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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-01T20:36:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Great_white_shark&amp;diff=194020</id>
		<title>v0.34:Great white shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Great_white_shark&amp;diff=194020"/>
		<updated>2013-11-06T15:29:04Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Undo revision 194019 by 69.136.247.136 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:44, 3 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|heart=2&lt;br /&gt;
|intestine=14-17&lt;br /&gt;
|liver=4-5&lt;br /&gt;
|tripe=4-5&lt;br /&gt;
|sweetbread=2&lt;br /&gt;
|spleen=2&lt;br /&gt;
|kidney=4&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=26-122&lt;br /&gt;
|fat=8-21&lt;br /&gt;
|brain=4-5&lt;br /&gt;
|tooth=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''Great white shark''' is one of many shark species implemented in Dwarf Fortress. They are huge (about 2 tons) sea dwellers. They produce massive amounts of [[food]] when [[Meat industry|butchered]], and they have a fairly high pet value of 500, so you may consider [[Captured live fish|catching it alive]] with a [[Fishery|fishery]].&lt;br /&gt;
&lt;br /&gt;
Their size and predatory nature make them excessively dangerous if encountered wild, but since most [[dwarves]] cannot [[swimming|swim]], the danger they present is often second to drowning.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
The proper use of a [[pit]] is for dumping captured enemies into a shark-infested pool. Unfortunately, functionality to allow one of your dwarves to sit on a [[throne]] and pet a [[cat]] while doing so has not yet been implemented.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dragon&amp;diff=193857</id>
		<title>v0.34:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dragon&amp;diff=193857"/>
		<updated>2013-10-31T22:54:25Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|00:05, 7 March 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are gigantic fire-breathing, green reptilian [[megabeast]]s, eventually becoming the [[List_of_creatures_by_adult_size#end_of_list|largest land creatures]] in the world.&lt;br /&gt;
&lt;br /&gt;
While based on the occidental dragon model, dragons do not fly nor have wings. They are immune to fire and magma (and are not harmed by being immersed in it, they will however [[drown]] in it). They breathe out a jet of extremely hot ({{ct|50000}} hot, over four times the heat of [[magma]]) &amp;quot;dragonfire&amp;quot; which can injure things that are immune to normal fire, such as the [[Bronze colossus]] (dragonfire is, however, a blockable attack if its victim is using a shield). Only Dragons and [[Cave dragon|Cave Dragons]] are naturally immune to dragonfire. They are also ''not'' [[Trapavoid|trapavoid]].&lt;br /&gt;
&lt;br /&gt;
Dragons are covetous and seek to steal items from your fortresses to bring them back to their lairs. Dragons generally succeed in doing so on worldgen, but most of the time when they attack a player fortress they get caged, killed or succeed in burning the whole fortress down.&lt;br /&gt;
&lt;br /&gt;
Dragons are the glass cannons of the megabeasts. They aren't especially durable for a megabeast and can be slain quite easily with traps or skilled soldiers, however their dragonfire will melt every other non-shield-using creature in the game (except for [[sponge]]s), they breathe fire over a large distance and they breathe fire often.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|admire]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years.  As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarf size shortly after its second birthday, are more than double a dwarf at about year 5, and add another dwarf in size roughly every two years after that.  &lt;br /&gt;
&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 80 years, a dragon is the size of an adolescent [[Roc]].&lt;br /&gt;
*At 200 years, a dragon is the size of an adult [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[Hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[Bronze colossus]] or an adult [[Roc]].&lt;br /&gt;
*Thereafter, a dragon is the largest creature found on land. (The [[giant sperm whale]] is the largest creature found anywhere)&lt;br /&gt;
&lt;br /&gt;
==Defense Strategies==&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it often will be.  Dragons are also massively powerful in melee combat, so they can be hard to take down without a good military.  Possibly the best defense is to use piercing weapons like crossbows and especially spears and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that most cages and mechanisms will be melted or destroyed by dragonfire, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or more simply ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area.  While they won't fire on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, bridges not made of [[fire|dragonfire-safe]] materials will melt and deactivate them. Also, Dragons make good companions if you are able to reanimate them as a [[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
Dragons can be captured in cage traps and tamed if you're lucky enough to catch one.  Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site.  Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-taming a highly difficult task.  Bear in mind that even with a skilled [[animal trainer]] at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]].&lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a tamed dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your booze stockpile or meeting room.&lt;br /&gt;
&lt;br /&gt;
Dragons do not have a [CHILD] tag, and therefore their eggs do not hatch in fortress mode.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
Dragons have been observed to occasionally wear some armour (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it.&lt;br /&gt;
&lt;br /&gt;
Toady has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the [[Consolidated Development: Arcs, core-items, bloats, Reqs and Powergoals#Power Goals|old power goals]] referenced stealing dragon eggs as part of an adventure mode quest.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Expedition_leader&amp;diff=193824</id>
		<title>v0.34:Expedition leader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Expedition_leader&amp;diff=193824"/>
		<updated>2013-10-30T19:51:02Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Changed quality rating from &amp;quot;Fine&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:51, 30 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Expedition Leader&lt;br /&gt;
}}&lt;br /&gt;
'''Expedition Leader''' is a [[noble]] position automatically filled on [[embark]]. It is the job of this official to speak with, and console or simply hear the complaints of unhappy dwarves, and to entertain foreign diplomats. He or she is automatically upgraded to [[mayor]] once the population reaches 50, replacing the expedition leader position.&lt;br /&gt;
&lt;br /&gt;
*An expedition leader or mayor is required to appoint other nobles. Should your leader suffer an [[unfortunate accident]], you will have to wait for a new leader to be elected before appointing nobles.&lt;br /&gt;
&lt;br /&gt;
*Curiously, an expedition leader or mayor is able to appoint replacements for elected positions, including their own.{{bug|2512}} &lt;br /&gt;
&lt;br /&gt;
There is a certain set of [[skills]] that are relevant for an expedition leader, there are also certain [[Personality|personality traits]] that influence if experience is gained in the skill whatsoever, furthermore there are [[Attributes#Soul_Attributes|soul attributes]] that affect the skills and other skills that affect the same attributes [[cross-training]], the ones relevant for an expedition leader are as follow:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for Expedition Leader)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain Social Skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by Social Skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Consoler]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardess (Honesty)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Pacifier]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation (Compromising)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot;                   | Social - Broker&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | [[Comedian]]&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:5em&amp;quot; | Self-consciousness (Neurosis)&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:1em&amp;quot; | &amp;lt; 76&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | Agility&lt;br /&gt;
|                Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|                Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Conversationalist]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Friendliness (Reserved)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Flatterer]]&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Straightforwardess (Honesty)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liar&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 40&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Creativity&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Intimidator]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cooperation (Compromising)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Agility&lt;br /&gt;
|               Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | Judge of intent&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Intuition&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | [[Negotiator]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Persuader]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Assertiveness (Leadership)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
| Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The better match with the table Skills, traits and attributes the better expedition leader the dwarf will be, try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf that will never get better at that skill.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DarkArtemisFowl&amp;diff=193822</id>
		<title>User:DarkArtemisFowl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DarkArtemisFowl&amp;diff=193822"/>
		<updated>2013-10-30T19:45:13Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts and Preferences ==&lt;br /&gt;
&lt;br /&gt;
:{| border=0 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;Artemis Dimikaelo has been happy recently. He edited a wiki lately. He talked with a lover recently. He enjoyed a fine drink lately. He slept in a good Bed recently.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;aqua&amp;quot;&amp;gt;He is a faithful worshipper of God.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;blue&amp;quot;&amp;gt;He is a citizen of the United States of America. He is a member of the Green Party.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;yellow&amp;quot;&amp;gt;He is fourteen years old, born on the 19th of Hematite in the year 1999.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;He is average in size. His hair is wavy. His medium-length hair is uncombed. His teeth do not align well. His nose is slightly rounded at the bottom. His average-lobed ears are somewhat tall. He has a somewhat low voice. His amethyst eyes are convex. His lips are average. His head is average. His nose bridge is slightly convex. His light-brown skin is smooth.  His hair is black.&amp;lt;/font&amp;gt;&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;fuchsia&amp;quot;&amp;gt; He is currently afflicted by bipolar disorder.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;green&amp;quot;&amp;gt;He is agile, slow to tire, and quick to heal,&amp;lt;/font&amp;gt;&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;maroon&amp;quot;&amp;gt; but is quite susceptible to disease.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;lime&amp;quot;&amp;gt;Artemis Dimikaelo likes amethyst, obsidian, bracelets, Mameluke swords, ammolite, and granite. When possible, he prefers to consume pomegranate, grapes, milanesa, apple juice, and grape juice. He likes jackals for their resourceful nature. He absolutely detests ants.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;green&amp;quot;&amp;gt;He has a sharp intellect, an unbreakable will, a boundless creative imagination, good intuition, a good spatial sense, and a great sense of empathy, &amp;lt;/font&amp;gt;&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;maroon&amp;quot;&amp;gt;but has a little difficulty with words, a meager kinesthetic sense, a meager ability with social relationships, and little patience.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;He is very quick to anger. He often feels discouraged. He is self-conscious. He never feels tempted to overindulge in anything. He is confident under pressure. He is very distant and reserved. He prefers to be alone. He loves to take charge and direct activities. He is bored by reality and has a wonderful imagination. He can easily become absorbed in art and the beauty of the natural world. He has a profound understanding of his own feelings. He is entranced by riddles and puzzles and loves to debate issues and ideas. He revels in chaos and disorder. He is candid and sincere in dealings with others. He is truly fulfilled by assisting those in need. He sacrifices his own needs to get along with others. He would never claim to be better than somebody else. He is incredibly compassionate and feels the pain of others. He lacks confidence. He is very disorganized. He dislikes contracts and regulations. He constantly strives for perfection. He possesses great willpower. He does not need alcohol to get through the working day. He likes working outdoors and is fond of inclement weather.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;A tall, sturdy creature full of promise and the flame of life.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Have a question, comment or concern? Post it on my talk page and I'll get back to you as soon as I can log in. Thank you, and do it for !!SCIENCE!!.&lt;br /&gt;
&lt;br /&gt;
Artemis Dimikaelo&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DarkArtemisFowl&amp;diff=193821</id>
		<title>User:DarkArtemisFowl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DarkArtemisFowl&amp;diff=193821"/>
		<updated>2013-10-30T19:44:44Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts and Preferences ==&lt;br /&gt;
&lt;br /&gt;
:{| border=0 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;Artemis Dimikaelo has been happy recently. He edited a wiki lately. He talked with a lover recently. He enjoyed a fine drink lately. He slept in a good Bed recently.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;aqua&amp;quot;&amp;gt;He is a faithful worshipper of God.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;blue&amp;quot;&amp;gt;He is a citizen of the United States of America. He is a member of the Green Party.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;yellow&amp;quot;&amp;gt;He is fourteen years old, born on the 19th of Hematite in the year ????.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;He is average in size. His hair is wavy. His medium-length hair is uncombed. His teeth do not align well. His nose is slightly rounded at the bottom. His average-lobed ears are somewhat tall. He has a somewhat low voice. His amethyst eyes are convex. His lips are average. His head is average. His nose bridge is slightly convex. His light-brown skin is smooth.  His hair is black.&amp;lt;/font&amp;gt;&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;fuchsia&amp;quot;&amp;gt; He is currently afflicted by bipolar disorder.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;green&amp;quot;&amp;gt;He is agile, slow to tire, and quick to heal,&amp;lt;/font&amp;gt;&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;maroon&amp;quot;&amp;gt; but is quite susceptible to disease.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;lime&amp;quot;&amp;gt;Artemis Dimikaelo likes amethyst, obsidian, bracelets, Mameluke swords, ammolite, and granite. When possible, he prefers to consume pomegranate, grapes, milanesa, apple juice, and grape juice. He likes jackals for their resourceful nature. He absolutely detests ants.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;green&amp;quot;&amp;gt;He has a sharp intellect, an unbreakable will, a boundless creative imagination, good intuition, a good spatial sense, and a great sense of empathy, &amp;lt;/font&amp;gt;&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;maroon&amp;quot;&amp;gt;but has a little difficulty with words, a meager kinesthetic sense, a meager ability with social relationships, and little patience.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;He is very quick to anger. He often feels discouraged. He is self-conscious. He never feels tempted to overindulge in anything. He is confident under pressure. He is very distant and reserved. He prefers to be alone. He loves to take charge and direct activities. He is bored by reality and has a wonderful imagination. He can easily become absorbed in art and the beauty of the natural world. He has a profound understanding of his own feelings. He is entranced by riddles and puzzles and loves to debate issues and ideas. He revels in chaos and disorder. He is candid and sincere in dealings with others. He is truly fulfilled by assisting those in need. He sacrifices his own needs to get along with others. He would never claim to be better than somebody else. He is incredibly compassionate and feels the pain of others. He lacks confidence. He is very disorganized. He dislikes contracts and regulations. He constantly strives for perfection. He possesses great willpower. He does not need alcohol to get through the working day. He likes working outdoors and is fond of inclement weather.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;A tall, sturdy creature full of promise and the flame of life.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Have a question, comment or concern? Post it on my talk page and I'll get back to you as soon as I can log in. Thank you, and do it for !!SCIENCE!!.&lt;br /&gt;
&lt;br /&gt;
Artemis Dimikaelo&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Water_depth&amp;diff=193820</id>
		<title>v0.34 Talk:Water depth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Water_depth&amp;diff=193820"/>
		<updated>2013-10-30T19:43:53Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I propose that this article be merged into the article for [[Water]] - more specifically, the [[Water#Depth|Water Depth section]] in the article. The amount of content within this article is small and about the same as the main water article's depth's content, so it would be faster to just redirect to that section instead. [[User:DarkArtemisFowl|DarkArtemisFowl]] ([[User talk:DarkArtemisFowl|talk]]) 17:18, 30 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Depth also applies to magma. Details like moving through fortifications, config settings, etc. would need to be added to the magma article too. Instead, I'd suggest moving this page to just &amp;quot;Depth&amp;quot; and leaving it as a general reference.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:15, 30 October 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That would be a good idea. I'd also suggest that there should be &amp;quot;Main article: Water/Magma&amp;quot; for reference. [[User:DarkArtemisFowl|DarkArtemisFowl]] ([[User talk:DarkArtemisFowl|talk]]) 19:43, 30 October 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Water_depth&amp;diff=193799</id>
		<title>v0.34 Talk:Water depth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Water_depth&amp;diff=193799"/>
		<updated>2013-10-30T17:18:22Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Water depth merge proposal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I propose that this article be merged into the article for [[Water]] - more specifically, the [[Water#Depth|Water Depth section]] in the article. The amount of content within this article is small and about the same as the main water article's depth's content, so it would be faster to just redirect to that section instead. [[User:DarkArtemisFowl|DarkArtemisFowl]] ([[User talk:DarkArtemisFowl|talk]]) 17:18, 30 October 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Water_depth&amp;diff=193798</id>
		<title>v0.34:Water depth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Water_depth&amp;diff=193798"/>
		<updated>2013-10-30T16:51:19Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:24, 4 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
{{Merge|Water|date=October 2013}}&lt;br /&gt;
[[Water]] (or [[magma]]) can be one of eight different depths.  You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[d_init.txt]] file to display water as coloured numbers by changing the SHOW_FLOW_AMOUNTS value to YES.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 z-levels.  Three tiles vertically adjacent to one another that were all at 7/7 depth could therefore be seen as having 21 levels of depth.&lt;br /&gt;
&lt;br /&gt;
The following is a qualitative description of how deep the water is relative to a dwarf:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Not a true value (that is, you will never see it displayed) - there is no water on this tile.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| A puddle. This is the maximum depth dwarves will build on. Water may evaporate.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knee deep.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Waist deep. [[Aquatic]] creatures will air-drown in water at this depth or below.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]].&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Head height. Dwarves are now swimming (or drowning, as the case may be).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Over a dwarf's head.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:War_animal&amp;diff=193699</id>
		<title>v0.34:War animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:War_animal&amp;diff=193699"/>
		<updated>2013-10-27T20:59:41Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Redirection sentence to animal trainer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{catbox}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
''For information on the selection and training of war animals, see [[animal trainer]].''&lt;br /&gt;
&lt;br /&gt;
Animals with the TRAINABLE or TRAINABLE_WAR [[DF2012:creature_token#T|creature token]] can be trained for use in war by an [[animal trainer]]. Trained war animals are capable of causing greater damage in combat and can be assigned to follow specific dwarves.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:War_animal&amp;diff=193698</id>
		<title>v0.34:War animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:War_animal&amp;diff=193698"/>
		<updated>2013-10-27T20:58:29Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{catbox}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Animals with the TRAINABLE or TRAINABLE_WAR [[DF2012:creature_token#T|creature token]] can be trained for use in war by an [[animal trainer]]. Trained war animals are capable of causing greater damage in combat and can be assigned to follow specific dwarves.&lt;br /&gt;
&lt;br /&gt;
''For more information on War animals, see the [[animal trainer]] page.''&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Flour&amp;diff=193694</id>
		<title>v0.34:Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Flour&amp;diff=193694"/>
		<updated>2013-10-27T19:57:55Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:15, 13 October 2012 (UTC)}}{{av}}&lt;br /&gt;
'''Flour''' is an ingredient in [[cooking]], made by [[milling]] one of the three available [[Plant|grains]] ([[cave wheat]], [[longland grass]] and [[whip vine]]) at a [[millstone]] or [[quern]]. Milling involves grinding the grains beneath the wheel, rendering it from an inedible plant to an edible [[powder]] suitable for cooking. Milling plants needs one [[bag]] for every job, and one plant will be processed to make one bag of flour. Flour in [[bag]]s or [[barrel|mill barrels]] do not [[Wear|wither]] like crops, and possess an indefinite shelf life if kept free of [[vermin]]. It is also a very efficient use of space, since a single barrel can store up to ten bags of flour. Given these attributes, flour serves as an excellent foodstuff. A relatively small [[stockpile]] can sustain a number of dwarves during a [[siege]] or the first few months of a new outpost. &lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Flour will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. Flour is more valuable than the raw [[crop]], (20☼ per unit for cave wheat flour and longland flour, 25☼ per unit for whip vine flour), and prepared meals made with flour have a higher value. Bags and barrels of flour are often quite [[Item value|valuable]] and suitable for export or import with [[caravan]]s; a single barrel of flour can easily be worth more than 200☼. A stack of plants size &amp;lt;i&amp;gt;n&amp;lt;/i&amp;gt; produces a bag with &amp;lt;i&amp;gt;n&amp;lt;/i&amp;gt; flour and &amp;lt;i&amp;gt;n&amp;lt;/i&amp;gt; seeds.&lt;br /&gt;
&lt;br /&gt;
== Associated Technology ==&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarven science continues to research improvements in the milling process. Dwarven histories give many examples of new and innovative [[Artifact|quern and millstone designs]], few of which are reproducible on an industrial scale, as well as [[Stupid dwarf trick|elaborate mechanical schemes]]. Research dwarves continue to predict that the next major advance in flour technology will be a new, advanced foodstuff known as &amp;quot;bread&amp;quot; - some sort of solid beer - but they have been promising to produce this miracle substance for years and have not yet shown any progress.&lt;br /&gt;
&lt;br /&gt;
No self-respecting dwarf (even when motivated by starvation) will lower themselves to eating what promised to be perfectly good beer. Many cunning chefs in the mountainhomes have, however, been known to serve a meal made entirely of the stuff to both haulers and nobles alike, claiming it to be 'masterfully ground' cave wheat. Elven and human traders are similarly duped much to the pleasure of the kitchen staff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:cave-wheat-flour.jpg|A burlap [[bag]] filled with flour. &amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cave-wheat-flour.jpg&amp;diff=193693</id>
		<title>File:Cave-wheat-flour.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cave-wheat-flour.jpg&amp;diff=193693"/>
		<updated>2013-10-27T19:52:44Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: A traditional burlap bag filled with flour.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A traditional burlap bag filled with flour.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:No license from license selector|Somewebsite}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=193692</id>
		<title>v0.34:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=193692"/>
		<updated>2013-10-27T18:31:01Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Changed quality rating from &amp;quot;Fine&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:31, 27 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Creatures bitten by werebeasts are cursed to become werebeasts themselves.&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles.&lt;br /&gt;
&lt;br /&gt;
Werebeasts can take the form of an animal ''that does not exist in Dwarf Fortress''. &lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not yet established a correct defensive perimeter and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.&lt;br /&gt;
&lt;br /&gt;
If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he will change when the next full moon comes.&lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves you should either keep the infected dwarf into an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age, are sterile and do not seem to need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should give him a bed, decoration, and maybe some alcohol (if he drinks it)&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[fun]] instead? Try the latter.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.&lt;br /&gt;
* Nobody will die of old age... if your forts even go for this long&lt;br /&gt;
* No more pesky [[child]]ren to be kidnapped&lt;br /&gt;
* Food and drink needs are reduced, if not negated&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt&lt;br /&gt;
* &amp;lt;s&amp;gt;May&amp;lt;/s&amp;gt; WILL cause issues with military when transformed : military becomes generally far weaker&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
==Transformation Dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in a Dwarven year, so werebeasts transform on the exactly same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th granite&lt;br /&gt;
*23rd slate&lt;br /&gt;
*21st felsite&lt;br /&gt;
*19th hematite&lt;br /&gt;
*17th malachite&lt;br /&gt;
*15th galena&lt;br /&gt;
*13th limestone&lt;br /&gt;
*10th sandstone&lt;br /&gt;
*8th  timber&lt;br /&gt;
*6th  moonstone&lt;br /&gt;
*4th  opal&lt;br /&gt;
*2nd  obsidian&lt;br /&gt;
*28th obsidian&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Adventure Mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
==Werebeast Characteristics==&lt;br /&gt;
All werebeasts are described as having glowing eyes of some random color, and are &amp;quot;crazed for blood and flesh&amp;quot; meaning they attack everything that is not their own race, including undead.&lt;br /&gt;
&lt;br /&gt;
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. Werebeasts in Wereform are Building Destroyers, so doors and vertical bars will not contain them, however bridges or walls will.&lt;br /&gt;
&lt;br /&gt;
When transforming to Wereform and back, all health regenerates, including missing limbs, although effects induced by insanity are not reversed. All carried items will be dropped as soon as the beast enters a fight, making only the natural abilities of the creature available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.)&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel, potentially lost forever if traveling from a location that doesn't save.&lt;br /&gt;
&lt;br /&gt;
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves.  Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[DF2012:Serpent man|snake man]] werebeasts.&lt;br /&gt;
&lt;br /&gt;
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast.  The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Barracks&amp;diff=193578</id>
		<title>v0.34:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Barracks&amp;diff=193578"/>
		<updated>2013-10-23T03:24:59Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Changed quality rating from &amp;quot;Fine&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|03:24, 23 October 2013 (UTC)}}&lt;br /&gt;
{{av}}A '''barracks''' is a room designated for the purpose of housing, training, supplying and otherwise servicing your [[military]]. Barracks may be defined from a [[bed]], [[cabinet]], [[chest]], [[weapon rack]], or [[armor stand]].  A single barracks may serve multiple [[squad]]s.&lt;br /&gt;
&lt;br /&gt;
Squads must be assigned to a barracks before they will use it for training or sleeping.  Press {{k|q}} and select the barracks.  Use {{k|+}}/{{k|-}} to highlight a squad, then {{k|t}} to assign that squad to train there, or {{k|z}} to assign the squad to sleep there.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves require an [[Archery target|archery range]]. Multiple squads can be assigned to a range. Marksdwarves assigned to a barracks will train in melee, including [[Combat_skill#Equipment_skills|hammering]].&lt;br /&gt;
&lt;br /&gt;
Civilians will not sleep in open beds within a defined barracks.  If you would like them to do so, simply use one of the beds in the barracks to designate a [[dormitory]].  To create a dormitory, press {{k|q}}, highlight a bed, press {{k|r}}, then {{k|-}}/{{k|+}} until you have the size you want, then press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
If your dwarves are sleeping on the floor instead of in one of the beds then remember that each bed in a barracks is assigned to one of the dwarves in the squad; press {{k|q}} highlight a bed and press {{k|p}} and it will tell you which dwarf was assigned to that bed.&lt;br /&gt;
&lt;br /&gt;
===Location===&lt;br /&gt;
The location of your barracks is a matter to be considered with great importance. Barracks may often be the location of where your military dwarves will be training, sleeping, or otherwise performing activities. It is important to consider where you expect your enemies ([[goblin]]s, [[forgotten beast]]s, [[titan]]s, etc.) to attack, such as entrances or focal points of your fortress. You may want to build your barracks relatively close to or outside of high-traffic areas, main entrances to your fortress, or chambers with [[trap]]s in them. Planning ahead will allow you to react quicker to an invasion by hostile creatures and save more civilians in the process.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Barracks will not store equipment.{{bug|1445}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Barracks&amp;diff=193577</id>
		<title>v0.34:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Barracks&amp;diff=193577"/>
		<updated>2013-10-23T03:22:41Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Edited header, added location advice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|22:02, 4 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''barracks''' is a room designated for the purpose of housing, training, supplying and otherwise servicing your [[military]]. Barracks may be defined from a [[bed]], [[cabinet]], [[chest]], [[weapon rack]], or [[armor stand]].  A single barracks may serve multiple [[squad]]s.&lt;br /&gt;
&lt;br /&gt;
Squads must be assigned to a barracks before they will use it for training or sleeping.  Press {{k|q}} and select the barracks.  Use {{k|+}}/{{k|-}} to highlight a squad, then {{k|t}} to assign that squad to train there, or {{k|z}} to assign the squad to sleep there.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves require an [[Archery target|archery range]]. Multiple squads can be assigned to a range. Marksdwarves assigned to a barracks will train in melee, including [[Combat_skill#Equipment_skills|hammering]].&lt;br /&gt;
&lt;br /&gt;
Civilians will not sleep in open beds within a defined barracks.  If you would like them to do so, simply use one of the beds in the barracks to designate a [[dormitory]].  To create a dormitory, press {{k|q}}, highlight a bed, press {{k|r}}, then {{k|-}}/{{k|+}} until you have the size you want, then press {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
If your dwarves are sleeping on the floor instead of in one of the beds then remember that each bed in a barracks is assigned to one of the dwarves in the squad; press {{k|q}} highlight a bed and press {{k|p}} and it will tell you which dwarf was assigned to that bed.&lt;br /&gt;
&lt;br /&gt;
===Location===&lt;br /&gt;
The location of your barracks is a matter to be considered with great importance. Barracks may often be the location of where your military dwarves will be training, sleeping, or otherwise performing activities. It is important to consider where you expect your enemies ([[goblin]]s, [[forgotten beast]]s, [[titan]]s, etc.) to attack, such as entrances or focal points of your fortress. You may want to build your barracks relatively close to or outside of high-traffic areas, main entrances to your fortress, or chambers with [[trap]]s in them. Planning ahead will allow you to react quicker to an invasion by hostile creatures and save more civilians in the process.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Barracks will not store equipment.{{bug|1445}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DarkArtemisFowl&amp;diff=193576</id>
		<title>User:DarkArtemisFowl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DarkArtemisFowl&amp;diff=193576"/>
		<updated>2013-10-23T03:08:58Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Created page with &amp;quot;== Thoughts and Preferences ==  :{| border=0 style=&amp;quot;background: black&amp;quot;  |&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;Artemis Dimikaelo has been happy recently. He edited a wiki...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts and Preferences ==&lt;br /&gt;
&lt;br /&gt;
:{| border=0 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;Artemis Dimikaelo has been happy recently. He edited a wiki lately. He talked with a lover recently. He enjoyed a fine drink lately. He slept in a good Bed recently.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;aqua&amp;quot;&amp;gt;He is a faithful worshipper of God.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;blue&amp;quot;&amp;gt;He is a citizen of the United States of America. He is a member of the Green Party.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;yellow&amp;quot;&amp;gt;He is fourteen years old, born on the 19th of Hematite in the year 1999.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;He is average in size. His hair is wavy. His medium-length hair is uncombed. His teeth do not align well. His nose is slightly rounded at the bottom. His average-lobed ears are somewhat tall. He has a somewhat low voice. His amethyst eyes are convex. His lips are average. His head is average. His nose bridge is slightly convex. His light-brown skin is smooth.  His hair is black.&amp;lt;/font&amp;gt;&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;fuchsia&amp;quot;&amp;gt; He is currently afflicted by bipolar disorder.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;green&amp;quot;&amp;gt;He is agile, slow to tire, and quick to heal,&amp;lt;/font&amp;gt;&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;maroon&amp;quot;&amp;gt; but is quite susceptible to disease.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;lime&amp;quot;&amp;gt;Artemis Dimikaelo likes amethyst, obsidian, bracelets, Mameluke swords, ammolite, and granite. When possible, he prefers to consume pomegranate, grapes, milanesa, apple juice, and grape juice. He likes jackals for their resourceful nature. He absolutely detests ants.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;green&amp;quot;&amp;gt;He has a sharp intellect, an unbreakable will, a boundless creative imagination, good intuition, a good spatial sense, and a great sense of empathy, &amp;lt;/font&amp;gt;&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;maroon&amp;quot;&amp;gt;but has a little difficulty with words, a meager kinesthetic sense, a meager ability with social relationships, and little patience.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;He is very quick to anger. He often feels discouraged. He is self-conscious. He never feels tempted to overindulge in anything. He is confident under pressure. He is very distant and reserved. He prefers to be alone. He loves to take charge and direct activities. He is bored by reality and has a wonderful imagination. He can easily become absorbed in art and the beauty of the natural world. He has a profound understanding of his own feelings. He is entranced by riddles and puzzles and loves to debate issues and ideas. He revels in chaos and disorder. He is candid and sincere in dealings with others. He is truly fulfilled by assisting those in need. He sacrifices his own needs to get along with others. He would never claim to be better than somebody else. He is incredibly compassionate and feels the pain of others. He lacks confidence. He is very disorganized. He dislikes contracts and regulations. He constantly strives for perfection. He possesses great willpower. He does not need alcohol to get through the working day. He likes working outdoors and is fond of inclement weather.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font size=3 face=&amp;quot;fixedsys&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;A tall, sturdy creature full of promise and the flame of life.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Have a question, comment or concern? Post it on my talk page and I'll get back to you as soon as I can log in. Thank you, and do it for !!SCIENCE!!.&lt;br /&gt;
&lt;br /&gt;
Artemis Dimikaelo&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Climate&amp;diff=193552</id>
		<title>v0.34:Climate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Climate&amp;diff=193552"/>
		<updated>2013-10-22T01:56:17Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Removed the {{av}} tag, as it messes up the header section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:03, 19 October 2013 (UTC)}}&lt;br /&gt;
'''Climate''' in Dwarf Fortress is a temperature rating used as a tool to define the weather patterns of a region. Most importantly, this will determine how the weather patterns of an area will affect above ground water sources. Overview of the temperature of an area is important for the lives of your dwarves and animals, as too cold or too hot of temperatures will discourage or kill organic beings. Climate is a temperature rating only; actual ground cover is called a [[Biome|biome]].  In order from hottest to coldest, they are:&lt;br /&gt;
&lt;br /&gt;
''Note: If temperature is turned off, none of the mentioned effects will occur.''&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}};font-family:Courier New&amp;quot;&amp;gt;Scorching&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
'''Temperature:''' +++&lt;br /&gt;
&lt;br /&gt;
'''Availability of water:'''&lt;br /&gt;
Any existing [[Murky pool]] will dry up immediately. [[River]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region:'''&lt;br /&gt;
If no river or [[ocean]] is available, it is hard to survive in this climate. Your only chance is to find a cave with water.&lt;br /&gt;
&lt;br /&gt;
In extremely hot regions (above {{ct|10078}}), [[dwarves]] and livestock may die from the heat (specifically, the fat in their bodies will ''melt'', causing them to bleed to death) if they remain outdoors for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}};font-family:Courier New&amp;quot;&amp;gt;Hot&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': ++&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
In dry biomes, [[Murky pool]] may evaporate during dry [[season]]s (usually [[summer]]) but can be refilled by [[rain]].&lt;br /&gt;
[[River]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
If you lack a [[river]], be sure to dig out a [[reservoir|cistern]] before summer is upon you.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;Warm&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': +&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a Temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
Nothing of note.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:0}};font-family:Courier New&amp;quot;&amp;gt;Temperate&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': -&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
Surface pools and rivers will freeze for part of the year.  The length of the freeze varies: They may start out frozen, thaw sometime during [[spring]], and remain liquid until [[winter]], or they may start out liquid and freeze for only a month or so in winter.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
If you lack a [[river]], you can dig out a [[reservoir|cistern]] in the non-freezing seasons. You can also use a source of heat (such as [[magma]]) to obtain liquid [[water]]. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that your none of your dwarves find themselves [[Swimming|suddenly submerged]] when the pools thaw later in the spring.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|1:1}};font-family:Courier New&amp;quot;&amp;gt;Cold&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': --&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
Surface pools and rivers are usually frozen but can thaw for a few months each year.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
The same measures as in temperate biomes can be taken.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|3:1}};font-family:Courier New&amp;quot;&amp;gt;Freezing&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature:''' ---&lt;br /&gt;
&lt;br /&gt;
'''Availability of water:'''&lt;br /&gt;
Surface pools and rivers remain frozen throughout the year in the majority of maps. &lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region:'''&lt;br /&gt;
:''See the [[Freezing|main article]] for more details.''&lt;br /&gt;
You must use a source of heat ([[magma]]) to obtain liquid [[water]]. Glacial ice can also be melted. Another option is an underground source of water.&lt;br /&gt;
&lt;br /&gt;
In extremely cold regions (below {{ct|9964}}), [[dwarves]] and livestock may succumb to frostbite if they remain outdoors for extended periods of time. [[trade goods|Goods]] left outdoors may experience [[wear]] at an accelerated rate. [[Embark]] goods should be stored below ground as soon as possible, and [[trade depot]]s should be built below ground.&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
Occasionally biomes may make claims to be hotter or colder than they really are.  For example: some &amp;quot;Freezing&amp;quot; biomes may occasionally thaw {{verify}}.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weather]]&lt;br /&gt;
*[[Biome]]s&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Climate&amp;diff=193508</id>
		<title>v0.34:Climate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Climate&amp;diff=193508"/>
		<updated>2013-10-18T22:58:12Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine|12:24, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Climate''' in Dwarf Fortress is a temperature rating used as a tool to define the weather patterns of a region. Most importantly, this will determine how the weather patterns of an area will affect above ground water sources. Overview of the temperature of an area is important for the lives of your dwarves and animals, as too cold or too hot of temperatures will discourage or kill organic beings. Climate is a temperature rating only; actual ground cover is called a [[Biome|biome]].  In order from hottest to coldest, they are:&lt;br /&gt;
&lt;br /&gt;
''Note: If temperature is turned off, none of the mentioned effects will occur.''&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}};font-family:Courier New&amp;quot;&amp;gt;Scorching&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
'''Temperature:''' +++&lt;br /&gt;
&lt;br /&gt;
'''Availability of water:'''&lt;br /&gt;
Any existing [[Murky pool]] will dry up immediately. [[River]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region:'''&lt;br /&gt;
If no river or [[ocean]] is available, it is hard to survive in this climate. Your only chance is to find a cave with water.&lt;br /&gt;
&lt;br /&gt;
In extremely hot regions (above {{ct|10078}}), [[dwarves]] and livestock may die from the heat (specifically, the fat in their bodies will ''melt'', causing them to bleed to death) if they remain outdoors for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}};font-family:Courier New&amp;quot;&amp;gt;Hot&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': ++&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
In dry biomes, [[Murky pool]] may evaporate during dry [[season]]s (usually [[summer]]) but can be refilled by [[rain]].&lt;br /&gt;
[[River]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
If you lack a [[river]], be sure to dig out a [[reservoir|cistern]] before summer is upon you.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}};font-family:Courier New&amp;quot;&amp;gt;Warm&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': +&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
Any water source can be used during the whole year. This makes it the easiest climate to embark on. Very rarely, especially when very close to the edge of a Temperate biome, one can have an extremely brief period of water freezing, usually only lasting a few days, thus providing no danger of death by thirst.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
Nothing of note.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:0}};font-family:Courier New&amp;quot;&amp;gt;Temperate&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': -&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
Surface pools and rivers will freeze for part of the year.  The length of the freeze varies: They may start out frozen, thaw sometime during [[spring]], and remain liquid until [[winter]], or they may start out liquid and freeze for only a month or so in winter.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
If you lack a [[river]], you can dig out a [[reservoir|cistern]] in the non-freezing seasons. You can also use a source of heat (such as [[magma]]) to obtain liquid [[water]]. If the ground is covered in snow when you arrive, be sure to scout out the surface pools so that your none of your dwarves find themselves [[Swimming|suddenly submerged]] when the pools thaw later in the spring.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|1:1}};font-family:Courier New&amp;quot;&amp;gt;Cold&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature''': --&lt;br /&gt;
&lt;br /&gt;
'''Availability of water''':&lt;br /&gt;
Surface pools and rivers are usually frozen but can thaw for a few months each year.&lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region''':&lt;br /&gt;
The same measures as in temperate biomes can be taken.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|3:1}};font-family:Courier New&amp;quot;&amp;gt;Freezing&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
'''Temperature:''' ---&lt;br /&gt;
&lt;br /&gt;
'''Availability of water:'''&lt;br /&gt;
Surface pools and rivers remain frozen throughout the year in the majority of maps. &lt;br /&gt;
&lt;br /&gt;
'''When embarking in this Region:'''&lt;br /&gt;
:''See the [[Freezing|main article]] for more details.''&lt;br /&gt;
You must use a source of heat ([[magma]]) to obtain liquid [[water]]. Glacial ice can also be melted. Another option is an underground source of water.&lt;br /&gt;
&lt;br /&gt;
In extremely cold regions (below {{ct|9964}}), [[dwarves]] and livestock may succumb to frostbite if they remain outdoors for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
Occasionally biomes may make claims to be hotter or colder than they really are.  For example: some &amp;quot;Freezing&amp;quot; biomes may occasionally thaw {{verify}}.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weather]]&lt;br /&gt;
*[[Biome]]s&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_glass_furnace&amp;diff=189832</id>
		<title>v0.34:Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_glass_furnace&amp;diff=189832"/>
		<updated>2013-07-11T03:09:23Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Changed quality rating from &amp;quot;Fine&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|03:09, 11 July 2013 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma glass furnace|key=a|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Trap]] [[weapon|weapons]]&lt;br /&gt;
* [[Window|Windows]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Toy|Toys]]&lt;br /&gt;
* [[Instrument|Instruments]]&lt;br /&gt;
* [[Goblet|Goblets]]&lt;br /&gt;
* [[Block|Blocks]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''magma glass furnace''' is a [[glass furnace]] that does not require [[fuel]] to work, using [[magma]] instead.  It requires fireproof materials to be built.Magma glass furnaces will not function unless at least one of its eight edge squares hang over a channel which has magma at a depth of 4/7 or more.&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces are used to make raw [[glass]] (a [[gem]]), [[block]]s, [[furniture]], and [[trade good]]s. All furniture made at a magma glass furnace can alternatively be made out of either [[metal]], [[stone]] or [[wood]], with the exception of [[window]]s and [[vial]]s. Glass windows are an alternative to gem windows, except that gem windows will not satisfy a mandate to make windows. Vials are used to make certain extracts at a [[Farmer's workshop]], or as an alternative to a [[flask]] or [[waterskin]].&lt;br /&gt;
Magma glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires a bag of [[sand]], clear glass requires a bag of sand and [[pearlash]], and crystal glass requires raw [[rock crystal]]s and pearlash. Raw rock crystals are a type of gem and are not available in most regions.&lt;br /&gt;
&lt;br /&gt;
Some of the names of glass furniture are different. A glass [[door]] is called a portal, a glass [[coffer]] is called a [[Container|box]], a glass [[pipe section]] is called a tube, and a glass [[cage]] is called a terrarium. Also, [[vial]]s can be produced at a magma glass furnace, each bag of sand resulting in 3 vials. Vials have the same function as flasks and waterskins, and can also hold extracts.&lt;br /&gt;
Magma glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty [[bag]], an Item Hauler, and a [[Activity zone|zone]] designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other tasks from being started until the sand is collected, it is often wise to build several additional glass furnaces, magma or otherwise, to use for the collection of sand.&lt;br /&gt;
Not all maps have a source of sand, but sand may be imported in small quantities. Caravans will also bring [[gem|raw glass]] (of all 3 types) for trade, which can be particularly useful for dealing with [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_glass_furnace&amp;diff=189831</id>
		<title>v0.34:Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_glass_furnace&amp;diff=189831"/>
		<updated>2013-07-11T02:58:19Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Added links from standard glass furnace page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:57, 13 January 2011 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma glass furnace|key=a|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Trap]] [[weapon|weapons]]&lt;br /&gt;
* [[Window|Windows]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Toy|Toys]]&lt;br /&gt;
* [[Instrument|Instruments]]&lt;br /&gt;
* [[Goblet|Goblets]]&lt;br /&gt;
* [[Block|Blocks]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''magma glass furnace''' is a [[glass furnace]] that does not require [[fuel]] to work, using [[magma]] instead.  It requires fireproof materials to be built.Magma glass furnaces will not function unless at least one of its eight edge squares hang over a channel which has magma at a depth of 4/7 or more.&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces are used to make raw [[glass]] (a [[gem]]), [[block]]s, [[furniture]], and [[trade good]]s. All furniture made at a magma glass furnace can alternatively be made out of either [[metal]], [[stone]] or [[wood]], with the exception of [[window]]s and [[vial]]s. Glass windows are an alternative to gem windows, except that gem windows will not satisfy a mandate to make windows. Vials are used to make certain extracts at a [[Farmer's workshop]], or as an alternative to a [[flask]] or [[waterskin]].&lt;br /&gt;
Magma glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires a bag of [[sand]], clear glass requires a bag of sand and [[pearlash]], and crystal glass requires raw [[rock crystal]]s and pearlash. Raw rock crystals are a type of gem and are not available in most regions.&lt;br /&gt;
&lt;br /&gt;
Some of the names of glass furniture are different. A glass [[door]] is called a portal, a glass [[coffer]] is called a [[Container|box]], a glass [[pipe section]] is called a tube, and a glass [[cage]] is called a terrarium. Also, [[vial]]s can be produced at a magma glass furnace, each bag of sand resulting in 3 vials. Vials have the same function as flasks and waterskins, and can also hold extracts.&lt;br /&gt;
Magma glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty [[bag]], an Item Hauler, and a [[Activity zone|zone]] designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other tasks from being started until the sand is collected, it is often wise to build several additional glass furnaces, magma or otherwise, to use for the collection of sand.&lt;br /&gt;
Not all maps have a source of sand, but sand may be imported in small quantities. Caravans will also bring [[gem|raw glass]] (of all 3 types) for trade, which can be particularly useful for dealing with [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_glass_furnace&amp;diff=189830</id>
		<title>v0.34:Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_glass_furnace&amp;diff=189830"/>
		<updated>2013-07-11T02:49:53Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: Copied over information from standard glass furnace page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:57, 13 January 2011 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma glass furnace|key=a|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Trap]] [[weapon|weapons]]&lt;br /&gt;
* [[Window|Windows]]&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
* [[Toy|Toys]]&lt;br /&gt;
* [[Instrument|Instruments]]&lt;br /&gt;
* [[Goblet|Goblets]]&lt;br /&gt;
* [[Block|Blocks]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''magma glass furnace''' is a [[glass furnace]] that does not require [[fuel]] to work, using [[magma]] instead.  It requires fireproof materials to be built.Magma glass furnaces will not function unless at least one of its eight edge squares hang over a channel which has magma at a depth of 4/7 or more.&lt;br /&gt;
&lt;br /&gt;
Magma glass furnaces are used to make raw glass (a gem), blocks, furniture, and trade goods. All furniture made at a magma glass furnace can alternatively be made out of either metal, stone or wood, with the exception of windows and vials. Glass windows are an alternative to gem windows, except that gem windows will not satisfy a mandate to make windows. Vials are used to make certain extracts at a Farmer's workshop, or as an alterative to a flask or waterskin.&lt;br /&gt;
Magma glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires a bag of sand, clear glass requires a bag of sand and pearlash, and crystal glass requires raw rock crystals and pearlash. Raw rock crystals are a type of gem and are not available in most regions.&lt;br /&gt;
&lt;br /&gt;
Some of the names of glass furniture are different. A glass door is called a portal, a glass coffer is called a box, a glass pipe section is called a tube, and a glass cage is called a terrarium. Also, vials can be produced at a magma glass furnace, each bag of sand resulting in 3 vials. Vials have the same function as flasks and waterskins, and can also hold extracts.&lt;br /&gt;
Magma glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty bag, an Item Hauler, and a zone designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other tasks from being started until the sand is collected, it is often wise to build several additional glass furnaces, magma or otherwise, to use for the collection of sand.&lt;br /&gt;
Not all maps have a source of sand, but sand may be imported in small quantities. Caravans will also bring raw glass (of all 3 types) for trade, which can be particularly useful for dealing with strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=158337</id>
		<title>v0.31:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strange_mood&amp;diff=158337"/>
		<updated>2011-12-11T19:04:23Z</updated>

		<summary type="html">&lt;p&gt;DarkArtemisFowl: /* Bug: Child crafts artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
Note: All controllable civilizations are currently able to enter strange moods, though in vanilla DF the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be available to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does ''not'' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that is muttering nonsense has already gathered everything it needs&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf (bonus if its a noble), drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]]. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones{{verify}}, skulls{{verify}} or remains (this includes vermin remains and many otherwise unusable items); if you do not happen to have any, you will have to make some, e.g. by butchering an animal, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw [[turtle]]s, [[mussel]]s, [[oyster]]s, or [[cave lobster]]s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them, since traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Version 0.31.12 and beyond should have much fewer shell requests.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarfes will no longer be satisfied with a regular forge.&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0;topicseen]&lt;br /&gt;
* The item to be built is not set at the beginning of the mood.  Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact. If you want to receive artifact adamantine breastplate, make sure to have adamantine nearby and forbid/move away any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items. If other items of that type are available, dwarf will immediately switch to them.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* A Dwarven Child can be taken by a mood, and in doing so the child will strangely craft an artifact, even though dwarven children are normally not allowed to craft anything. They will gain a &amp;quot;Legendary&amp;quot; skill level in one of the three Craftsdwarf skills (Bonecrafting, Woodcrafting, Stonecrafting), however you may not enable this skill until the child grows into an adult.&lt;br /&gt;
{{version|0.31.25}}&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
* Dwarves may request &amp;quot;rock bars&amp;quot; -- This is satisfied by metal bars.&lt;br /&gt;
{{version|0.31.10}}&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Main:Planepacked|Planepacked]] glitch.&lt;br /&gt;
* If a dwarf dies because of failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - moody [[metalsmith]]s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal.  Weaponsmiths and armorers are likely to insist on adamantine wafers should any exist in your fortress, forbidden or not, regardless of the particular dwarf's preferences{{verify}}.&lt;br /&gt;
&lt;br /&gt;
As of DF2010, burrows seem to allow even better control over moody dwarf's material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| rock bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]{{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]], possibly [[Skull]], [[Horn]], [[Ivory]] &lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Fey dwarves will sometimes ask for rock bars. This is just a typographical error, caused by stones and metals having been joined into a single &amp;quot;inorganic&amp;quot; material type in version 0.31 - they are actually asking for metal bars.&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
Moody metalworkers may occasionally require a specific type of metal as their artifact's primary material - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[Unit type token|profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s (including Peasant).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| Anyone Else&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
:''(* [[Armorsmith]], [[Weaponsmith]], [[Metal crafter]] and [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object; carpenters, a wood object, etc. engravers and stone crafters will turn out a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.&lt;br /&gt;
&lt;br /&gt;
Unless the mood was a Possession, the dwarf will gain 20,000 points of [[experience]] in the skill used to produce the artifact, enough to boost them to Legendary.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>DarkArtemisFowl</name></author>
	</entry>
</feed>