking the dam site.&lt;br /&gt;
#'''A crossroads town''': In what is probably a main trade route crossroad between two dwarf civs and one human civ, a town grows. Buildings around the main square where the three roads link. One building for bedrooms, another for storage, another for shops, a temple, a wall around two ponds for fishing... Buildings are half above ground, half underground, open directly to the streets. No underground connection. Organic growth of the city. ''This one was really fun'' to design and grow.&lt;br /&gt;
#'''A fortress to protect the border of the dwarven civ against a nearby goblin civ''': Awful embark place, but hey, that was where the border was in the generated world. Physical design is an underground fortress with four quadrants for industry/food, living space, military/hospital/jail, and offices/nobles. A central shaft goes to the surface, where a tower grows as the city grows. Open air shops and trading surrounds the tower, enclosed by a fortified wall. A graveyard complex is inside a nearby rock hill. Half of the population is in the military, to be able to control the country-side without cheating. ''On hold proyect'' until I decide wether I will flood everything outside the walls, or inside the walls (a la Isengard after the hobbit invasion).&lt;br /&gt;
#'''Paladin's temple and training base''':. A long straight fortress into the mountain side; main objectives are a huge gorgeous temple at the deep end, and a military force composed just by paladins (elite military). Starts as a five-step wide corridor, around 90 steps deep, with everything set inside that corridor as a temporary base (Zones from the entrance: entrance/trap hall; industry; food/dining hall; living space; military quarters; rough temple). As the fortress grows, the corridor expands to the sides into rooms, and the central corridor will turn into a lavishly decorated, several meters high, long road into the mountain. ''Current project''&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Preferences&amp;diff=134853</id>
		<title>v0.31 Talk:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Preferences&amp;diff=134853"/>
		<updated>2011-01-11T14:04:36Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: info from the 40d article, probably still true, but should be verified.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Questions from the 40d article ==&lt;br /&gt;
We need a bit of science (or just stalking enough dwarves :-) ) to verify if all this is still true in DF2010, and include it in the article:&lt;br /&gt;
* Do preferences still change over time? I'll try to pay attention, but haven't observed this directly&lt;br /&gt;
* Are they &amp;quot;structured&amp;quot; as in 40d? That is, always one soil/stone/ore, one metal, one gem, and then randomly other things. In my current fortress, 31.18, this is true for all 20 dwarves&lt;br /&gt;
* Do the initial seven always like the outdoors? In my current fortress, 31.18, this is true&lt;br /&gt;
* Does everyone ''&amp;quot;need alcohol to get through the working day&amp;quot;''? (we know they do, but do they always list it as a preference?) In my current fortress, 31.18, this is true&lt;br /&gt;
--[[User:Cmontero|Cmontero]] 14:04, 11 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Horse&amp;diff=134850</id>
		<title>v0.31:Horse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Horse&amp;diff=134850"/>
		<updated>2011-01-11T13:46:02Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: I organize existing info into two paragraphs: using horses and getting them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:23, 7 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Horse&lt;br /&gt;
|symbol=H|color=7:0:0&lt;br /&gt;
|biome= * {{L|Domestic animal|Domestic}}&lt;br /&gt;
* {{L|Grassland|Temperate Grassland}}&lt;br /&gt;
* {{L|Savanna|Temperate Savanna}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=13&lt;br /&gt;
|meat=10&lt;br /&gt;
|fat=9&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|hoof=4&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large {{l|hoof|hooved}}, maned herbivore.  They can run swiftly and many are domesticated as steeds.''&lt;br /&gt;
&lt;br /&gt;
'''Horses''' are {{L|domestic animal}}s, and can often be seen in {{L|caravan}}s pulling {{L|wagon}}s. In addition to producing a large amount of {{L|meat}}, {{L|fat}} and {{L|bone}}s when {{L|butcher}}ed, horses can also be {{L|milker|milked}} and serve as a viable base for a {{L|cheese}} industry. {{L|dwarf|Dwarves}} cannot ride horses, but {{L|human}}s and {{L|elf|elves}} can.&lt;br /&gt;
&lt;br /&gt;
Horses can be bought before embarking, but are quite expensive. Horses are sometimes brought along by {{L|Immigration|immigrants}}, as {{L|pet}}s or strays.  Horses also occur very often as wild animals in herds. They are non-aggressive and will avoid dwarves, but an inexperienced {{L|hunter}} who engages them in melee will soon find out that they are much bigger than dwarves. As they appear quite frequently and in numbers, they are ideal targets for hunting and military practice, being also a good source of butchering products.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=134849</id>
		<title>v0.31:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=134849"/>
		<updated>2011-01-11T13:28:13Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: wikilink to Sphere and style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
A '''deity''' is the object of worship chosen by a creature. Deities are randomly generated during [[DF2010:World generation|worldgen]], and assigned different {{L|sphere}}s (the objects, creatures, concepts, etc. they are associated with).&lt;br /&gt;
&lt;br /&gt;
Worship and deities differ among races: {{L|Dwarves}} worship multiple deities, most of which are often depicted as a dwarf, though on occasion they may worship a deity that is depicted as an {{L|animal}} or {{L|vermin}}. {{L|Human}}s and {{L|Goblin}}s also worship multiple deities, sometimes dwarven deities. {{L|Elves}} do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Each dwarf and many other creatures have one or more deities listed among their {{L|relationship}}s. In the case of your dwarves, you can see the degree of belief they profess (''&amp;quot;faithful worshipper&amp;quot;'', ''&amp;quot;casual worshipper&amp;quot;'', etc.). {{L|Fortress mode}} does not currently include priests or temples, but does include representations of dwarven deities in {{L|statue}}s, {{L|engraving}}s or {{L|figurine}}s (which were described in older versions of the game as &amp;quot;idols&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In {{L|Adventurer mode}}, Human and Goblin towns include {{L|temple}}s inhabited by {{L|Priest}}s that may be dedicated to a deity. If the conversation option ''&amp;quot;Service&amp;quot;'' is used with any Priest, the deity will be added as an object of worship to the character's record, and it becomes possible to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;br /&gt;
[[Category:DF2010:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=134848</id>
		<title>v0.31:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=134848"/>
		<updated>2011-01-11T13:21:42Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: &amp;quot;idol&amp;quot; was a 40d token description for Figurines. Adding other deity representations in FM.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
A '''deity''' is the object of worship chosen by a creature. Deities are randomly generated during [[DF2010:World generation|worldgen]], with the objects, creatures, concepts, etc. they are associated with. {{L|Dwarves}} worship multiple deities, most of which are often depicted as a dwarf, though on occasion they may worship a deity that is depicted as an {{L|animal}} or {{L|vermin}}. Worship and deities differ among races; {{L|Human}}s and {{L|Goblin}}s also worship multiple deities, sometimes dwarven deities. {{L|Elves}} do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Each dwarf and many other creatures have one or more deities listed among their {{L|relationship}}s. In the case of your dwarves, you can see the degree of belief they profess (&amp;quot;faithful worshipper&amp;quot;, &amp;quot;casual worshipper&amp;quot;, etc.). {{L|Fortress mode}} does not currently include priests or temples, but does include representations of dwarven deities in {{L|statue}}s, {{L|engraving}}s or {{L|figurine}}s (described in prior versions as &amp;quot;idols&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In {{L|Adventurer mode}}, Human and Goblin towns include {{L|temple}}s inhabited by {{L|Priest}}s that may be dedicated to a deity. If the conversation option 'Service' is used with any Priest, the deity will be added as an object of worship to the character's record, and it becomes possible to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;br /&gt;
[[Category:DF2010:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=134847</id>
		<title>v0.31:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=134847"/>
		<updated>2011-01-11T13:16:42Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: style and info about deity relationship details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
A '''deity''' is the object of worship chosen by a creature. Deities are randomly generated during [[DF2010:World generation|worldgen]], with the objects, creatures, concepts, etc. they are associated with. {{L|Dwarves}} worship multiple deities, most of which are often depicted as a dwarf, though on occasion they may worship a deity that is depicted as an {{L|animal}} or {{L|vermin}}. Worship and deities differ among races; {{L|Human}}s and {{L|Goblin}}s also worship multiple deities, sometimes dwarven deities. {{L|Elves}} do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Each dwarf and many other creatures have one or more deities listed among their {{L|relationship}}s. In the case of your dwarves, you can see the degree of belief they profess (&amp;quot;faithful worshipper&amp;quot;, &amp;quot;casual worshipper&amp;quot;, etc.). {{L|Fortress mode}} does not currently include priests or temples, but does include {{L|idol}}s, that may be representations of dwarven deities.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In {{L|Adventurer mode}}, Human and Goblin towns include {{L|temple}}s inhabited by {{L|Priest}}s that may be dedicated to a deity. If the conversation option 'Service' is used with any Priest, the deity will be added as an object of worship to the character's record, and it becomes possible to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;br /&gt;
[[Category:DF2010:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cmontero&amp;diff=134818</id>
		<title>User:Cmontero</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cmontero&amp;diff=134818"/>
		<updated>2011-01-10T12:40:57Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: To do reminders, and fortress ideas i've done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!&lt;br /&gt;
&lt;br /&gt;
I've been playing DF a few times, fascinated by the complexity, the detail and the psycho dwarves (&amp;quot;Urist Soapmaker shakes the Marmot by the paw; the limb is cut off and flies away in an arc!&amp;quot;) This wiki has been really helpful, so I'll try to give back by making some improvements as I read it.&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
* Some of the basic &amp;quot;description&amp;quot; articles could be better linked. I'm looking at you, Adventurer Mode.&lt;br /&gt;
* The aesthetic part of Fortress Design is lacking a bit of energy. It should be improved, not with &amp;quot;my last crazy idea&amp;quot;, but with common ideas expressed in the forums: fractals, adapting to terrain, statues by theme, &amp;quot;useless&amp;quot; rooms and structures, oversizing.&lt;br /&gt;
* Some orphaned articles hanging in the wiki-ether.&lt;br /&gt;
&lt;br /&gt;
== Some stuff I did that you can use for fortress ideas ==&lt;br /&gt;
&lt;br /&gt;
My first fortress designs were just improving the chances of survival as I learned new things (It's nice to have food. It's nice to have drink. It's nice to not let groups of zombie elephants into your meeting room). Then I designed towards improved efficiency and defense (it's actually quite easy to create a 100% safe fortress, but it's really really really boring after you get to that point).&lt;br /&gt;
&lt;br /&gt;
Now I'm more into &amp;quot;roleplaying&amp;quot; the fortress. It's much more fun to spend time selecting a good place in the world for your roleplaying aims (Close to goblin cities! Or controlling a likely trading route! Or deep in a mountain valley!) and then to take decisions considering &amp;quot;looks&amp;quot;, &amp;quot;feeling&amp;quot; and long-term ideas.&lt;br /&gt;
&lt;br /&gt;
#'''A fortress of builders aiming to dam a river''' Main objective is to use that as a massive weapon against the goblin city down the river (not in embark zone, but it's the roleplaying target). Everything is aimed to building the dam. Builders camp and shops overlooking the dam site.&lt;br /&gt;
#'''A crossroads town''' In what is probably a main trade route crossroad between two dwarf civs and one human civ, a town grows. Buildings around the main square where the three roads link. One building for bedrooms, another for storage, another for shops, a temple, a wall around two ponds for fishing... Buildings are half above ground, half underground, open directly to the streets. No underground connection. Organic growth of the city. ''This one was really fun'' to design and grow.&lt;br /&gt;
#'''A fortress to protect the border of the dwarven civ against a nearby goblin civ''' Awful embark place, but hey, that was where the border was in the generated world. Physical design is an underground fortress with four quadrants for industry/food, living space, military/hospital/jail, and offices/nobles. A central shaft goes to the surface, where a tower grows as the city grows. Open air shops and trading surrounds the tower, enclosed by a fortified wall. A graveyard complex is inside a nearby rock hill. Half of the population is in the military, to be able to control the country-side without cheating. ''On hold proyect'' until I decide wether I will flood everything outside the walls, or inside the walls (a la Isengard after the hobbit invasion).&lt;br /&gt;
#'''Paladin's temple and training base'''. A long straight fortress into the mountain side; main objectives are a huge gorgeous temple at the deep end, and a military force composed just by paladins (elite military). Starts as a five-step wide corridor, around 90 steps deep, with everything set inside that corridor as a temporary base (Zones from the entrance: entrance/trap hall; industry; food/dining hall; living space; military quarters; rough temple). As the fortress grows, the corridor expands to the sides into rooms, and the central corridor will turn into a lavishly decorated, several meters high, long road into the mountain. ''Current project''&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=134817</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=134817"/>
		<updated>2011-01-10T12:00:15Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: Why delete a redlink when you can just correct the typo? :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:18, 28 November 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
In '''adventurer mode''', you pick a race ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) and start out in either a {{L|Site|town}} of your race or in a previous {{L|fortress}} you played on. You can receive {{L|quest}}s, venture into the wilderness to find {{L|caves}}, abandoned towers and other {{L|Site|villages}}. You can even visit your old {{L|Fortress|fortresses}} and find whatever riches were left to be guarded by the {{L|creatures}} that sealed the fate of your {{L|fortress}}.&lt;br /&gt;
&lt;br /&gt;
The user interface differs somewhat from {{L|fortress mode}}; you may want to refer to the {{L|Adventure Mode quick reference|quick reference}} guide, or examine the detailed {{L|controls}} page. {{L|Site map}} may also prove useful.&lt;br /&gt;
&lt;br /&gt;
To jump right into things, see the [[DF2010:Adventure mode quick start|quick start guide]].&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
===Changes from 40d===&lt;br /&gt;
&lt;br /&gt;
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '&amp;gt;' downstairs symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast {{k|T}}ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds(use all skill points) granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns have only bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.&lt;br /&gt;
&lt;br /&gt;
=== Changes in 0.31.17 ===&lt;br /&gt;
&lt;br /&gt;
When generating an adventurer you now have points to assign to {{L|attributes}} as well as to skills.  You can reduce unwanted attributes down to 1 to get more points for other attributes.&lt;br /&gt;
&lt;br /&gt;
The travel-mode map is now more zoomed-in than before.  To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.&lt;br /&gt;
&lt;br /&gt;
The bar at the top of the travel-mode screen shows the position of the sun, giving you an easy indication of how much daylight is left.&lt;br /&gt;
&lt;br /&gt;
You become sleepy during travel mode. You can choose to sleep or wait for a specific time using (by default) {{k|shift}}+{{k|Z}}.  If you sleep outside during the night you can be ambushed by bogeymen or a myriad of other night monsters.  Sleeping inside a building (including the temples and lairs of vanquished monsters) will protect you from this.&lt;br /&gt;
&lt;br /&gt;
There are now hamlets (Æ and æ) and castles (○) in addition to towns (+) (NOTE: those symbols are how they appear in the world map (fully zoomed-out)).  When in a town or hamlet clusters of buildings will be marked as ▐ in the mini-map in the lower-left hand corner.  Only towns have shops, which appear as yellow ▐ in both the travel map and the mini-map.&lt;br /&gt;
&lt;br /&gt;
You can get quests from any person in a town/hamlet, and from any soldier in a castle after you've gained enough reputation from completing a few quests.  Quests to kill titans, dragons and hydras you can only get from leaders found in castles, and only after you've gained a lot of reputation.&lt;br /&gt;
&lt;br /&gt;
The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.   At hero or demigod level, you start off with a maximum of two companions, with the max increasing by one for each quest you complete, topping off at 19 companions.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in {{L|skills}}. {{L|Dwarves}} cannot wear {{L|human}} sized {{L|armor}}, and are somewhat limited in the {{L|weapons}} they can wield due to their size. {{L|Elves}} have a slightly different set of {{L|skills}} and start with wooden weapons. {{L|Humans}} are generally fairly well-balanced, and are the easiest to acquire quests from.  Additionally, human towns are the only places which have shops, which gives another means for upgrading equipment and getting food.  Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a {{L|weapon}}, you need to avoid having the most points spent in unarmored/{{L|wrestling}}. If you, for example, choose to start out with most points in {{L|swordsman}}, you will start out with a {{L|sword}}. When you have chosen your preferred set of {{L|skills}}, you can press {{key|Enter}} to embark. The weapon skill you choose will also determine what armor you start out with - swordsmen, macemen, axemen, hammermen, spearmen, and lashers start with chain armor and a shield, pikemen start with chain armor but no shield, bowmen and crossbowmen start with leather armor and no shield, and wrestlers start with no armor at all.&lt;br /&gt;
&lt;br /&gt;
All the {{L|skills}} you see CAN be improved through use in game, so don’t worry about spreading them out completely evenly. In general, pick the {{L|skills}} you think you’re going  to use. The {{L|skills}} are pretty self explanatory but its recommended that you put at least a few points into {{L|shield user}} and into a type of weapon. Be warned that {{L|weapon}} {{L|skills}} generally take a while to level up, so placing a good deal of points into a single weapon may be to your advantage. Also keep in mind that your skills determine what kind of equipment you have in the beginning, ie high sword skill means you’ll start with a sword. For information on the weapons and the other aspects of combat, please check the combat section. It is also a good idea to use a point or two for {{L|Swimming}}, otherwise you might end up drowning in a puddle.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
&lt;br /&gt;
==== Getting Quests ====&lt;br /&gt;
&lt;br /&gt;
If you chose human, you will start out in a human town or hamlet; 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.  The buildings can be spaced rather far apart, so even when you get your @ on top of a ▐ it might take some wandering about to find a building.  Once you find a building, step through the door.  It should have multiple Ü's, each of which is a human.  Press {{K|k}} to talk to one, then select &amp;quot;Service&amp;quot; to get a quest.  You can do this multiple times to get several quests.&lt;br /&gt;
&lt;br /&gt;
Now that you have some quests, 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;
==== Traveling ====&lt;br /&gt;
&lt;br /&gt;
Getting to the quest sites and back would be extremely tedious if you had to move as you're moving now.  Fortunately, there's a &amp;quot;quick travel&amp;quot; mode which can be activated by pressing {{K|T}}.  This will put you in a somewhat zoomed-out map, with the hamlet/town you're in represented by a cluster of ▐s, with your current location marked by a &amp;quot;@&amp;quot;.  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;.  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;
At this point the quest site might not be visible, or its symbol might be the same color as the surrounding terrain and thus hard to see.  If this is the case, then 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.  Press {{K|T}} again to re-enter quick travel mode, and repeat the process until you get to the quest site.&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;
==== Nighttime: survival and sleeping ====&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.  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 a human habitation before nightfall and sleep the night away inside a building.  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.)&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 human 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 travelling 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;
=== Food and Drink ===&lt;br /&gt;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (a vulture, say, or a racoon, 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.&lt;br /&gt;
&lt;br /&gt;
As of 31.17, the need to eat and drink has been removed pending further changes.&lt;br /&gt;
&lt;br /&gt;
=== Civilization? ===&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;
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 are marked with an &amp;quot;H&amp;quot; on the town auto-map.  Medium buildings are stores, marked with a symbol that indicates what they sell - weapons, armor, food, clothing, trinkets.  As of the current version, you start in the mead hall which is marked with an &amp;quot;M&amp;quot; on the automap.  There are one or two apartment buildings which are two stories, with six rooms a story; they are also marked with an &amp;quot;H.&amp;quot;  There are two really large buildings - the &amp;quot;T&amp;quot;emple and the a fort-like building that is marked with &amp;quot;K.&amp;quot;  Temples tend to have two or three levels, and a pool of water, while the &amp;quot;K&amp;quot; buildings are three or four floors high and are almost entirely empty (they will occationally contain random smatterings of clothing though, if you're looking for things to sell.)&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 {{L|Fortress mode}}!&lt;br /&gt;
&lt;br /&gt;
Goblins live in {{L|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 {{L|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, ie 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;
'''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 format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&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. One turn after the trade session ends, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most commonly 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.&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.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring {{L|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;
{{L|Weapons}} and {{L|Armor#Shields and Bucklers|shields}} are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapons}} or {{L|Armor#Shields and Bucklers|Shields}} you would need to {{k|p}}ut your equipped weapon into your {{L|backpack}} and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&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 {{L|Armor#Shields and Bucklers|shield}} with the right hand. (actually, it's common for right-handers to hold shields in their right hand as shields tend to be rather heavy and also need to absorb a lot of force when struck){{verify}}&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Physical attributes are influenced by the skills selected in character generation, in the beginning ''and'' in maximum potential. Starting with fewer skill points spent will leave you a significantly weaker charater; choosing the &amp;quot;Play Now&amp;quot; option generates a character with no skills and the poorest attributes, for the most challenging playthrough.&lt;br /&gt;
&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&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 {{l|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) 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;
== Combat ==&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 creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}. Attacking a creature using this method, 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. Don't be afraid to try Trickier attacks, especially against easier enemies. Attacks will also land more or less squarely. 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;
Hostile creatures can also be attacked using a non-aimed attack. To make a non-aimed attacked, simply advance 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;
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack.&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. Depending on the situation, it may be worth trying to take even a &amp;quot;Difficult&amp;quot; shot at the head.&lt;br /&gt;
&lt;br /&gt;
=== The Weapons ===&lt;br /&gt;
&lt;br /&gt;
Weapons 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;
=== Non-weapon ===&lt;br /&gt;
&lt;br /&gt;
Besides your weapons you have two other major forms of attack: Wrestling and throwing.&lt;br /&gt;
&lt;br /&gt;
Wrestling: Wrestling can be performed by standing next to an enemy and pressing {{k|shift}}+{{k|A}} and then {{k|enter}} to switch to wrestling. You can wrestle any enemy.&lt;br /&gt;
&lt;br /&gt;
Throwing: Throwing is the skill of... well, basically throwing stuff. And vomit. And bugs and spears and rocks so on. Just about anything can be thrown, sometimes with devastating results.&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. 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.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrow 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}}&lt;br /&gt;
&lt;br /&gt;
== Tips/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 crawl 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;
As of version 0.31.17, quest monsters no longer live in caves, so you can't 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;
&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;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Adventure Mode quick reference]]&lt;br /&gt;
*[[DF2010:Adventure mode quick start|quick start guide]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fluffy_wambler&amp;diff=99229</id>
		<title>v0.31:Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fluffy_wambler&amp;diff=99229"/>
		<updated>2010-04-25T14:21:53Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{VerminInfo|name=Fluffy Wambler|symbol=∙|color={{COLOR:7:0:1}}|biome=&lt;br /&gt;
* Any land|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''A fluffy, pudge-filled being, known for its warm heart and stumble bumblings.''&lt;br /&gt;
&lt;br /&gt;
Fluffy wamblers are adorable vermin that occur in [[Good|good]] regions, and have an incredibly gentle nature. They're tiny, boneless humanoids with jointless arms and legs, and a white, fluffly exterior. Even stony dwarven hearts can be softened by these critters, and no dwarf can bring themselves to butcher one.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WAMBLER_FLUFFY]&lt;br /&gt;
	[DESCRIPTION:A fluffy, pudge-filled being, known for its warm heart and stumble bumblings.]&lt;br /&gt;
	[NAME:fluffy wambler:fluffy wamblers:fluffy wambler]&lt;br /&gt;
	[CASTE_NAME:fluffy wambler:fluffy wamblers:fluffy wambler]&lt;br /&gt;
	[CREATURE_TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[VERMIN_EATER][PENETRATEPOWER:1][FREQUENCY:100][VERMIN_GROUNDER]&lt;br /&gt;
	[SMALL_REMAINS][GOOD][PET_EXOTIC][NATURAL]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
	[PREFSTRING:warm heart]&lt;br /&gt;
	[PREFSTRING:gentle nature]&lt;br /&gt;
	[PREFSTRING:stumble bumbling]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE:2EYES:NOSE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:FLUFF:HAIR_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:fluff]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:fluff]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:FLUFF:HAIR_TEMPLATE]&lt;br /&gt;
		[TISSUE_NAME:fluff:NP]&lt;br /&gt;
		[RELATIVE_THICKNESS:3]&lt;br /&gt;
		[INSULATION:200]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUDGE:FAT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:pudge]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:pudge]&lt;br /&gt;
		[STATE_COLOR:ALL:PURPLE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:PUDGE:FAT_TEMPLATE]&lt;br /&gt;
		[TISSUE_NAME:pudge:NP]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:PUDGE:NONE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FLUFF]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[BODY_SIZE:0:0:2000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:FLUFF]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:fluff:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:PINK:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL] }}&lt;br /&gt;
&lt;br /&gt;
{{vermin}}&lt;br /&gt;
{{Category|Vermin}}&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grimeling&amp;diff=43905</id>
		<title>40d:Grimeling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grimeling&amp;diff=43905"/>
		<updated>2009-08-06T20:41:10Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: Brief description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Grimeling|symbol=g|color={{COLOR:2:0:0}}|butcher=no|bones=7|chunks=3|meat=3|fat=2|skulls=1|skin=Yes|wiki=no|biome= * Fresh and saltwater [[temperate]] [[swamp]]&lt;br /&gt;
* Fresh and saltwater [[tropical]] [[swamp]]&lt;br /&gt;
* [[Mangrove]] [[swamp]]&lt;br /&gt;
* Fresh and saltwater [[temperate]] [[marsh]]&lt;br /&gt;
* Fresh and saltwater [[tropical]] [[marsh]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Grimeling is a humanoid creature that lives in swamps and marshes. It is amphibious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GRIMELING]&lt;br /&gt;
	[NAME:grimeling:grimelings:grimeling]&lt;br /&gt;
	[TILE:'g'][COLOR:2:0:0]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[NOT_BUTCHERABLE][VEGETATION]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:slithering nature]&lt;br /&gt;
	[PREFSTRING:weedy bodies]&lt;br /&gt;
	[NOSMELLYROT][NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_SALTWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:SWAMP_MANGROVE]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_SALTWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_SALTWATER]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41428</id>
		<title>40d:Controls guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Controls_guide&amp;diff=41428"/>
		<updated>2009-07-30T20:40:39Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: /* Civilizations, c */ description of info in the screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a beginner's guide to Fortress Mode interface [[controls]]. This page assumes the default [[key binding]]s. &lt;br /&gt;
&lt;br /&gt;
As a beginner it is recommended that you familiarize yourself with the '''(View Unit - Preferences - Labor)''' submenu, the '''Query buildings''' menu, the '''Designate''' menu, and the '''Build''' menu.&lt;br /&gt;
&lt;br /&gt;
==Viewing menus==&lt;br /&gt;
There are 5 menus for gaining more information about the map and the creatures that inhabit it. When used a yellow X-shaped cursor appears which you can move around the map using the numberpad to gain information.&lt;br /&gt;
&lt;br /&gt;
===Look Around, k===&lt;br /&gt;
The loo{{k|k}} command shows you individual map tiles and what is standing/resting upon them. The menu displays [[Creatures]], Objects, [[Buildings]], [[Map tile]]s in that order. You can use the {{k|+}} {{k|-}} keys to browse these things and press {{k|Enter}} to gain more detailed information.&lt;br /&gt;
&lt;br /&gt;
You can also designate an item to be [[forbid]]den, [[dump]]ed, or [[melt]]ed from this menu, if it is allowed (You can't designate a loaf of bread to be melted, for example!).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View Units, v===&lt;br /&gt;
The {{key|v}}iew command gives detailed information on creatures: a [[dwarf]], an [[animal]], a [[goblin]], etc. You do not need to place the cursor directly over the creature, information is given on the nearest creature. If multiple creatures are the same distance from the cursor (usually due to occupying the same tile), use {{key|v}} to cycle through them. &lt;br /&gt;
&lt;br /&gt;
This command has several different menu views:&lt;br /&gt;
* {{key|g}} General -  Name, occupation, [[attributes]] and [[skills]].&lt;br /&gt;
* {{key|i}} Inventory - Shows all the items the creature is carrying. Also shows the bloodstains, mud and goo that accumulates on creatures. &lt;br /&gt;
* {{key|w}} [[Wound]]s - Shows the creature's health. Bright white means the body part is unharmed. Effects like &amp;quot;Thirsty&amp;quot; and &amp;quot;Unconscious&amp;quot; are also listed here. &lt;br /&gt;
* {{key|p}} Preferences - This menu includes a number of sub-menus: &lt;br /&gt;
** {{key|l}} Labor - This lists which types of [[job]]s the dwarf will accept. Very important for controlling their behavior.&lt;br /&gt;
** {{key|e}} Work Dogs - Assign [[train]]ed [[dog]]s to this dwarf. &lt;br /&gt;
** {{key|s}} Soldering and Hunting - Change the dwarf's [[weapon]] and [[armor]] choices. &lt;br /&gt;
** {{key|A}} Activate/Deactivate dwarf - Draft the dwarf into the [[military]].&lt;br /&gt;
** {{key|z}} View Profile - Views a dwarf's profile. From here, you can view [[thought]]s and [[preference]]s, view his [[relationships]], and give him a custom nickname or profession title. (see also [[Technical tricks#The look of the game|Technical tricks]].)&lt;br /&gt;
** {{key|R}} Royal Guard - Make the dwarf a [[Royal Guard]], or remove him from the guard if he already is one.&lt;br /&gt;
** {{key|C}} Fortress Guard - Make the dwarf a [[Fortress Guard]], or remove him from the guard if he already is one.&lt;br /&gt;
&lt;br /&gt;
===Query Rooms/Buildings, q===&lt;br /&gt;
The {{k|q}}uery command allows you to {{k|s}}uspend construction of a room or object, mark it for {{k|r}}emoval, or interact with its specific functionality. &lt;br /&gt;
*If you query a [[workshop]] you can change what tasks are being worked on, set a particular task to repeat or be suspended, or change who is allowed to use the workshop. &lt;br /&gt;
*If you query a piece of [[furniture]] you can define a [[room]] from it (e.g. a [[bed]] into a [[bedroom]], a [[chair]] into an [[office]], etc). Depending on the type of furniture there are additional options (e.g. a [[door]] can be locked, a [[coffin]] can be used for either [[pet]] or citizen burial). &lt;br /&gt;
*You can also assign a [[room]] to belong to a specific dwarf.&lt;br /&gt;
*If you query a [[farm plot]] you can change what crops are being planted.&lt;br /&gt;
*If you query a [[stockpile]] you can change what types of objects are stored there, how many [[barrel]]s are used, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View items in buildings, t===&lt;br /&gt;
The i{{key|t}}ems command is used to see items that are inside buildings, such as [[workshop]]s, [[depot]]s, and [[trap]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squads, x===&lt;br /&gt;
{{k|x}} This command is used to control your military squads. The options are:&lt;br /&gt;
*{{k|l}} Lock on squad - Instead of selecting the squad nearest the cursor this squad will remain selected.&lt;br /&gt;
*{{k|p}} Add a patrol route - Add a series of points and the squad will walk around them.&lt;br /&gt;
*{{k|x}} Delete patrol route - Self-explanatory.&lt;br /&gt;
*{{k|s}} Station squad - The squad will congregate around the point you define. This is overridden if they have a patrol route.&lt;br /&gt;
*{{k|z}} Zoom to commander - Self-explanatory.&lt;br /&gt;
*{{K|+}}/{{K|-}} Lock on another squad - change which squad you have selected.&lt;br /&gt;
&lt;br /&gt;
=Order your Dwarves=&lt;br /&gt;
&lt;br /&gt;
These commands affect what your dwarves do. These also use the cursor. &lt;br /&gt;
&lt;br /&gt;
==Build, b==&lt;br /&gt;
Use this command to {{key|b}}uild rooms, place [[furniture]], start [[farm]] plots, and such. In addition to a long list of items which can be scrolled through with the {{k|+}}/{{k|-}} keys, there are also a few sub-menus:&lt;br /&gt;
*{{key|w}} '''[[Workshop]]s'''&lt;br /&gt;
*{{k|e}} '''[[Furnace]]s'''&lt;br /&gt;
*{{key|C}} '''[[Construction]]'''&lt;br /&gt;
*{{key|T}} '''[[Trap]]s'''&lt;br /&gt;
*{{key|M}} '''[[Machine component]]s'''&lt;br /&gt;
&lt;br /&gt;
==Designate, d==&lt;br /&gt;
{{key|d}} Use this to mark stone to be [[mine]]d out, trees to be cut, [[plant]]s to be gathered, walls and floors to be smoothed or [[engrave]]d, and so on. You can also [[forbid]], [[dump]], [[melt]] or hide items and rooms. &lt;br /&gt;
&lt;br /&gt;
==Stockpile, p==&lt;br /&gt;
{{key|p}} Used to create [[stockpile]]s. &lt;br /&gt;
&lt;br /&gt;
==Zones, i==&lt;br /&gt;
{{key|i}} Mark an [[activity zone]] for drinking [[water]], [[fishing]], [[dump]], a pit or pond, [[meeting hall]] or [[sand]] collection. This interface is the reverse of designate and stockpile commands: you mark out the rectangular area first, and define what it does afterward.&lt;br /&gt;
&lt;br /&gt;
=Fortress Information=&lt;br /&gt;
&lt;br /&gt;
These commands take you away from the map, to an informational screen. Some of them also let you give orders. &lt;br /&gt;
==Announcements, a==&lt;br /&gt;
{{key|a}} This screen logs the announcements that appear at the bottom of the screen. Use it to see any you missed, or scroll up the early history of your fortress. &lt;br /&gt;
&lt;br /&gt;
==Civilizations, c==&lt;br /&gt;
{{key|c}} A list of other civilizations that you have personally encountered (and thus within distance for [[trade]] or [[siege|war]])). Civilizations are marked with a ''P'' if you are at peace with them, or with a ''W'' if you are at war. Pressing {{key|Tab}} lets you check total exports and imports, and standing trade agreements.&lt;br /&gt;
&lt;br /&gt;
==Unit List, u==&lt;br /&gt;
{{key|u}} A list of every creature on the map. Dwarves are listed first, then [[tame]] animals, then hostile creatures, then wild animals. Even dead creatures are listed here, so you can track your fallen dwarves. &lt;br /&gt;
* {{key|c}} '''Zoom to Creature''' This takes you to [[#View Creature|View Creature]] mode, with the cursor centered on the selected creature. &lt;br /&gt;
* {{key|v}} '''View Profile''' &lt;br /&gt;
* {{key|b}} '''Zoom to Building''' Takes you to the [[building]] associated with the the dwarf's current task. For hauling tasks, this is the destination [[stockpile]].&lt;br /&gt;
* {{key|m}} '''Manager''' Takes you to the [[Manager#Setting_up_work_orders|job manager]] screen.&lt;br /&gt;
&lt;br /&gt;
==Military, m==&lt;br /&gt;
{{key|m}} This one looks a lot like the Unit List screen, except &lt;br /&gt;
* {{key|w}} '''Weapons''' Changes a soldier's weapon &amp;amp; armor preferences. &lt;br /&gt;
* {{key|Enter}} '''Promote''' Changes to the promotion/organize unit mode. Be careful! It's hard to tell that you're in a different mode.&lt;br /&gt;
&lt;br /&gt;
==Room List, r==&lt;br /&gt;
{{key|r}} Lists all [[Rooms]], [[Buildings]], [[Stockpiles]], and even [[Activity zones]] in the fortress. For rooms, it includes the room's quality and the owner's name. It includes quick access to each room's {{k|q}} and {{k|t}} menus.&lt;br /&gt;
&lt;br /&gt;
==Artifacts, l==&lt;br /&gt;
{{key|l}} A list of the [[artifact]]s your fortress has produced. &lt;br /&gt;
&lt;br /&gt;
==Nobles &amp;amp; Administrators, n==&lt;br /&gt;
{{key|n}} Access the [[Nobles screen]]&lt;br /&gt;
&lt;br /&gt;
==Fortress Overview, z==&lt;br /&gt;
{{key|z}} This screen is filled with useful information, like your fortress's net worth, and how much food and drink you have left. &lt;br /&gt;
* '''Animals''' A list of all tame [[animal]]s in your fort.&lt;br /&gt;
* '''Kitchens''' From here you can specify what [[food]]s can [[cook]]ed or [[brew]]ed. &lt;br /&gt;
* '''Stone''' Controls the use of [[ore]]s and [[economic stone]]s &lt;br /&gt;
* '''Stocks''' This is an in-depth listing of every item, down to every rotting rat corpse. The accuracy of the your item count depends on your [[bookkeeper]]. &lt;br /&gt;
* '''Prices''' The prices of items in the [[economy]]&lt;br /&gt;
* '''Currency''' The amount of [[copper]], [[silver]], and [[gold]] [[coin]]s you have&lt;br /&gt;
* '''Justice''' Shows the details of the dwarven [[justice]] system, once you have one.&lt;br /&gt;
See [[Status]] for more details.&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
&lt;br /&gt;
==Options &amp;amp; Orders, o==&lt;br /&gt;
{{key|o}} Access the [[Standing orders]]&lt;br /&gt;
&lt;br /&gt;
==Hot keys, h==&lt;br /&gt;
{{key|h}} Define or redefine [[Hotkeys]]&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chunk&amp;diff=23658</id>
		<title>40d Talk:Chunk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chunk&amp;diff=23658"/>
		<updated>2009-07-30T10:46:12Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: /* Usage */ bodyparts vs chunks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this true? I thought they could be cooked. [[User:Xaque|Xaque]] 01:50, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Chunks are worthless.[[User:Kefkakrazy|Kefkakrazy]] 01:19, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This page violates rule P.  Suggest putting the content on [[Chunk]] instead.--[[User:Draco18s|Draco18s]] 20:29, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Use : when answering other comments, helps readability quite a lot. --[[User:Mizipzor|Mizipzor]] 20:31, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Rule p violation resolved.--[[User:Soyweiser|Soyweiser]] 07:27, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Moved talk page to chunk as well. [[User:Jikor|Jikor]]&lt;br /&gt;
::I apologize for all the history changes I forgot to hit preview [[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
Chunks are produced by unskilled butchers instead of some of the expected meat? [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
:No, chunks are produced, along with meat, by any butcher or slaughter task, regardless of skill.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:51, 23 November 2007 (EST)&lt;br /&gt;
:: well, more skilled ''Axedwarves'' '''do''' produce more chunks *hehehe* --[[User:Koltom|Koltom]] 13:15, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Where do chunks come under the refuse ordering? Obviously I have missed it as they never get hauled. --[[User:Gorfob|Gorfob]]&lt;br /&gt;
&lt;br /&gt;
:Probably under 'other' (o-r-k), but they should be hauled with either setting if you have designated a dump area ('i') ; either to the dump or the refuse pile. --[[User:Koltom|Koltom]] 13:15, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
make tame animals eat them tbh.... [[User:Twiggie|Twiggie]] 08:32, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Depending on the type of chunk, it may actually decay into bones; possibly skull. I noticed a Ratman leg chunk (not sure on specifics, just recall &amp;quot;Leg&amp;quot;) near beginning of embarkation with my Woodcutter. The corpse decayed into bones (did not check amount specifically) and skull while the leg chunk decayed into a bone (again, did not check amount; assuming [1]).&lt;br /&gt;
&lt;br /&gt;
I'll be careful to take special note in the future to see if its purely humanoid or applies to animals as well. Also, I'm going to assume it's based upon what the chunk is of. A foot or hand chunk may decay into nothing, whilst arm, torso, lower body, etc may decay into bones (number may be based again on area chunk is made of). I can't remember if heads are considered chunks when decapitation occurs; if so I believe they decay into skull. --[[User:DracoG|DracoG]] 02:19, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think you are referring to ''body parts'', not ''chunks''. A leg, arm, hand, feet, head, etc. is a body part and (for all I know) will behave as you describe; A chunk is just a small bit, unuseable, that doesn't produce anything. In combat you can cut off body parts or chunks. --[[User:Cmontero|Cmontero]] 10:46, 30 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Token ==&lt;br /&gt;
&lt;br /&gt;
Anyone know the token for using these in reactions? [[User:Xaque|Xaque]] 19:46, 20 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Cmontero&amp;diff=50214</id>
		<title>User:Cmontero</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Cmontero&amp;diff=50214"/>
		<updated>2009-07-30T00:35:45Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: Saying hi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!&lt;br /&gt;
&lt;br /&gt;
I've been playing DF a couple of summers, fascinated by the detailed content and the dwarves' craziness, and this wiki has been really helpful. So I'll try to help a bit as I read it.&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grassland&amp;diff=48342</id>
		<title>40d:Grassland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grassland&amp;diff=48342"/>
		<updated>2009-07-30T00:28:28Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: adding a couple more characteristics and wikilinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Grassland''' is a [[biome]] that usually contains few [[tree|trees]]. It also receives very small amounts of [[rain]] (just slightly more than [[desert|deserts]]). There are both [[temperate]] and [[tropical]] grasslands.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Red_squirrel&amp;diff=44454</id>
		<title>40d:Red squirrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Red_squirrel&amp;diff=44454"/>
		<updated>2009-07-30T00:22:16Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: correcting link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Red squirrels''' are fancy little [[vermin]]s that live in all [[temperate]] [[forest]]s. Some like them as [[pet]]s, and [[cat]]s love to kill them.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SQUIRREL_RED]&lt;br /&gt;
	[NAME:red squirrel:red squirrels:red squirrel]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[FREQUENCY:100][VERMIN_GROUNDER]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][PET][NO_WINTER]&lt;br /&gt;
	[SPEED:900]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:tails]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3613</id>
		<title>40d:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3613"/>
		<updated>2009-07-28T20:00:26Z</updated>

		<summary type="html">&lt;p&gt;Cmontero: slight improvement of readability of notes, added descriptions from Plant tokens page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|100px|Flowchart]]&lt;br /&gt;
'''Crops''' are [[plant]]s that may be grown at [[Farming|farm plots]].  There are two types of crops: above ground and subterranean.  The [[seed|seeds]] of [[subterranean crops]] may be brought from the starting screen or purchased from the [[dwarf]] traders.  Above ground crops and seeds may be purchased from [[human]] or [[elf|elven]] traders or gathered by dwarves with the [[plant gathering]] labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!).&lt;br /&gt;
&lt;br /&gt;
Some of the plants listed below are not strictly crops as such as they have no seeds and can't be planted. They are marked with a yellow &amp;quot;h&amp;quot; under Seasons.&lt;br /&gt;
&lt;br /&gt;
Some plant may be eaten raw, others must be cooked first. All drinks may be cooked into meals.&lt;br /&gt;
Plants, drinks and products have their values multiplied by how many items are created from a single plant.&lt;br /&gt;
&lt;br /&gt;
All drinks require a barrel for storage, some other products also require containers.&lt;br /&gt;
&lt;br /&gt;
The table rows are color-coded on the skill required for further processing, this skill is listed under the Thresher or Miller column depending on which can create the product.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Grower]]&amp;lt;br/&amp;gt;(seasons) !! colspan=&amp;quot;2&amp;quot; | food !! colspan=&amp;quot;2&amp;quot; | plant !! colspan=&amp;quot;2&amp;quot; | [[Brewer]] !! [[Thresher]] !! colspan=&amp;quot;2&amp;quot; | product !! [[Miller]] !! habitat &lt;br /&gt;
|- style=&amp;quot;background:#ccffcc&amp;quot;&lt;br /&gt;
| S || S || A || W || raw || cook || 4 || [[Plump helmet]] || 10 || [[Dwarven wine]]&amp;amp;nbsp;(5) ||  ||  ||  ||  || subterranean &lt;br /&gt;
|- style=&amp;quot;background:#ccccff&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#ff6666&amp;quot; | x || S || A || style=&amp;quot;background:#ff6666&amp;quot; | x ||  ||  || 4 || [[Pig tail]] || 10 || [[Dwarven ale]]&amp;amp;nbsp;(5) || [[Weaver]] || 12 || [[Pig tail]] [[thread]] ||  || subterranean &lt;br /&gt;
|- style=&amp;quot;background:#ccffff&amp;quot;&lt;br /&gt;
| S || S || A ||style=&amp;quot;background:#ff6666&amp;quot; | x ||  ||  || 4 || [[Quarry bush]] ||  ||  || [[Cook]] ([[bag]]) || 25 || [[Quarry bush]] leaves&amp;amp;nbsp;(5) ||  || subterranean &lt;br /&gt;
|- style=&amp;quot;background:#ccffff&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | S || rowspan=&amp;quot;2&amp;quot; | S || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ff6666&amp;quot; | x || rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ff6666&amp;quot; | x || rowspan=&amp;quot;2&amp;quot; |  || rowspan=&amp;quot;2&amp;quot; |  || rowspan=&amp;quot;2&amp;quot; | 4 || rowspan=&amp;quot;2&amp;quot; | [[Sweet pod]] || rowspan=&amp;quot;2&amp;quot; | 10 || rowspan=&amp;quot;2&amp;quot; | [[Dwarven rum]]&amp;amp;nbsp;(5) || [[Cook]]&amp;amp;nbsp;([[barrel]]) || 100 || [[Dwarven syrup|Dwarven&amp;amp;nbsp;syrup]]&amp;amp;nbsp;(5) ||  || rowspan=&amp;quot;2&amp;quot; | subterranean &lt;br /&gt;
|- style=&amp;quot;background:#ccffff&amp;quot;&lt;br /&gt;
|  || 20 || [[Dwarven sugar]] || [[Cook]]&amp;amp;nbsp;([[bag]])&lt;br /&gt;
|- style=&amp;quot;background:#ccffff&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#ff6666&amp;quot; | x || S || A || style=&amp;quot;background:#ff6666&amp;quot; | x ||  ||  || 4 || [[Cave wheat]] || 10 || [[Dwarven beer]]&amp;amp;nbsp;(5) ||  || 20 || [[Dwarven wheat flour]] || [[Cook]] ([[bag]]) || subterranean &lt;br /&gt;
|- style=&amp;quot;background:#ffccff&amp;quot;&lt;br /&gt;
| S || S || A || W ||  ||  || 4 || [[Dimple cup]] ||  ||  ||  || 20 || Dimple [[dye]] || [[Dyer]] ([[bag]]) || subterranean &lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Grower]]&amp;lt;br/&amp;gt;(seasons) !! colspan=&amp;quot;2&amp;quot; | food !! colspan=&amp;quot;2&amp;quot; | plant !! colspan=&amp;quot;2&amp;quot; | [[Brewer]] !! [[Thresher]] !! colspan=&amp;quot;2&amp;quot; | product !! [[Miller]] !! habitat &lt;br /&gt;
|- style=&amp;quot;background:#ccffcc&amp;quot;&lt;br /&gt;
| S || S || A || W || raw || cook || 2 || [[Prickle berry]] || 5 || [[Prickle berry wine]]&amp;amp;nbsp;(5) ||  ||  ||  ||  || dry &lt;br /&gt;
|- style=&amp;quot;background:#ccffcc&amp;quot;&lt;br /&gt;
| S || S || A || W || raw || cook || 4 || [[Wild strawberry]] || 10 || [[Strawberry wine]]&amp;amp;nbsp;(5) ||  ||  ||  ||  || dry &lt;br /&gt;
|- style=&amp;quot;background:#ccffcc&amp;quot;&lt;br /&gt;
| S || S || A || W || raw || cook || 4 || [[Fisher berry]] || 10 || [[Fisher berry wine]]&amp;amp;nbsp;(5) ||  ||  ||  ||  || wet &lt;br /&gt;
|- style=&amp;quot;background:#ccffcc&amp;quot;&lt;br /&gt;
| S || S || A || W || raw || cook || 2 || [[Rat weed]] || 5 || [[Sewer brew]]&amp;amp;nbsp;(5) ||  ||  ||  ||  || wet &lt;br /&gt;
|- style=&amp;quot;background:#ccffcc&amp;quot;&lt;br /&gt;
| S || S || A || W || raw || cook || 2 || [[Sun berry]] || 25 || [[Sunshine]]&amp;amp;nbsp;(5) ||  ||  ||  ||  || wet good &lt;br /&gt;
|- style=&amp;quot;background:#ccffcc&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ffff66&amp;quot; | H || raw || cook || 2 || [[Muck root]] || 5 || [[Swamp whiskey]]&amp;amp;nbsp;(5) ||  ||  ||  ||  || wet W &lt;br /&gt;
|- style=&amp;quot;background:#ccffcc&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ffff66&amp;quot; | H || raw || cook || 4 || [[Bloated tuber]] || 10 || [[Tuber beer]]&amp;amp;nbsp;(5) ||  ||  ||  ||  || dry W &lt;br /&gt;
|- style=&amp;quot;background:#ffcccc&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ff6666&amp;quot; | x || style=&amp;quot;background:#ff6666&amp;quot; | x || style=&amp;quot;background:#ff6666&amp;quot; | x ||  || cook || 10 || [[Valley herb]] ||  ||  || export ([[vial]]) || 100 || [[Golden salve]] ||  || dry T &lt;br /&gt;
|- style=&amp;quot;background:#ffcccc&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ffff66&amp;quot; | H || style=&amp;quot;background:#ffff66&amp;quot; | H ||  ||  || 10 || [[Kobold bulb]] ||  || export ([[vial]]) ||  || 100 || [[Gnomeblight]] ||  || wet W &lt;br /&gt;
|- style=&amp;quot;background:#ccccff&amp;quot;&lt;br /&gt;
| S || S || A || W ||  ||  || 4 || [[Rope reed]] || 10 || [[River spirits]]&amp;amp;nbsp;(5) || [[Weaver]] || 12 || [[Rope reed]] [[thread]] ||  || wet &lt;br /&gt;
|- style=&amp;quot;background:#ccffff&amp;quot;&lt;br /&gt;
| S || S || A || W ||  ||  || 4 || [[Longland grass]] || 10 || [[Longland beer]]&amp;amp;nbsp;(5) ||  || 20 || [[Longland flour]] || [[Cook]] ([[bag]]) || dry &lt;br /&gt;
|- style=&amp;quot;background:#ccffff&amp;quot;&lt;br /&gt;
| S || S || A || W ||  ||  || 2 || [[Whip vine]] || 15 || [[Whip wine]]&amp;amp;nbsp;(5) ||  || 25 || [[Whip vine flour]] || [[Cook]] ([[bag]]) || dry savage &lt;br /&gt;
|- style=&amp;quot;background:#ffccff&amp;quot;&lt;br /&gt;
| S || S || A || W ||  ||  || 2 || [[Sliver barb]] || 5 || [[Gutter cruor]]&amp;amp;nbsp;(5) ||  || 20 || Black [[dye]] || [[Dyer]] ([[bag]]) || dry evil &lt;br /&gt;
|- style=&amp;quot;background:#ffccff&amp;quot;&lt;br /&gt;
| S || S || A || W ||  ||  || 4 || [[Blade weed]] ||  ||  ||  || 20 || Emerald [[dye]] || [[Dyer]] ([[bag]]) || dry &lt;br /&gt;
|- style=&amp;quot;background:#ffccff&amp;quot;&lt;br /&gt;
| S || S || A || W ||  ||  || 2 || [[Hide root]] ||  ||  ||  || 10 || Redroot [[dye]] || [[Dyer]] ([[bag]]) || dry &lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | [[Grower]]&amp;lt;br/&amp;gt;(seasons) !! colspan=&amp;quot;2&amp;quot; | food !! colspan=&amp;quot;2&amp;quot; | plant !! colspan=&amp;quot;2&amp;quot; | [[Brewer]] !! [[Thresher]] !! colspan=&amp;quot;2&amp;quot; | product !! [[Miller]] !! habitat &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The seasons are Spring, Summer, Autumn, Winter.&lt;br /&gt;
* H: Plant has no seed but can be gathered by Herbalist on that season.&lt;br /&gt;
* x: Seed cannot be planted that season.&lt;br /&gt;
&lt;br /&gt;
Habitat: Plants cannot grow in Freezing biome, some require specific [[Surroundings]]:&lt;br /&gt;
* W: Plant only found in Wetlands.&lt;br /&gt;
* T: Plant only found in [[Temperate]] [[Grassland]]&lt;br /&gt;
* dry: Plant appears far from water features.&lt;br /&gt;
* wet: Plant appears near water features.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Shrub]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Cmontero</name></author>
	</entry>
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