<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deity+Link</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deity+Link"/>
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	<updated>2026-04-11T15:02:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Altar&amp;diff=255867</id>
		<title>Altar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Altar&amp;diff=255867"/>
		<updated>2020-12-01T13:46:41Z</updated>

		<summary type="html">&lt;p&gt;Deity Link: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|00:01, 30 June 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
{{furniture&lt;br /&gt;
|name=Altar&lt;br /&gt;
|tile={{char|144}}&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecraft=y&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|glass=y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Altars''' are used in [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, in addition to the workshops listed in the sidebar, altars can be constructed at a [[mason's workshop]], but this still uses the [[stonecrafting]] labor. They can be built with {{k|b}}-{{k|Alt|a}} where they are labelled as '''Offering Place'''s, although they currently serve no purpose in this mode other than increasing a [[temple]]'s value. Temples don't require them to function.&lt;br /&gt;
&lt;br /&gt;
[[ru:Altar]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_ALTAR}}}}&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Deity Link</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Offering_Place&amp;diff=255866</id>
		<title>Offering Place</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Offering_Place&amp;diff=255866"/>
		<updated>2020-12-01T13:43:40Z</updated>

		<summary type="html">&lt;p&gt;Deity Link: Redirected page to Altar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Altar]]&lt;/div&gt;</summary>
		<author><name>Deity Link</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Personality_trait&amp;diff=255796</id>
		<title>DF2014 Talk:Personality trait</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Personality_trait&amp;diff=255796"/>
		<updated>2020-11-25T01:23:46Z</updated>

		<summary type="html">&lt;p&gt;Deity Link: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by 66.214.234.100 --&amp;gt;&lt;br /&gt;
As is to my current understanding, beliefs are tied to race, and are the same value at character creation (as in each dwarf has the same #), so I find the distribution shown questionable, I would love to see the source numbers if I could.&lt;br /&gt;
&lt;br /&gt;
-Thistleknot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might be confusing personality with ethics. Ethics (controlled in the entity raws) are always shown, thus each dwarf has the same number of beliefs. Personality (controlled in the creature raws) are not shown if the value is very moderate. No numbers yet.&lt;br /&gt;
&lt;br /&gt;
-[[Special:Contributions/24.34.243.225|24.34.243.225]] 00:48, 22 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traits and Social Skills ==&lt;br /&gt;
&lt;br /&gt;
I've been doing a bit of experimentation with the creature_standard raw, making dwarf personality traits static (ie [PERSONALITY:DISCORD:76:76:76]) and seeing what the effects have been on the social skills dwarves could learn by socializing in Fortress Mode. I've had a fair amount of success (I think I've figured eight of the ten social skills) and am using trial and error to [hopefully] figure out the last two.&lt;br /&gt;
&lt;br /&gt;
CRUELTY &amp;gt; 75 means a dwarf won't learn the consoler skill, HUMOR &amp;lt; 25 means he won't learn the comedian skill, DISCORD &amp;lt; 25 means he won't learn the intimidator skill, DISCORD &amp;gt; 75 means he won't learn the pacifier skill, GREGARIOUSNESS &amp;lt; 25 means he won't learn the conversationalist skill, ASSERTIVENESS &amp;lt; 25 means he won't learn the persuader skill -or- the intimidator skill (meaning intimidator requires a dwarf to be both somewhat assertive and not too harmonious), and FRIENDLINESS &amp;gt; 75 enables a dwarf to learn the flatterer skill, hence why it's fairly rare. Liar isn't actually learned contingent on a personality trait, but I think it's based on ethics and values. Most dwarves don't learn it (because of their [VALUE:TRUTH:30] entity token) unless they specifically &amp;quot;do not particularly value the truth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'll eventually get around to seeing whether judge of intent and negotiator are contingent on certain personality traits (it's getting to the point that I'm doubting that they are). If any of y'all feel like checking some of these values yourself, feel free. If you test the way I did, I might suggest quickly digging out a 4x4 room and designating it a tavern--they'll socialize a lot, and since it's small they won't spend time dancing instead of talking.&lt;br /&gt;
[[User:Rhavviepoodle|Rhavviepoodle]] ([[User talk:Rhavviepoodle|talk]]) 00:24, 17 October 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thanks for your info. It was a very useful start for me to complete the tests for beliefs, except for something funny happening with Conversationalist. Results were first [https://www.reddit.com/r/dwarffortress/comments/jf36zg/science_availability_of_social_skills_demystified/ posted on Reddit] and then (hopefully correctly) edited into the pages here [[User:O11c|o11c]] ([[User talk:O11c|talk]]) 03:32, 26 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Scribbling==&lt;br /&gt;
Just a note that I may have goofed on the immortality desc - feel free to verify and revise, or even rewrite if need be. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 14:22, 5 January 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Violent dwarves starting brawls under the influence==&lt;br /&gt;
Dwarves with VIOLENCE above 90 (that &amp;quot;are given to rough-and-tumble brawling, even to the point of starting fights for no reason &amp;quot;) will not actually start fights for no reason, but may be more likely to start brawling under the influence of alcohol at a Tavern.&lt;br /&gt;
&lt;br /&gt;
[[User:Deity Link|Deity Link]] ([[User talk:Deity Link|talk]]) 01:23, 25 November 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Deity Link</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=255795</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=255795"/>
		<updated>2020-11-25T01:20:10Z</updated>

		<summary type="html">&lt;p&gt;Deity Link: /* Facets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:12, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
'''Personality traits''', or just '''personalities''', are made up of beliefs, goals, and facets, distinct from [[attributes]]. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are as yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
'''Beliefs''' are what a creature values; examples include things like [[Personality_trait#TRADITION|tradition]] (&amp;quot;He holds the maintenance of tradition as one of the highest ideals&amp;quot;), [[Personality_trait#COOPERATION|cooperation]] (&amp;quot;...is thoroughly disgusted by cooperation&amp;quot;), and [[Personality_trait#SACRIFICE|sacrifice]] (&amp;quot;...believes that those who sacrifice for others should be deeply respected&amp;quot;), but '''personality facets''', on the other hand, are how a creature acts. So, an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have &amp;quot;He is in a constant state of internal rage&amp;quot;, and one with low [[Personality_trait#ALTRUISM|altruism]] would have &amp;quot;She feels helping others is an imposition on her time&amp;quot;. Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]] even though one of their personality facets prevents him/her from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as &amp;quot;He never falls in love or develops positive feelings toward anything, and he is bothered by this since he sees romance as one of the highest ideals&amp;quot;. (Goals, however, are [[DF2014:Personality_trait#Goals|described below]]).&lt;br /&gt;
&lt;br /&gt;
{{DFtext|She personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
Each belief has a range from −50 to 50. The value triggers a report on the &amp;quot;thoughts and preferences&amp;quot; screen, depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual dwarf's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thought and personality screen. Beliefs, along with facets, dictate [[need]]s and the frequency in which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be changed through successful arguments. In adventure mode, this can be used to change the core beliefs of your adventurer (and by proxy some of your needs). Since you can argue for beliefs you don't actually hold, you can convince a person of a belief you want to hold, get into another argument over said belief, and acquiesce to their (new) position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your adventure. {{verify}} In fortress mode, some [[memories]] have the potential to change beliefs over time.&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets — see below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot;| Value !! Description !! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LAW}}&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOYALTY}}&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAMILY}}&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDSHIP}}&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to LEISURE_TIME?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POWER}} &lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorrent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUTH}}&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost ||! rowspan=2 | cannot learn Flatterer &amp;lt;br&amp;gt; (unless overridden by extreme FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty || can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth ||! rowspan=4 | can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; can learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CUNNING}}&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ELOQUENCE}}&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are of the highest ideals ||! rowspan=5 | can learn Persuader &amp;lt;br&amp;gt; (subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers ||! rowspan=2 | cannot learn Persuader &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAIRNESS}}&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DECORUM}}&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRADITION}}&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ARTWORK}}&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COOPERATION}}&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INDEPENDENCE}}&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STOICISM}}&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive ||! rowspan=2 | cannot learn Consoler &amp;lt;br&amp;gt; (unless overridden by extreme SWAYED_BY_EMOTIONS, CRUELTY, or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining ||! rowspan=5 | can learn Consoler &amp;lt;br&amp;gt; (subject to SWAYED_BY_EMOTIONS, CRUELTY, and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INTROSPECTION}}&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SELF_CONTROL}}&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRANQUILITY}}&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and HARMONY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARMONY}}&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MERRIMENT}}&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party ||! rowspan=5 | can learn Comedian &amp;lt;br&amp;gt; (subject to HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers ||! rowspan=2 | cannot learn Comedian &amp;lt;br&amp;gt; (unless overriden by extreme HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRAFTSMANSHIP}}&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MARTIAL_PROWESS}}&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SKILL}}&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARD_WORK}}&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SACRIFICE}}&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMPETITION}}&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important values and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&lt;br /&gt;
| +41 to +50 || believes that perseverance is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverance in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LEISURE_TIME}}&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to FRIENDSHIP?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMMERCE}}&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ROMANCE}}&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|NATURE}}&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing ||! rowspan=3 | Receives [[Thought|happy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PEACE}}&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs ||! rowspan=5 | can learn Pacifier &amp;lt;br&amp;gt; (subject to DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general ||! rowspan=2 | cannot learn Pacifier &amp;lt;br&amp;gt; (unless overriden by extreme DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|KNOWLEDGE}}&lt;br /&gt;
| +41 to +50 || finds the quest for knowledge to be of the very highest value&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views the pursuit of knowledge as deeply important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values knowledge&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see the attainment of knowledge as important&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. Dwarves will receive a happy thought upon completion of goals and receive the notation of &amp;quot;and this dream was realized&amp;quot; in the personality description following their original goal. Goals would apparently ''not'' currently be limited to one per creature, but for some sort of oversight:[http://www.bay12forums.com/smf/index.php?topic=169696.msg8083871#msg8083871].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|STAY_ALIVE}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAINTAIN_ENTITY_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|START_A_FAMILY}}&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
| Goal completed upon giving birth/fathering an infant.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|RULE_THE_WORLD}}&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CREATE_A_GREAT_WORK_OF_ART}}&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CRAFT_A_MASTERWORK}}&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BRING_PEACE_TO_THE_WORLD}}&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BECOME_A_LEGENDARY_WARRIOR}}&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MASTER_A_SKILL}}&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
| Goal completed upon reaching Legendary skill status.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|FALL_IN_LOVE}}&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|SEE_THE_GREAT_NATURAL_SITES}}&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|IMMORTALITY}}&lt;br /&gt;
| has become obsessed with his/her own mortality&lt;br /&gt;
| Leads to [[necromancer|necromancy]]&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAKE_A_GREAT_DISCOVERY}} &lt;br /&gt;
| dreams of making a great discovery&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|ATTAIN_RANK_IN_SOCIETY}} &lt;br /&gt;
| dreams of attaining rank in society&lt;br /&gt;
| Goal completed upon becoming a baron (and possibly other noble positions).&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BATHE_WORLD_IN_CHAOS}}&lt;br /&gt;
|dreams of bathing the world in chaos&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
&lt;br /&gt;
Each personality facet has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40−60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Facets are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &amp;amp;mdash; their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which [[social skills]] are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood. Like beliefs, memories may change a dwarf's facets over time. &lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of ''conflicting'' with the dwarf's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOVE_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HATE_PROPENSITY}}&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ENVY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7| {{text anchor|CHEER_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#MERRIMENT|MERRIMENT]]&lt;br /&gt;
| 91-100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DEPRESSION_PROPENSITY}}&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ANGER_PROPENSITY}}&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ANXIETY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LUST_PROPENSITY}}&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STRESS_VULNERABILITY}}&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GREED}}&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMMODERATION}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SELF_CONTROL|SELF_CONTROL]]&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VIOLENT}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&amp;lt;br/&amp;gt;and [[Personality_trait#MARTIAL_PROWESS|MARTIAL_PROWESS]]&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#PERSEVERANCE|PERSEVERANCE]]&lt;br /&gt;
| 91-100 || is unbelievably stubborn, and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|WASTEFULNESS}}&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects, and invariably wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DISCORD}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible ||! rowspan=2 | cannot learn Consoler or Pacifier &amp;lt;br&amp;gt; can learn Intimidator (subject only to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living ||! rowspan=3 | can learn Consoler (subject to STOICISM, subject to CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; can learn Pacifier (subject to PEACE) &amp;lt;br&amp;gt; can learn Intimidator (subject to HARMONY, POWER, and TRANQULITY, subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; can learn Consoler (subject to CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; always learns Pacifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDLINESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&amp;lt;br/&amp;gt;and [[Personality_trait#FRIENDSHIP|FRIENDSHIP]]&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable ||! rowspan=2 | always learns Flatterer&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual ||! rowspan=2 | can learn Flatterer &amp;lt;br&amp;gt; (subject to TRUTH)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome ||! rowspan=3 | cannot learn Flatterer&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POLITENESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#DECORUM|DECORUM]]&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DISDAIN_ADVICE}}&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|BRAVERY}}&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CONFIDENCE}}&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VANITY}}&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|AMBITION}}&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GRATITUDE}}&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMMODESTY}}&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HUMOR}}&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate ||! rowspan=2 | always learns Comedian&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor ||! rowspan=3 | can learn Comedian &amp;lt;br&amp;gt; (subject to MERRIMENT)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous ||! rowspan=2 | cannot learn Comedian&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VENGEFUL}}&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PRIDE}}&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRUELTY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#POWER|POWER]]&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism ||! rowspan=2 | cannot learn Consoler&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, subject to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SINGLEMINDED}}&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HOPEFUL}}&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CURIOUS}}&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|BASHFUL}}&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness ||! rowspan=2 | cannot learn Conversationalist&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her] ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PRIVACY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#STOICISM|STOICISM]]&lt;br /&gt;
| 91-100 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 ||  has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to share [his/her] own experiences and thoughts with others &lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || shares intimate details of life without sparing a thought to repercussions or propriety&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERFECTIONIST}}&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CLOSEMINDED}}&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TOLERANT}}&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|EMOTIONALLY_OBSESSIVE}}&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SWAYED_BY_EMOTIONS}}&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to CRUELTY and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, subject to CRUELTY and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals ||! rowspan=2 | cannot learn Consoler&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ALTRUISM}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SACRIFICE|SACRIFICE]]&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives happy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives unhappy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DUTIFULNESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#LAW|LAW]],&amp;lt;br/&amp;gt;[[Personality_trait#LOYALTY|LOYALTY]], and [[Personality_trait#INDEPENDENCE|INDEPENDENCE]]&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|THOUGHTLESSNESS}}&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ORDERLINESS}}&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
| rowspan=3 |  Will store clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
| rowspan=3 |  Will leave scattered clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUST}}&lt;br /&gt;
| 91-100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GREGARIOUSNESS}}&lt;br /&gt;
| 91-100 || truly treasures the company of others ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone ||! rowspan=2 | cannot learn Conversationalist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ASSERTIVENESS}}&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say ||! rowspan=2 | can learn Intimidator &amp;lt;br&amp;gt; (subject to DISCORD) &amp;lt;br&amp;gt; always learns Persuader&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive ||! rowspan=3 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY, POWER, and TRANQULITY, subject to DISCORD) &amp;lt;br&amp;gt; can learn Persuader &amp;lt;br&amp;gt; (subject to ELOQUENCE)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation ||! rowspan=2 | never learns Intimidator or Persuader&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ACTIVITY_LEVEL}}&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|EXCITEMENT_SEEKING}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMAGINATION}}&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ABSTRACT_INCLINED}}&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ART_INCLINED}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ARTWORK|ARTWORK]]&amp;lt;br /&amp;gt;and [[Personality_trait#NATURE|NATURE]]&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Personality trait]]&lt;/div&gt;</summary>
		<author><name>Deity Link</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_mole&amp;diff=217484</id>
		<title>Giant mole</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_mole&amp;diff=217484"/>
		<updated>2015-04-06T20:27:12Z</updated>

		<summary type="html">&lt;p&gt;Deity Link: RIP Mr.Mole ;_;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=11-17&lt;br /&gt;
|meat=13-14&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant moles''' will ignore dwarves in favor of locating [[food]] or [[alcohol|booze]] to steal. This makes them easy to capture: simply place cage [[trap]]s around a small food [[stockpile]] and wait. If one of these creatures manages to reach the main food stockpile of a fortress, most, if not all, of the dwarves will ignore them, though some dwarves appear to have some manner of phobia, and will panic upon sighting the mole. They have a respectable value as pets or can be [[butcher]]ed and [[meat industry|utilized with dwarven efficiency]]. Their body parts are worth twice as much as those of more boring animals like [[deer]].&lt;br /&gt;
&lt;br /&gt;
Giant moles can be tamed and used as pets with an [[animal trainer]], however their dramatically short lifespan makes them a poor choice for adoption.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Deity Link</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=151914</id>
		<title>v0.31:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=151914"/>
		<updated>2011-07-30T00:34:00Z</updated>

		<summary type="html">&lt;p&gt;Deity Link: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:16, 24 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:120%&amp;quot;&amp;gt;&lt;br /&gt;
:''This is a quickstart guide for {{L|Dwarf fortress mode}} for those who have never played before who quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the {{L|Adventure mode quick start}} guide.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:120%&amp;quot;&amp;gt;&lt;br /&gt;
:'''''Also see {{L|Tutorials}} for more detailed tutorials that people have submitted.'''''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is {{L|fun}}!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} and the rest of the wiki while reading this. For something more detailed see the excellent {{L|Bentgirder}} tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|{{L|From Caravan to Happy Dwarves}} - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is {{L|World generation|generate a new world}}. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, {{L|World generation|generate a new world}} using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: {{L|Embark}}''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}}. This highlighted square is what will become your play area after you embark. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. Advanced players can create a functional fortress on a glacier, but for now, lets stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO Aquifer''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested&lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Surroundings:''' Calm or at least '''not''' Sinister, Haunted, or Terrifying&lt;br /&gt;
*'''Clay or Soil''' is important to make farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*A '''River''' if possible&lt;br /&gt;
*'''Deep Metal(s)''' if possible&lt;br /&gt;
*'''Flux Stone''' if possible&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
Notes about find tool:&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Medium Evil, Low Savagery. (See {{L|Surroundings#Combinations_of_surroundings|the chart here}} for why.) The find tool will also only indicate a general area so you will still need to check the attributes manually by moving between flashing regions and by moving around in each one until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
Your site may have multiple biomes overlapping it. If so make sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them. They may each have significantly different characteristics.&lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[/Preparing carefully]]''' for instructions. '''This is completely optional.'''}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys. Look up and down a few {{L|z-level}}s with {{K|&amp;lt;}} and {{K|&amp;gt;}}. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} to return to the wagon.  (You can define more {{L|hotkeys}} later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the {{L|fun}} because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see ''Temporary Meeting Area'' below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to start working on based on a set of largely hard-coded priorities.&lt;br /&gt;
&lt;br /&gt;
For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a pickaxe then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. So the first thing you will do is {{K|d}}esignate some areas to &amp;quot;mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Decide where you will build your main entrance. The best thing to do is just put it near your wagon to make it faster and less work to haul all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the Designations menu.&lt;br /&gt;
#Hit {{K|d}} again to select Mine&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner dwarf will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can also be one tile wide, or just one single tile.&lt;br /&gt;
&lt;br /&gt;
If your wagon is near a {{L|cliff}}, you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, {{L|channel}} out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into the wall of the pit to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the &amp;quot;cliff&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway. Later you may want to expand this to 2 or 3 tiles wide but for now make it narrow so it will be easier to defend.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
[[File:Quickstart-level0.png|thumb|right|Level 0: This is the ground level which we'll call &amp;quot;level 0&amp;quot;. The entrance tunnel is on the left where the refuse and wood stockpiles are partially visible. Inside are the general storage area, trade depot, stairwell, and farm plot.]]&lt;br /&gt;
At the end of the entry hall, dig a 5x5 room (where you'll later build your trade depot). Then dig out at least another 3 or 4 tiles of interior hallway beyond that, and beyond that another room for a general stockpile area about 10x10 tiles. You have some flexibility in how you do this; see the image at the right for an example.&lt;br /&gt;
&lt;br /&gt;
Don't make any of these rooms too big or your miner will take forever to dig the rooms out, especially if he is digging in stone instead of soil. (Digging through soil is much faster.) You may want to designate one room at a time, then wait for it to be mined out before designating the next room.&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the {{L|Stockpile#Custom_stockpiles|custom stockpile}} settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Woods'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile.&lt;br /&gt;
#Designate the whole 10x10 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
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It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will cause problems.&lt;br /&gt;
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Note- When assigning stockpiles, you should make sure they're in a vacant area. IE; the tiles should only &amp;quot;contain&amp;quot; the ground. Dwarves will not haul stuff to filled tiles, so make sure the area is vacant (Assign the area for dump) before assigning a stockpile.&lt;br /&gt;
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=== Stairways ===&lt;br /&gt;
Somewhere off of your interior hallway, dig out a 3x3 or so area and designate a Downward Stairway in the middle of it with {{K|d}}-{{K|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an Up/Down Stairway on it with {{K|d}}-{{K|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
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==Stout Labor==&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the Fishing labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
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When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
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Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#aa0|Dwarf Therapist|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''{{L|Utilities#Dwarf_Therapist|Dwarf Therapist}}''' can make this a million times easier, especially later when you're dealing with twenty times the number of dwarves you have now.}}&lt;br /&gt;
With the digging and stockpile taken care of, look over your dwarves' assigned {{L|labor}}s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}}{{K|+}}. You can enter each category and toggle each labor off and on with {{K|Enter}} and get back out with {{K|Esc}}.&lt;br /&gt;
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After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
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Even if no dwarves have the corresponding skills, ensure that someone has {{L|wood burner}}, {{L|furnace operator}}, {{L|wood cutter}}, {{L|plant gathering}}, {{L|gem cutter}}, {{L|armorsmith}}, {{L|weaponsmith}}, {{L|blacksmith}}, {{L|metal crafter}}, and {{L|engraver}} (stone detailing) enabled. If you have dwarves with hunting or fishing, ''disable'' those until you have your initial fort completed. When you're first starting out you don't want dwarves wandering around alone where they can get killed.&lt;br /&gt;
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Any unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
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==Temporary Meeting Area==&lt;br /&gt;
Using the {{k|i}} key, create an activity zone (at least 5x5) in the stairwell or general stockpile area (be careful not to make this too small otherwise your animals and dwarves will start fighting). This works much like creating a stockpile except that you draw the rectangle first then hit keys to define what the area is for. Draw the rectangle over the area then set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
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==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding {{L|Miasma}}]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for {{L|Stockpile#Refuse|{{K|r}}efuse}} ''at least'' 5x5 in size. This should be outside in the open or you will have problems with {{L|Miasma}}. You will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
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==Woodcutting==&lt;br /&gt;
Create another stock{{K|p}}ile for {{K|w}}ood outside your entrance. As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later you will move this closer to your carpenter's workshop once you build one.&lt;br /&gt;
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Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into a few units of wood. Removing other buildings is done the same way.&lt;br /&gt;
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Also near the entry, designate at least 10 trees to be chopped down with {{K|d}}-{{K|t}}. Don't designate too many trees at the beginning, or your dwarves will spend all of their time chopping them down and hauling them rather than doing other work.&lt;br /&gt;
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==Pasture==&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/{{L|Pasture}} zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
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==Sustenance by Plow==&lt;br /&gt;
Dig out an area in a soil layer, accessible from inside your fort but not reachable from the outside. You must pick an ''underground'' area with mud or soil. Hopefully you have chosen a site with a soil layer as this will make farming much easier, but if not then you will need to {{L|Irrigation|irrigate}} to create the required mud on stone floors.&lt;br /&gt;
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Now use {{K|b}} to build a 3x3 {{L|Farming|farm {{K|p}}lot}}. Notice that some things like buildings and constructions are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the width and height of the &amp;quot;building&amp;quot; using {{K|u}}{{K|m}}{{K|k}}{{K|h}} then position it with the directional keys. So hit {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room you just excavated.&lt;br /&gt;
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Remember you must enable the &amp;quot;Farming (Fields)&amp;quot; labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
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{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow {{L|plump helmet}}s during all seasons. You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season, otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
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==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is really not that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
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To get stone though you may need to dig down a bit if you have more than one z-level of sand/clay/soil on the surface.&lt;br /&gt;
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==Workshops==&lt;br /&gt;
[[File:Quickstart-level-1-workshops.png|right|thumb|Level -1: Mason's, carpenter's, mechanic's, and jeweler's workshops surrounded by appropriate stockpiles.]]&lt;br /&gt;
Dig your stairwell down one level (with {{K|d}}-{{K|i}}), if you haven't already, and create four 5x5 rooms off of the stairwell. These will hold your {{L|Mechanic's_workshop|mechanic's}}, {{L|Mason's_workshop|mason's}}, {{L|Carpenter's_workshop|carpenter's}}, and {{L|Jeweler's_workshop|jeweler's}} {{L|workshop}}s.&lt;br /&gt;
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Use {{K|b}}-{{K|w}} to build the workshops, and select some sort of junk stone for the material. If you are still digging in soil and don't have stone yet, just use wood. (The material really doesn't matter in this case.) Put each workshop in the center of each room, and use the remaining space for the appropriate type of stockpile (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if stone is blocking the way. See &amp;quot;Garbage&amp;quot; Dumping below if you find you need to remove some stone.)&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K|p}}-{{K|x}}) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
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Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one {{L|table}} and one {{L|throne}}/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
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==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' {{L|Stockpile#Refuse|Refuse}} is {{L|Miasma|rotting stuff}}. Garbage is anything you designate to be hauled to a {{L|Activity_zone#Garbage_Dump|garbage dump}}, even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
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Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage Dump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the larger your dump is, the harder it will be to find anything in it.&lt;br /&gt;
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Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over all of the loose stones cluttering up your living area. This will designate this stone to be transported to the closest garbage dump zone.&lt;br /&gt;
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Once the stone from your living area has been moved there, it will be set as {{L|Forbid|forbidden}}. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
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Congratulations! Knowing how to use garbage zones and dump commands puts you head and shoulders above most newbs. It takes some people weeks to figure this out.&lt;br /&gt;
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==Trade Depot==&lt;br /&gt;
Build a {{L|trade depot}} using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where {{L|trading}} will take place when one arrives.&lt;br /&gt;
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==Bedrooms==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Communal Living|When a fort is first getting started, a common {{L|dormitory}} type {{L|bedroom}} will suffice for a while, but dwarves will eventually want their own rooms. So feel free to create a {{L|dormitory}} now if you want and come back later to create individual rooms. You will want an office now though.}}&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|left|thumb|Level -7: Meager bedrooms and office. All rooms have doors; the bedrooms have a bed, cabinet, and coffer; and the office has a table and chair.]]&lt;br /&gt;
Continue digging your stairwell down about seven more levels. Just create the stairwells for now.&lt;br /&gt;
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On the lowest level, dig some halls leading to rooms for sleeping quarters. Dwarves don't need much space for living quarters; in fact, you can turn a 1x3 room into decent quarters by smoothing the stone and filling it with some decent quality furniture.&lt;br /&gt;
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{{L|Bedroom design|Designing living quarters}} is a matter of personal preference and aesthetic sense. Actual design will be left as an exercise for the player. Just try to keep the bedrooms close to the stairs, and ideally make your access hallways at least two tiles wide so your dwarves don't have to crawl over and under each other to get where they are going. &lt;br /&gt;
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You will want to create at least eight rooms: seven for your {{L|bedroom}}s, and one as an {{L|office}} for your manager/bookkeeper, which, rather than a chest, bed and cabinet, will contain the chair and table you queued up earlier.&lt;br /&gt;
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==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the {{L|Noble|nobles and administrators}} screen.  &lt;br /&gt;
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The most important positions to assign are '''{{L|broker}}''', '''{{L|bookkeeper}}''' and '''{{L|manager}}'''. Your {{L|expedition leader}} is a good choice for all three when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long.&lt;br /&gt;
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Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
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[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the {{L|chief medical dwarf}} yet. He/she will be needed when you set up your {{L|Healthcare|hospital}} which won't be covered in this guide. Feel free to go check out the {{L|Healthcare}} guide once you're done.&lt;br /&gt;
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Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for maximum precision. This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
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===Offices===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an {{L|office}} in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
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Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Place them in the office (room you created down in the sleeping area) using the {{K|b}}uild command. Once dwarves have installed the furniture, use {{K|q}} to select the chair, make the room into an office, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need. If so then you shouldn't see any red.&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (like chairs vs. thrones) even if they're functionally the same. So, if it seems like you can't make something of a particular material, do some poking around and check the wiki.}}&lt;br /&gt;
Now would be a good time to start building some {{L|furniture}}. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
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Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;bed&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to seven. Next, queue up seven wooden {{L|chest}}s or stone coffers, eight {{L|door}}s, seven {{L|cabinet}}s, at least two {{L|table}}s and two {{L|throne}}s/chairs. The tables and chairs will go in your {{L|dining room}}, speaking of which...&lt;br /&gt;
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==Dining and Food Prep Area==&lt;br /&gt;
Above the living quarters, and right off the main stairwell, create another four rooms. One will be for general food storage, one a {{L|dining room|dining hall}}, one a {{L|kitchen}}, and one a {{L|still}}. The still will allow you to make alcohol. The Kitchen will allow you to make {{L|Cook#Recipes|Prepared food}}.&lt;br /&gt;
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Make the rooms for the kitchen and still 5x5 each. The storage area and dining hall should be larger. Ideally make the dining hall so that it can be further expanded later.&lt;br /&gt;
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Use {{K|b}}-{{K|w}} to build the still and kitchen in the middle of the 5x5 rooms. Create {{K|f}}ood stockpiles in the remaining space around each workshop, as well as the entire food storage room.&lt;br /&gt;
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[[File:Quickstart-level-6-dining.png|right|thumb|Level -6: Dining level with dining hall, kitchen, still, and storage area.]]&lt;br /&gt;
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Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
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Hit {{K|z}} and select ''{{L|Kitchen}}'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
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If you plan to do any fishing, dig out another area and create a {{L|Fishery}} on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or {{L|Status#Animal_Status_Screen|slaughter}} any animals, create a {{L|Butcher's shop}} on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain {{L|Miasma}} should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
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Eventually go check out the subpage on [[/Stockpiles]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
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==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Make sure each bedroom gets a door, chest, bed and cabinet. Put a door on the office (which should already have a chair and table). Put the new chairs and tables in the dining room. Make more doors and put them on other rooms if you want.&lt;br /&gt;
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Once dwarves have hauled beds to the bedrooms, use {{K|q}} on the installed beds to make the bedrooms into bedrooms. Don't worry about assigning the bedrooms to specific dwarves; they will eventually pick their own as long as they have been defined as unowned bedrooms.&lt;br /&gt;
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==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a room, and configure it to be a meeting hall. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You may want to go remove the temporary meeting area and any other meeting areas that you created earlier (with {{K|i}}).&lt;br /&gt;
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==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ({{L|status}}) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some {{L|shrub|outdoor plants}}, {{L|Status#Animal_Status_Screen|slaughter}} some animals, turn on {{L|fishing}}, or turn on {{L|hunting}} to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
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==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start {{L|brewing}} as a {{L|repeat}}ing task. Also, now would be a good time to start {{L|cooking}} actual meals rather than forcing your dwarves to eat raw food. Cooking {{L|Cooking#Recipes|easy meals}} will train dwarves faster, but they may be happier with {{L|Cooking#Recipes|lavish meals}}. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a something &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some {{L|barrel}}s, or some stone {{L|pot}}s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a {{L|Craftsdwarf's workshop}}, make sure someone has the {{L|Stonecrafting}} labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
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Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, {{L|Status#Animal_Status_Screen|slaughter}} some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
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Actually, now would be a fine time to make another three by three farm. Set it to produce {{L|sweet pod}}s in the spring and summer, {{L|cave wheat}} or {{L|pig tail}}s (your choice) in the fall (autumn), and {{L|plump helmet}}s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from {{L|Thought|grumbling}}.&lt;br /&gt;
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==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''{{L|Bin|bins}}''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to {{L|haul}} things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
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=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and {{L|trade depot}}. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
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At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your {{L|metal industry}}, and later to prepare your {{L|military|militia}}.&lt;br /&gt;
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==Preparing for Immigrants==&lt;br /&gt;
Soon you should get some {{L|Immigration|immigrants}} if you haven't already. When you do get a group of {{L|Immigration|immigrants}}, take a headcount and queue up enough beds, doors, cabinets and chests to make bedrooms for them all. Examine their skills. (This is where {{L|Utilities#Dwarf_Therapist|Dwarf Therapist}} can come in handy again.) Be sure to enable any labors that they have skills in, but aren't active. Turn any useless dwarves into furnace operators.&lt;br /&gt;
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==Traps==&lt;br /&gt;
Start producing '''{{L|mechanism}}s''' at your {{L|mechanic's workshop}}. Queue up ten. After they are built, use them to create {{L|Trap#Stone-fall_Trap|stone fall traps}} near the start of your entry hall using {{K|b}}-{{K|T}}. Queue up some {{L|cage}}s, and more mechanisms, and use these to create some {{L|Trap#Cage_Trap|cage traps}} right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from {{L|thief|thieves and kidnappers}} who will almost always bypass them. &lt;br /&gt;
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Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
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==Guard Animals==&lt;br /&gt;
Create two 1x1 {{L|pasture}}s near the beginning of your entryway, one on either side, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a {{L|dog}} or other non-grazing animal to each of them. These animals will spot thieves and raiders before they gain entrance to your fortress. Try to pick disposable animals, as they ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for {{L|Meat industry#Breeding|breeding}}.&lt;br /&gt;
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==Drawbridge==&lt;br /&gt;
Build a {{L|Bridge|drawbridge}} ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier.&lt;br /&gt;
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Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the trade depot and the rest of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
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In case of an {{L|ambush}} or {{L|siege}}, you will want to close up your fort, keeping the goblins out until your {{L|squad}}s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
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==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be {{L|smelter}}s, and one a {{L|metalsmith's forge}}. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold {{L|Fuel|coke and charcoal}} and metal {{L|bar}}s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
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Also dig out some space and create a stockpile for {{L|ore}} somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
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Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
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===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a {{L|wood furnace}}. Hopefully, you will find enough '''lignite''' or '''bituminous coal''' that you will only need to use the wood furnace to create enough charcoal to jump-start the '''coke''' (refined coal) production. Without {{L|magma}}, you need to refine raw coal to make coke, or burn wood to make charcoal. Unprocessed coal is not a usable fuel; only refined coke and charcoal are.&lt;br /&gt;
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If you don't find coal on your map, you'll need to either dig down to {{L|magma}} or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
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===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike {{L|magnetite}} or {{L|limonite}} which are {{L|ore}}s of {{L|iron}}. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''{{L|The Non-Dwarf's Guide to Rock}}''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig {{L|Exploratory mining|exploratory tunnels}} looking for ores, minerals, and {{L|gem}}s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
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===Fuel===&lt;br /&gt;
Whether you find coal or not, you will need to burn wood into at least one unit of charcoal. If you find some coal (lignite or bituminous coal), start your smelters out processing it into coke using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
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Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of {{L|Immigration|immigrants}} fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
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Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some {{L|weapon}}s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a wood furnace, and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
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===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power {{L|magma smelter}}s and {{L|magma forge}}s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out ok in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''{{L|Pick}}s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''{{L|Weapon}}s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''{{L|Armor}}''' - You're going to want some armor. Start with shields, breastplates or mail shirts, helmets, leggings, then gauntlets and boots. Start with 5 or so of each in the order listed.&lt;br /&gt;
{{L|Steel}} is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. {{L|Iron}} is good, {{L|bronze}} is also good. {{L|Copper}} is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
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==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some {{L|gem}}s by now, so put your {{L|jeweler}} to work {{L|Gem cutter|cutting}} them. These will be the only thing you {{L|Trading|trade}} in the first year, and only for things you absolutely need and can't produce enough of yourself. &lt;br /&gt;
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Actually, {{L|Finished goods|stone crafts}} produced by a craftsdwarf can make good trading goods as well. The only problem with this is that you'll need to make a lot of them (50+) because each one isn't too valuable individually. If you go this route you will probably need to dedicate a craftsdwarf's workshop and craftsdwarf to this task almost full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
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==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary ass to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term {{L|wealth}} until the {{L|metal industry}} gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
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==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the sharp pointy kind.}}&lt;br /&gt;
You may have struck {{L|gold}} or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making {{L|steel}} will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
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=Military=&lt;br /&gt;
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Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
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Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
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If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
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When you're ready to start up your military, see the {{L|Military quickstart}} guide.&lt;br /&gt;
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= What Next =&lt;br /&gt;
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Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the {{L|fun}}.&lt;br /&gt;
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Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build {{L|coffin}}s and a graveyard or {{L|tomb}}s for dead dwarves and pets&lt;br /&gt;
*Set up a {{L|Healthcare|hospital}}&lt;br /&gt;
*Build a {{L|well}}&lt;br /&gt;
*Build a {{L|jail}} for unruly dwarves&lt;br /&gt;
*Set up {{L|Scheduling#Alert_Levels|civilian alerts}} to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
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Here are some things that players often do as their population grows:&lt;br /&gt;
*Smooth and {{L|engraving|engrave}} walls and floors&lt;br /&gt;
*Produce {{L|Dwarf_fortress_mode#Livestock|Meat, eggs, milk, and honey}}&lt;br /&gt;
*Continue to expand the {{L|military}}&lt;br /&gt;
*Explore new {{L|Industry|industries}}&lt;br /&gt;
*Dig down to the {{L|caverns}} and create a defended lower entrance with traps to defend the fort against the {{L|creatures|denizens}} below&lt;br /&gt;
*Build a {{L|kennel}} and train some war animals&lt;br /&gt;
*Build a {{L|Mass pitting}} system to dispose of caged enemies&lt;br /&gt;
*Build above-ground {{L|construction}}s such as an archery tower or garden&lt;br /&gt;
*Create a {{L|statue|statue garden}} or {{L|zoo}}&lt;br /&gt;
*Farm in an {{L|Farm#Above_Ground_Farming|above-ground farm plot}}&lt;br /&gt;
*Dig down to {{L|magma}} and set up {{L|magma forge}}s and {{L|magma smelter}}s to avoid the need for fuel&lt;br /&gt;
*Build {{L|machine component}}s to pump magma and water&lt;br /&gt;
*Create more {{L|Trap design|elaborate traps}} such as magma and drowning chambers&lt;br /&gt;
*Try some {{L|stupid dwarf trick}}s&lt;br /&gt;
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You may also want to just read over the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
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Keep in mind that how you play is not set in stone. Some people never defend, some start a {{L|Megaprojects|megaproject}} right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the {{L|List of mods|mods}} and some of the crazier {{L|challenges}} that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
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= Feedback =&lt;br /&gt;
&lt;br /&gt;
If you have any feedback on this guide, please leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article or in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
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&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Deity Link</name></author>
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