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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Doktoro+Reichard</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-29T21:47:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Skill&amp;diff=198603</id>
		<title>v0.34 Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Skill&amp;diff=198603"/>
		<updated>2014-04-14T19:26:26Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* What is a profession? */  - rsp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A rusty novice qualifies to work in a mason's workshop that is set to only accept dabbling dwarves. Perhaps this information could be mentioned, with testing of course. Also, what does &amp;quot;Permanent skill loss&amp;quot; mean? Will a dwarf suffering from permanent skill loss never be able to work above a certain level, or is there a just a decrease in experience that is recoverable through training? --[[User:Introprospector|Introprospector]] 00:13, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-fortress sentients observed changing profession ==&lt;br /&gt;
&lt;br /&gt;
In case it's ever of interest to anybody, &amp;quot;NPCs&amp;quot; (by which I mean sentients who aren't part of your fortress) appear to change profession according to the same rules as fortress dwarves -- an unarmed Goblin Recruit entered my map in an ambush group and turned into a Wrestler after engaging some animals in hand-to-hand. [[User:Chaos|Chaos]] 05:21, 12 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What is a profession? ==&lt;br /&gt;
&lt;br /&gt;
The wiki redirects &amp;quot;Profession&amp;quot; to this page, but this page doesn't describe professions, except through a few incidental references.&lt;br /&gt;
&lt;br /&gt;
:Although &amp;quot;Profession&amp;quot; isn't a game term, its meaning can either mean the Skills a dwarf can have or the [[Job|jobs]] they are enabled to do. It is my opinion that the term Profession does relate more to the assignment of jobs than the skills, in the sense a dwarf can be infinitely skilled in everything and still just be allowed to farm plump helmets. I'll fix the redirect.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 19:26, 14 April 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=198531</id>
		<title>v0.34:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=198531"/>
		<updated>2014-04-11T19:21:01Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Undo revision 198518 by Latias1290 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:21, 22 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress; it does not include [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low-value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or [[style project|creative aesthetic uses]].&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal|Metals &amp;amp; Alloys]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
During the game, you can press {{key|z}} and then navigate to &amp;quot;stone&amp;quot;. The list there covers all types of rocks and ores, and tells you what rocks can be smelted into.  &lt;br /&gt;
&lt;br /&gt;
==Table of Rocks==&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with footnotes below the table.)''&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| class=&amp;quot;unsortable&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||ore, special&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native aluminum|Aluminum, native]]||ore, high-value||Smelt into [[Aluminum]], a high-value decorative [[metal]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||layer stone||Low-value stone||{{Raw Tile|8|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||Low-value [[magma-safe]] stone; only source of some high-value gems||{{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||ore, rare||Ingredient of [[bismuth bronze]]||{{Raw Tile|%|7:7:1}} {{Raw Tile|*|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|¤|0:7:1}} {{Raw Tile|¤|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low-value stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low-value stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||ore, uncommon||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s; [[magma-safe]]||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||layer stone|| Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low-value stone||{{Raw Tile|£|4:7:1}} {{Raw Tile|*|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low-value stone||{{Raw Tile|£|1:7:1}} {{Raw Tile|*|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||layer stone||Low-value stone||{{Raw Tile|8|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native copper|Copper, native]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low-value stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dacite]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||layer stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||layer stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||layer stone||Low-value [[magma-safe]] stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, with a 50% chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; for [[Silver]]; [[magma-safe]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||ore, uncommon||Smelt into [[Nickel]], a low-value [[magma-safe]] metal ||{{Raw Tile|£|2:7:1}} {{Raw Tile|*|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||layer stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native gold|Gold, native]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||layer stone||Low-value stone; only source of some ores; relatively rich in content||{{Raw Tile|¦|7:0}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|#|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low-value stone||{{Raw Tile|&amp;quot;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|¦|3:3:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low-value stone||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low-value [[magma-safe]] stone; used for making [[porcelain]]||{{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low-value stone; only source of [[Faint yellow diamond|diamond]]s||{{Raw Tile|%|1:7:0}} {{Raw Tile|•|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||ore, high-value||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|2:7:0}} {{Raw Tile|*|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||layer stone||[[Flux]], mid-value stone||{{Raw Tile|¦|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low-value stone||{{Raw Tile|%|3:7:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||layer stone||Low-value stone||{{Raw Tile|˜|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||layer stone||High-value [[magma-safe]] stone;Sharpenable hard rock (used to create stone [[short sword]]s); &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|¦|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low-value [[magma-safe]] stone; may contain [[Platinum]]||{{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low-value stone||{{Raw Tile|-|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||layer stone||Low-value stone||{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native platinum|Platinum, native]]||ore, high-value||Smelt into [[Platinum]], a highest-value decorative [[metal]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low-value stone||{{Raw Tile|T|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low-value stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||layer stone||Low-value stone||{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low-value stone||{{Raw Tile|x|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||layer stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||layer stone||Low-value stone||{{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low-value stone||{{Raw Tile|˜|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||layer stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||layer stone||Low-value stone||{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native silver|Silver, native]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slade]]||stone, special||Not workable by dwarves||{{Raw Tile|¦|0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||layer stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||ore, uncommon||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||ore, low-value||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s;&amp;lt;br /&amp;gt; has a 20% additional chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.)''&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
# '''Adamantine''' is not exactly like other metals, although it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred''). See [[adamantine]] for a full discussion of this unusual and wondrous material.&lt;br /&gt;
# '''% chance''' for additional metals: when [[Galena]] and [[Tetrahedrite]] are smelted, they produce (respectively) four lead or copper bars, 100% of the time. They also produce 0-4 ''additional'' bars of the second metal, with the percent chance to produce each additional bar listed above.&lt;br /&gt;
# '''Ice''' has some ''very'' unusual properties in Dwarf Fortress, and can be disastrous if misused.  See article on [[ice]] for a more complete discussion.&lt;br /&gt;
&lt;br /&gt;
===The Value of Rocks &amp;amp; Metals===&lt;br /&gt;
You won't find the terms &amp;quot;low-value&amp;quot; or &amp;quot;highest-value&amp;quot; used in the game, but they're handy here for rough comparison.  &amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  The &amp;quot;material value&amp;quot; number multiplies any final product that is created with that material by that number.  An average generic statue (base value 25) is worth much more than an average generic throne (base value 10), but a throne carved from raw [[native gold|gold nuggets]] (10 x 30 = 300) will be worth far more than a common-stone statue (25 x 1 = 25). ''(Note - &amp;quot;[[quality]]&amp;quot; also factors in to total value of a final product, as do some other considerations, but those are outside the scope of this intro article).''  Bottom line - when in doubt, go for the more valuable stuff. &lt;br /&gt;
&lt;br /&gt;
Common '''stones''' ''(the vast majority)'' have a value multiplier of x1, mid-value ''(all [[flux]] stones like marble)'' are x2, and high-value ''([[obsidian]] only)'' is x3.  This affects things like stone tables and doors, statues or stonecrafts - anything made from stone.  Metal [[ore]]s have varying values, from 2-40, and can either be treated as stone or smelted into bars of metal.&lt;br /&gt;
&lt;br /&gt;
For '''metals''', low-value ''(like copper or nickel)'' is x2.  Mid-value ''(silver or iron)'' is around x10, high-value ''(gold, steel)'' is x30, and highest-value ''(platinum, aluminum)'' is x40.&lt;br /&gt;
&lt;br /&gt;
Note that the raw mined ore and the smelted pure metal often have different value multipliers, but not always.  [[Alloy]]s like brass or bronze are often more valuable than the sum of their pure metal ingredients, and have a true spectrum of values between 3-23. ''(Alloy values are not listed in this article.)''  &lt;br /&gt;
&lt;br /&gt;
Any metal can be crafted into decorations, furniture, or buildings. Only copper, bronzes, iron, steel, and adamantine can make weapons, armor, and picks, with silver also able to be forged into melee weapons.&lt;br /&gt;
&lt;br /&gt;
''(For comparison, all [[wood]] has a value of x1, equal to common stone.)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- rock finding information not copied from the 40d page, as I am not certain of its accuracy --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}{{Category|Stone|*}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Latias1290&amp;diff=198519</id>
		<title>User talk:Latias1290</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Latias1290&amp;diff=198519"/>
		<updated>2014-04-10T19:00:38Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Recent changes to the Non Dwarf's Guide to Rock */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Wanted to ask me a question? You came to the right place.&amp;lt;br /&amp;gt;&lt;br /&gt;
When you want to post something, please post new stuff at the ''bottom'' of the page. You can use the Add topic button for that.&amp;lt;br /&amp;gt;&lt;br /&gt;
When you post something, remember to put &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; at the end of the post. Or, if you have a custom setup, like I do, you can use &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;. But usually you want to use the quad tidle, not the tri one.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{User:Latias1290/Sig/src|18:02|February 06, 2014}}&lt;br /&gt;
&lt;br /&gt;
== Double redirects ==&lt;br /&gt;
&lt;br /&gt;
I know there are a lot of double redirects on this wiki, but they're supposed to work (a couple don't for some reason, but most of them work fine). Basically, keeping HFS pointing to cv:HFS saves us trouble when we create the DF2014 namespace and set &amp;quot;cv&amp;quot; to point to it instead. ([[DF:REDIR|This]] is a better explanation, although outdated.)&lt;br /&gt;
&lt;br /&gt;
However, I agree that we shouldn't need so many double redirects. I'm currently working on a way to make Mediawiki automatically jump to the cv: page without needing to create a redirect, so hopefully that'll solve this problem.&lt;br /&gt;
&lt;br /&gt;
Also, thanks for your various fixes/corrections around the wiki :) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:00, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
You may be interested in the discussion [[DF talk:Versions#Revisiting Redirects|here]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:47, 8 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: [[User:Latias1290/construction2|Using templates with special characters in parameters]] ==&lt;br /&gt;
&lt;br /&gt;
It ''is'' possible to use pipes (&amp;lt;code&amp;gt;|&amp;lt;/code&amp;gt;) and equals signs, although it's tricky. Things like this usually work just fine, since Mediawiki parses the inner template before the outer one:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{template1|{{template2|param}}}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
e.g. &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{key|{{char|50}}}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; gives {{key|{{char|50}}}}&lt;br /&gt;
&lt;br /&gt;
Using things like tables is trickier, and usually requires the use of a separate template, {{tl|!}}, which produces a pipe character. (There is also {{tl|!-}}, which produces {{!-}}). Using these keeps Mediawiki from interpreting the pipe as a separator, which lets you use it in a parameter.&lt;br /&gt;
&lt;br /&gt;
Also, if you use equals signs in a parameter, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{template|1 + 1 = 2}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
You need to either use {{tl|1==}} instead of the equals sign or specify the parameter (&amp;lt;code&amp;gt;{{{1}}}&amp;lt;/code&amp;gt;) explicitly, i.e.:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{template|1=1 + 1 = 2}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The reason the first one doesn't work is because Mediawiki interprets the content before the = sign as the parameter name, passing the template a parameter named &amp;quot;1 + 1&amp;quot; with &amp;quot;2&amp;quot; as the value. The second option forces it to use &amp;quot;1&amp;quot; as the parameter name and &amp;quot;1 + 1 = 2&amp;quot; as the value. [https://www.mediawiki.org/wiki/Help:Templates#Numbered_parameters This page] has more information about this, if you're interested.)&lt;br /&gt;
&lt;br /&gt;
It's messy (and harder to read), but it does work. My personal recommendation in this situation to avoid having to escape a lot of pipes is to create ''two'' templates – one for a header, and one for a footer. (Usually just a header is necessary, since a footer is often just a &amp;amp;lt;/div&amp;gt; that doesn't really need a separate template).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:37, 5 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite vs unlimited finite ==&lt;br /&gt;
&lt;br /&gt;
The distinction is a rather pedantic mathematical one.  While there are indeed infinitely many different numbers of mechanisms you can embed in a lever, all of those numbers are themselves finite, so it's not correct to say (as the article did) &amp;quot;they can be used to stack an infinite number of [[mechanism]]s&amp;quot;.  According to my sources, this distinction is a common cause of confusion among first-year University maths students.  --[[User:Bjh21|bjh21]] ([[User talk:Bjh21|talk]]) 20:50, 8 February 2014 (UTC)&lt;br /&gt;
:Ah, I get what you mean now. You indeed cant physically have an infinite amount of mechs on a lever :P {{User:Latias1290/Sig/src|20:53|February 08, 2014}}&lt;br /&gt;
&lt;br /&gt;
== [[User:Latias1290/menucustom.js|JS]] ==&lt;br /&gt;
&lt;br /&gt;
I ended up abandoning that because it became too cluttered and complex to do much with. Feel free to decipher what it does if you like. Part of the reason it's so unreadable is because I was trying to reduce its size, before I realized Mediawiki automatically minifies Javascript over a certain length.&lt;br /&gt;
* &amp;lt;code&amp;gt;window&amp;lt;/code&amp;gt; contains all Javascript globals in the current page/window (equivalent to Lua's &amp;lt;code&amp;gt;_G&amp;lt;/code&amp;gt;). For example, alert and window.alert are the same thing. I usually use &amp;quot;window&amp;quot; when I want to force the use of a global variable instead of a local one.&lt;br /&gt;
* &amp;lt;code&amp;gt;_le&amp;lt;/code&amp;gt; is the same thing as window.LE. I use it to &amp;quot;export&amp;quot; things to the global namespace - since everything is inside a big function (a closure), variables I define there belong to that function's scope and aren't accessible to any outside code. Anything I put in _le, however, is accessible, since I have &amp;lt;code&amp;gt;window.LE = _le&amp;lt;/code&amp;gt; near the end of the function. I could have used LE instead of _le - it doesn't make a difference.&lt;br /&gt;
* A() is complicated. I use it to assign properties to _le (e.g. instead of &amp;lt;code&amp;gt;_le.x = 2&amp;lt;/code&amp;gt;, I use &amp;lt;code&amp;gt;A('x', 2)&amp;lt;/code&amp;gt;). Here's a fully-documented version:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function A(a,b){&lt;br /&gt;
	/* Assigns properties to '_le'. Polymorphic.&lt;br /&gt;
	A(String a, mixed b): Assigns _le[a] to b&lt;br /&gt;
	A(Object a): Performs A(key, value) for each {key:value} pair in 'a'&lt;br /&gt;
	*/&lt;br /&gt;
	if(!b){ // THIS IS BAD. It should be &amp;quot;if(b!==undefined)&amp;quot;&lt;br /&gt;
		// 'b' is not defined, so assign all key-value pairs in 'a' (an object) to _le&lt;br /&gt;
		if (typeof a != 'object') return; // if 'a' isn't an object, it doesn't have keys, so looping won't work. This only happens with things like A('foo')&lt;br /&gt;
		for(i in a){ // Loop through keys of 'a' - 'i' is the key&lt;br /&gt;
			if(i in {}) continue; // if i is a property of an empty object, skip it. This should never happen unless you add properties to the Object constructor.&lt;br /&gt;
			_le[i] = a[i] // Assign property 'i' of 'a' to the same property of '_le'. In this loop, effectively assigns all properties of 'a' to '_le'.&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	else _le[a]=b; // b _is_ defined, so set _le[a] to 'b'&lt;br /&gt;
	return A; // returns A so it can be called again, if necessary&lt;br /&gt;
}&lt;br /&gt;
-----&lt;br /&gt;
The following lines are equivalent:&lt;br /&gt;
A('a', 1); A('b', 2);&lt;br /&gt;
A({a:1, b:2});&lt;br /&gt;
A('a', 1)('b', 2);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* OPTS_MD is &amp;quot;metadata&amp;quot;, which I was eventually going to use for a settings manager. It doesn't do anything, so you can remove it if you like.&lt;br /&gt;
* You can probably remove the jQuery loading - the wiki now uses 1.8, which works just fine. I can add this for you if you like (admins can edit user JS pages :) )&lt;br /&gt;
* OPTS contains options, and DEFAULT_OPTS contains the defaults. OPTS merges data from DEFAULT_OPTS and LE_USER_OPTS (if it exists), with LE_USER_OPTS taking priority. (This is also what update_opts does)&lt;br /&gt;
* I have no idea why I used O() instead of accessing the options directly.&lt;br /&gt;
* PM is a plugin manager, which I meant to use to simplify adding new features. It actually made them more complicated and less readable, particularly since I gave everything unhelpful variable names (see point #1)&lt;br /&gt;
* LELL is supposed to be a way to run events when the menu loads, but it doesn't work (it actually causes errors when the page loads, but I suspect that's a result of loading jQuery). It also doesn't do anything, as far as I know, so it can be removed too.&lt;br /&gt;
I can try to explain other things too, if it helps (assuming I can figure them out).&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:50, 23 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AAAAAA??? ==&lt;br /&gt;
&lt;br /&gt;
Your edit of decoration: http://dwarffortresswiki.org/index.php?title=DF2012:Decoration&amp;amp;diff=195815&amp;amp;oldid=195779&lt;br /&gt;
is rather poorly explained. I think you _meant_ that you changed the spelling to conform with in-game use? &amp;quot;Civilisation&amp;quot; is a perfectly valid spelling of the word, just not the one used by the game itself.--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 18:12, 24 March 2014 (UTC)&lt;br /&gt;
:Actually I always thought &amp;quot;civilizations&amp;quot; was the right spelling but after some quick &amp;quot;research&amp;quot; just now I found out both are correct {{User:Latias1290/Sig/src|18:56|March 24, 2014}}&lt;br /&gt;
&lt;br /&gt;
== Recent changes to the Non Dwarf's Guide to Rock ==&lt;br /&gt;
&lt;br /&gt;
Your &amp;quot;Fortune?&amp;quot; Column adds little to what exists on the Uses column and at most, some of its content could be merged into the Uses column.&lt;br /&gt;
&lt;br /&gt;
For instance, you're being highly redundant in stating that all Flux stone can be used to make steel, mainly because any Non Dwarf will need to look into the Flux page to know what Flux is and hot to use it to make steel.&lt;br /&gt;
&lt;br /&gt;
As I understand the work you might have had in adding the information, I was wondering if you had a good reason to add such column instead of undoing it without warning. --[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 19:00, 10 April 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Noise&amp;diff=198147</id>
		<title>v0.34 Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Noise&amp;diff=198147"/>
		<updated>2014-04-08T00:11:42Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Where does noise originate? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Where does noise originate?==&lt;br /&gt;
In most jobs, the dwarf performing the action stands beside the object of the action.  Does the noise originate at the dwarf or at the wall/tree/etc? [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 13:33, 7 April 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:From the wording on the page, as the dwarf wields (or in most cases, is) the noise-producing apparatus, noise is centered on the working dwarf in question. It however seems to be a slight mute point (no pun intended) because negative [[Thoughts]] made by noise are negligible and you can place your dormitory far away from any noise source without much consideration or planning. --[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 00:11, 8 April 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Necromancer&amp;diff=197800</id>
		<title>v0.34 Talk:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Necromancer&amp;diff=197800"/>
		<updated>2014-03-23T17:23:23Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* vampire necromancers: is it possible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please verify ==&lt;br /&gt;
&lt;br /&gt;
All my Fortress Mode edits are entirely from personal experience across approx. ten forts in three world gens. Can anyone verify? --[[User:Vietarmis|Vi Et Armis]] 15:17, 29 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hiding necromancers? ==&lt;br /&gt;
&lt;br /&gt;
So randomly some corpses have started animating yet no necromancer is nearby it seems. I'm in a good region and have had no announcements except Urist McHauler cancels store barrel: Interrupted by Kea corpse.&lt;br /&gt;
Perhaps Necromancers can ambush?&lt;br /&gt;
&lt;br /&gt;
What else could cause undeath?&lt;br /&gt;
--[[User:Merreton|Merreton]] 02:16, 15 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe necromancers are capable of hiding and raising corpses while sneaking. Since you're in a good region that rules out the corpses raising themselves, and I don't think good regions produce mists or clouds, so there's no other answer. -- [[Special:Contributions/108.69.177.161|108.69.177.161]] 02:47, 10 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I can confirm this; my fortress faced an early siege which (apparently) consisted of only a single Elf Corpse.  The SIEGE indicator vanished when my military defeated the Elf, but things kept on animating.  Later on, I noticed lines in combat log showing that a Human necromancer had been hanging around (in hiding) after the end of the official Siege, and raising corpses. -- [[Special:Contributions/24.138.132.123|24.138.132.123]] 02:47, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, necromancers can hide. I've seen it with sieges, although not as separate ambushes. Even while hidden it still prints into the combat log ('the necromancer is fighting! the x corpse is fighting!') when they raise the dead, so it's easy to know if this is the cause, although that's probably a bug. -- [[User:Qazmlpok|Qazmlpok]] 17:22, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tower Distance ==&lt;br /&gt;
Do we have any direct evidence that a tower more than 10 or 11 region tiles away will send necros/zombies to a fortress?  In my own experience, the &amp;quot;Tower&amp;quot; designation only shows  up if you embark within 11 region tiles of the tower, and I do not recall getting attacked when more than 11 but less than 21 region tiles away.  I don't have firm data on the 11-20 region tile distance, however. [[User:Krenshala|Krenshala]] 18:22, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-I have been attacked by a Necromancer's zombies [[Not him, he did not come]]&lt;br /&gt;
from the Northern tip of the map while I was in the South, which was much further then 20 tiles.&lt;br /&gt;
&lt;br /&gt;
== Clarification ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you attack one of your own reanimated corpses, all of your reanimated companions will become neutral and will no longer follow you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The word 'all' being bolded for this page has me concerned and curious, does this apply to zombies that are summoned later by yourself as well? -- [[User:Morekouto|Morekouto]] 03:28, 1 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, it stops all current undead followers from following you. You can get them back, but you have to re-kill them, and re-raise them, or find new bodies. --[[User:Struck Down|Struck Down]] 04:40, 14 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Speed cap in adventure mode? ==&lt;br /&gt;
&lt;br /&gt;
After becoming a necro in adventure mode, I noticed my speed started dropping off quickly, and wasn't linked to my items or attributes. The highest speed I can manage is about 1300 with my character completely naked, with superhuman agility and strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah my adventurer went from 1610 to 1290 speed in about a week ingame time in one shot. It also seems that you don't need to eat or sleep anymore either. Those are pretty crucial details for this page. I'm playing v 34.11. Also have highest agility and strength possible for a dwarf. --[[Special:Contributions/77.190.67.208|77.190.67.208]] 01:12, 17 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same thing happened to me. It also seems to affect adventurers who contract vampirism. I also messed with the tokens and removed the [no phys att gain] in the files for both becoming a necromancer and even placed [no phys att rust] in with the human file in the creatures folder, and it still didn't allow me to increase my speed at all for either. Hope this helps.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
&lt;br /&gt;
Do necromancers drown while in water? I know that werebeasts (when transformed) and vamps dont't. But, I was swimming in the sewers for a quest (living hell, kept seeing drowning sign and I thought I would die) and even though it said drowning, I didn't seem to drown, even after being under for quite a while.&lt;br /&gt;
&lt;br /&gt;
Thanks for the help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just took my necromancer for a swim and he drowned alright.--[[Special:Contributions/77.190.67.208|77.190.67.208]] 01:22, 17 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventurer Civ Relations? ==&lt;br /&gt;
&lt;br /&gt;
As of my writing this, the Adventure Mode section of this page mentions the following:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I strongly believe that your zombie minions attacking any individual don't label you as an enemy to that civilization. I have brought several dozen animated corpses to a hamlet and and have had no problem engaging in conversation with the townsfolk there, even as they were being slaughtered by my companions. I wanted to change it right now, but I thought it would be better to have others verify this before I post anything.&lt;br /&gt;
&lt;br /&gt;
Also, if you have living AND dead companions simultaneously, they will both fight each other, but never actually target you. However, if you attack a corpse companion, ALL of your allies, living and dead, will no longer follow you. Living companions will become hostile to you, making you an enemy of each civilization they belonged to.&lt;br /&gt;
&lt;br /&gt;
Again, just putting this here first to be peer-reviewed.&lt;br /&gt;
&lt;br /&gt;
--[[User:RedReign|RedReign]] ([[User talk:RedReign|talk]]) 02:03, 18 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vampire Necromancers: Is it possible? ==&lt;br /&gt;
&lt;br /&gt;
i've been trying in vain to become a vampire with my human necromancer. i've hunted down four different vampires and drunk alot (maybe 50 units of blood) with the lowest disease resistance i could get. am i just being a moron, or is this actually impossible? im running 0.34.11&lt;br /&gt;
&lt;br /&gt;
My current adventurer is a vampire necromancer, but he became a vampire first.&lt;br /&gt;
&lt;br /&gt;
'''No, the order has to be Vampire &amp;gt; Necromancer. Necromancers don't drink, so consuming vampire blood has no effect.'''&lt;br /&gt;
&lt;br /&gt;
:Actually that last statement is incorrect. Necromancers don't '''need''' to drink, sleep or eat, but they can and will, if you give the order. A Necromancer that later becomes a Vampire is possible (actually I have done it).--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 17:23, 23 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Elven/Goblin Necromancer impossible ==&lt;br /&gt;
&lt;br /&gt;
Because elves and goblins are immortal, they don't seek to become necromancers, and so none will be generated in world gen.&lt;br /&gt;
&lt;br /&gt;
I believe this also prohibits elven/goblin adventurers from getting the 'raise corpse' acquired power, as I failed to acquire it after I read several 'secrets of life ad death' books and the slab.&lt;br /&gt;
&lt;br /&gt;
Wondering if anyone knows a workaround, perhaps in the raws?&lt;br /&gt;
&lt;br /&gt;
-- PS. Right, further poking about in the raws revealed this:&lt;br /&gt;
&lt;br /&gt;
 [INTERACTION:EXAMPLE SECRET]&lt;br /&gt;
 ...&lt;br /&gt;
     [I_TARGET:A:CREATURE]&lt;br /&gt;
         [IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
         '''[IT_REQUIRES:MORTAL]'''&lt;br /&gt;
         [IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
         [IT_REQUIRES:CAN_SPEAK]&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
So, to become a necromancer, you must be mortal.&lt;br /&gt;
I would guess that either adding a [MAXAGE:###:###] tag to your creatre raw, or removing the [IT_REQUIRES:MORTAL] tag from the Interaction would be a workaround.&lt;br /&gt;
&lt;br /&gt;
Would be interested to know if you can apply this in a live game.&lt;br /&gt;
&lt;br /&gt;
-- PPS.&lt;br /&gt;
&lt;br /&gt;
From my testing, it appears that neither adding a MAXAGE nor removing [IT_REQUIRES:MORTAL] seems to work ('''In a live setting!'''). Would appreciate seperate confirmation and other possible solutions.&lt;br /&gt;
&lt;br /&gt;
'''Have you generated a new world after editing the RAWs? That is necessary for changes to take effect.'''&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=197716</id>
		<title>v0.34:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=197716"/>
		<updated>2014-03-18T01:48:14Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* What creatures of night can I become? */  - Correcting possible incorrection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|00:47, 29 September 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''Adventurer Mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=World Selection=&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws) but as of the current version only human civilizations have towns, NPC fortresses, or shops {{v|0.34.07}}. Elves simply live in the forest with nothing but a few named trees to mark their homes, while Mountainhomes that dwarves live in tend to just be a few dwarves in open space. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under &amp;quot;Dwarven Fortresses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Humans''' Always originate from one of the villages in the world. begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armour found in shops. Goblin amour will fit them so its usually easy enough to find some armour since you'll run into a lot of hostile goblins during quests. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as long swords) must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing so will have the same problem finding suitable armour in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armour than the other races and armour will be impossible to find for them, unless you are absurdly lucky and run into armoured kobolds.&lt;br /&gt;
&lt;br /&gt;
If no civilization for the given race exists in a world you can only play as an outsider.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect.  Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed and is also used in combat skills. Agility is really, really important as being faster than the enemies allows you to get more hits in before they can fight back and lets you run away more easily.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Becoming exhausted causes you to collapse, helpless and immobile and can cause you to pass out. &lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.&lt;br /&gt;
*'''Disease Resistance''': Reduces the risk of disease. Useful for fighting enemies who use poisoned weapons.&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful only for Knapping. Might as well reduce it to very low.&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you concious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': Completely useless.&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Only helps with Observer, which aids in spotting concealed enemies and ambushes. A useless skill since you rarely see these in adventure mode.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''':Currently useless.&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory aids greatly in mapping out areas as the higher your memory the longer you'll remember an area. As you explore you'll forget previously explored areas, causing them to appear blank, as if you had never been there. If you have low enough memory you'll forget areas of large locations like underground catacombs while you're still in them, making finding your way very confusing, as things like the exit wont be visible anymore until you find it again. Best to have at least average memory.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Currently useless.&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Completely useless. Use this as a dump stat.&lt;br /&gt;
&lt;br /&gt;
*'''Kinaesthetic Sense''': Affects most combat skills, walking with crutches and swimming.&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Might increase chance of persuading people to join you.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a bit part in whenever you can recruit followers or not.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Advancement Cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.&lt;br /&gt;
&lt;br /&gt;
Crossbowman is a exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are refered to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively.&lt;br /&gt;
*'''Bowman''': skill allows characters to use bows more effectively.&lt;br /&gt;
*'''Crossbowman''': allows characters to use crossbows more effectively.&lt;br /&gt;
*'''Hammerman''': allows characters to use crossbows in melee, mauls, and war hammers more effectively.&lt;br /&gt;
*'''Knife User''' - allows characters to use large daggers and knives more effectively.&lt;br /&gt;
*'''Lasher''' - allows characters to use whips and scourges more effectively.&lt;br /&gt;
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.&lt;br /&gt;
*'''Pikeman''' - allows characters to use pikes more effectively.&lt;br /&gt;
*'''Spearman''' - allows characters to use spears more effectively.&lt;br /&gt;
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.&lt;br /&gt;
&lt;br /&gt;
=== General Combat ===&lt;br /&gt;
&lt;br /&gt;
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''Shield User''' - Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no brainier unless you're creating a two handed weapon user.&lt;br /&gt;
*'''Armor User''': A higher level of this skill reduces the encumbrance penalties of armour, allowing you to move faster when wearing it. It also affects how well armour protects you and this makes a huge difference. Unskilled armour users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armour, (you managed to use your armour to lessen the force of the blow) or being deflected by your armour (you used your amour to avoid the hit entirety) as your skill rises and you learn to actually use your armour to deflect hits. It is highly advised to train your armour skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''Dodger''' - Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmoured and can't afford a battle axe in the chest. Boost this to talented or at least close to it.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat and Improvised Weapons ===&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''Striker''' - Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''Kicker''' - Kicking ability. Same as Striker. Kicks tend to cause a lot more damage than punches and cave in heads often.&lt;br /&gt;
*'''Biter''' - Biting ability. Biting is surprisingly effective even with non animal races as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts.&lt;br /&gt;
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''Misc. Object User''' - Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. there are no separate skills for different items&lt;br /&gt;
&lt;br /&gt;
=== Movement and Awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''' - Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected. It is worth noting that ambusher only is checked once the adventurer is 3 tiles or closer to the enemy - at 4 tiles and up, you will remain hidden from the enemy even if you have no skill in Ambusher, as long as you are sneaking.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things. There is only one skill currently available in an unmodified game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Knapper]]''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''' - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. There is no way to increase this skill. Adding  more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''' - The art of turning corpses into piles of delicious prepared brains and meat for food. You cannot allocate points here during character creation, but that's OK since skill doesn't really affect anything anyway.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Common UI Concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving Around ==&lt;br /&gt;
&lt;br /&gt;
=== Local Movement ===&lt;br /&gt;
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for a step&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Sneak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.  &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around. Stealth mode will also allow you to move onto/through townsfolk.&lt;br /&gt;
&lt;br /&gt;
=== Fast Travel ===&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]] &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
See the [[Map legend]] for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking &amp;quot;X&amp;quot;.  When seeking out a quest, move in the direction of the quest site until the blinking &amp;quot;X&amp;quot; is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.&lt;br /&gt;
&lt;br /&gt;
While in the fast travel screen you can:&lt;br /&gt;
&lt;br /&gt;
* {{k|c}} - Display/hide clouds/weather&lt;br /&gt;
* {{k|m}} - Display/hide the regional map on the right&lt;br /&gt;
* {{k|Q}} - Display the Quest log&lt;br /&gt;
* {{k|Z}} - Display the sleep menu&lt;br /&gt;
&lt;br /&gt;
Other commands are not available until you exit fast travel with {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
== Status and Information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the Game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Searching and Manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
== Managing Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/Dropping Things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} to scroll the list if the list is too long to fit on the screen.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most)enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority. You also must put on equipment in an order that makes sense,. for example a shirt first ''then'' the armor, not the other way around. Armour must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armour second. After all who in real life would wear chainmail over a hard plate?&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate. The thin, flexible chain can be worn under the breastplate, but not the other way around.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full. This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory.  &lt;br /&gt;
&lt;br /&gt;
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It s best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy  equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply select it and choose &amp;quot;gain possession&amp;quot;. if successful you'll take it from them. This can be very useful in battle.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory(or snow lying on the ground) and need to drink. You can refill waterskins. from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
== Time and Weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date/Time&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. &lt;br /&gt;
&lt;br /&gt;
When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day. &lt;br /&gt;
&lt;br /&gt;
In local travel mode you'll have to use the {{k|W}} command.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will unsurprisingly cause everything outside to become wet. Wet vegetation cannot be set on fire and you cannot light campfires in rain. Temperature is important because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice.&lt;br /&gt;
&lt;br /&gt;
Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.&lt;br /&gt;
&lt;br /&gt;
Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, try hunting down nearby enemies and slicing them up so you can drink their warm, unfrozen blood instead.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. ('''NOTE''': You can disable bogeymen by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Night creatures&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then Bogeymen won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on. The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered {{k|x}} for edible parts, to cure your hunger - the first two problems are solved.&lt;br /&gt;
&lt;br /&gt;
Note that drinking vampire blood will turn you into a vampire instantly.&lt;br /&gt;
&lt;br /&gt;
Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink three times in a row: after that you'll need to rest,or wait until you can consume another meal. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you might be already dead by the time you can drink again.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} then {{k|Enter}}&lt;br /&gt;
| Wrestle an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Melee Attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and Unarmed Attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc, see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, you might want to switch it off.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.&lt;br /&gt;
&lt;br /&gt;
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:&lt;br /&gt;
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.&lt;br /&gt;
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.&lt;br /&gt;
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as, &amp;quot;in 123 Urist McSucker founded Boatmurdered&amp;quot;. This can be selected repeatedly to reveal multiple facts about the area.&lt;br /&gt;
*'''Capital''' - Ask where the capital of the current civilization is. As with the &amp;quot;Surroundings&amp;quot; topic, a random bit of the capital's history will also be given.&lt;br /&gt;
*'''Service''' - Ask for a [[#Quests|quest]].&lt;br /&gt;
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as, &amp;quot;How I long for some excitement in my life...&amp;quot;&lt;br /&gt;
*'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like &amp;quot;Surroundings&amp;quot;, this can also reveal bits of information about history such as, &amp;quot;Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Burninator.&amp;quot;&lt;br /&gt;
*'''Accuse of being a night creature''' - If the individual is a vampire in hiding, then they will become hostile to all around them and will fight you. Note, if said vampire has a cult (vampire law-givers usually seem to) the cultists will reveal themselves as well and become hostile to any non-vampire (the one the cult is based around, that is), non-cultist they see, including you.&lt;br /&gt;
*'''Report success/spread news''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Apparently, everyone is telepathic, and won't want to hear the same story again.&lt;br /&gt;
*'''Goodbye''' - End the conversation.&lt;br /&gt;
&lt;br /&gt;
Sometimes other options may also appear. Experiment with them and see what happens.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to Join and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)&lt;br /&gt;
&lt;br /&gt;
However, if they survive long enough/are trained well enough they seem to be capable of leveling stats or skills in some way, and are susceptible to having title or job title changed as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you. If you need to ditch '''ALL''' of your companions, retire your adventurer in a settlement, and start playing that adventurer again. You will lose all companions by doing this(as well as resetting your thirst/hunger/sleep needs.)&lt;br /&gt;
&lt;br /&gt;
If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river(single dark blue line.)&amp;quot; Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and shops.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building.&lt;br /&gt;
&lt;br /&gt;
Once you find a building, step through the door.  It should have multiple U's, each of which is a human.&lt;br /&gt;
&lt;br /&gt;
=== Fortresses ===&lt;br /&gt;
&lt;br /&gt;
Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|&amp;gt;}}, and walk toward the direction of the fortress.&lt;br /&gt;
&lt;br /&gt;
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.&lt;br /&gt;
&lt;br /&gt;
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will behave as any human lord. Sometimes in an abandoned fort you might also find a demon that is a prisoner, who you can actually recruit without any significant amount of fame. If they can be trusted or not is more or less up for debate, but it is still better than Urist McFaceplant.&lt;br /&gt;
&lt;br /&gt;
=== Other Sites ===&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Currently, only humans have civilization sites.&lt;br /&gt;
&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress mode]]!&lt;br /&gt;
&lt;br /&gt;
Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
In human towns (not hamlets or castles), you can find [[building|shops]].  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.&lt;br /&gt;
&lt;br /&gt;
Due to some limitations, there are only &amp;quot;human town&amp;quot; shopkeepers in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, i.e. goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences. You can also steal items from a fortress without any consequences, but it is unknown if you can do this if there is someone else in the room to see you. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.''' &amp;lt;!-- Unless you hack it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Selling and buying with money ====&lt;br /&gt;
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following buttons:&lt;br /&gt;
* {{k|a}}sking for money for your goods.&lt;br /&gt;
* {{k|o}}ffering money for their goods.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. &lt;br /&gt;
&lt;br /&gt;
When you end the trade session ({{k|esc}}), the items you sold will be dropped at your feet, and the balance of your coins and the items you bought will appear in your hands.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher denomination currency first but will resort to lower value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount &amp;quot;they owe you&amp;quot; during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This may be considered an [[exploit]] by some, though.&lt;br /&gt;
&lt;br /&gt;
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Adventure (Quest) log (tasks, map, et cetera...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a quest, press {{K|Q}} to look at them (this screen is called the Adventure Log).  The world map is on the left, with your current location highlighted by a blinking &amp;quot;O&amp;quot;, while on the right is the list of your quests.  You can select a quest and press {{K|z}} to find the location of the quest site: the blinking &amp;quot;O&amp;quot; will move to the quest site, with a green line drawing the path you need to take.  Pressing {{K|m}} will tell you the species of the monster you're supposed to kill.  You can also use the arrow keys to move the &amp;quot;O&amp;quot; around to examine the surrounding terrain and sites.&lt;br /&gt;
&lt;br /&gt;
Note that once you complete a quest that you can report your success to ''any'' human.  Once you tell one human, everyone in the same civilization will know about it.  The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.&lt;br /&gt;
&lt;br /&gt;
If you're having trouble finding the site on the fast travel map for some reason, exit quick travel mode by pressing {{K|&amp;gt;}}.  In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side.  At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and &amp;quot;TSK&amp;quot; to the right of the direction indicating an unfinished quest at that site. You can then go back into fast travel mode and head in that direction.&lt;br /&gt;
&lt;br /&gt;
Once you get to the quest site, you'll be unable to enter it when using quick travel mode.  Attempting to do so will give the message &amp;quot;You cannot travel through the [site]&amp;quot;.  You must exit quick travel mode by pressing {{K|&amp;gt;}} and move the rest of the way using the normal movement mode.  The box in the upper left-hand corner will tell you the direction to go.  When you complete the quest the &amp;quot;TSK&amp;quot; will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show &amp;quot;Report Death of ...&amp;quot; instead of &amp;quot;Kill ...&amp;quot;.  You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you &amp;quot;You cannot travel until you leave this site&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
The difficulty of the quests a certain civilization will give you goes up as your fame/reputation with that civilization increases. This is important to remember, you may want to increase your adventurer's skills or gather more companions in between quests to keep up with the rising difficulty level.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
'''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
These are the only reactions possible in an unmodified game though others can be added through modding.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
===How do I get past NPCs which are in my way?===&lt;br /&gt;
Press {{K|s}} to sit, then move to roll between their legs.  Once you're done press {{K|s}} to stand again.&lt;br /&gt;
&lt;br /&gt;
===How do I find an entrance to the underworld?===&lt;br /&gt;
You cannot find caves by asking for quests.  Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the location of a cave.  If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again. If you ever get lost, you can quickly get back to the surface by traveling under a village and retiring there. When you unretire, you'll be aboveground.&lt;br /&gt;
&lt;br /&gt;
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.&lt;br /&gt;
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
===How can I obtain armor as quickly as possible?===&lt;br /&gt;
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, etc. with that civ):&lt;br /&gt;
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.&lt;br /&gt;
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.&lt;br /&gt;
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.&lt;br /&gt;
* Raid friendly fortress keeps and the dungeons of towns. They don't mind parting with just a few pieces of armor. Beware in the dungeon, you're not the only one attracted to shiny things.&lt;br /&gt;
* Pick companions with good equipment so you can &amp;quot;inherit&amp;quot; it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble. Even better: if you have Adequate in Swimmer, you can take a dip in the water and they will follow suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;powerleveling&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I increase my skills and attributes? (Power-leveling)===&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills, very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Main:Macro|Macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured.  Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance.  You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.&amp;lt;p&amp;gt;It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it.  (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue uninterrupted.)  You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their bleeding to death.  If you can wrangle a creature incapable of blood-loss in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''.  The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.&lt;br /&gt;
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not as completely devastating as it once was, can still come in handy.  (In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head.  We can only hope the wambler survived.)  Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.&amp;lt;p&amp;gt;The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing.  First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc).  Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode.  Rest.  Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|enter}}, until you've emptied your inventory.  Rest.  Rinse and repeat.  (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|enter}} and another on {{k|t}}.)&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it.  If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed.  ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact.  So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact.  You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|&amp;lt;}} after hitting {{k|f}}.  Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact.  Using a macro will speed this up greatly.&lt;br /&gt;
*'''Ambushing and Swimming''' - An efficient way to raise Ambushing is to sneak over large stretches of land, possibly in preference to fast {{k|T}}raveling.  Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).&amp;lt;p&amp;gt;Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training.  ''Just make sure you start with at least Novice or Adequate in swimming'', or you'll find swimming practically impossible to train.  Swimming can very quickly improve your Strength, Agility, and Endurance.  Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace-- a single step spent drowning will raise both attributes by a fifth of a point apiece.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Observer''' - You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation.  However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed.  This is, however, inherently dangerous.  Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer.  However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps.  Rinse and repeat.&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills.  Knapping can be combined with throwing via a macro to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
===I managed to escape but my limbs are chopped off. Now what?===&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is only one way to get them back, and that is by being bitten by a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
=== How do I keep my companions from running off after random wildlife? ===&lt;br /&gt;
&lt;br /&gt;
In unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the [[Creature token#A|[AT_PEACE_WITH_WILDLIFE]]] to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.  However, this does mean you'll have to confirm attacks against animals with {{k|alt}}-{{k|y}}, among other things.  (It's still preferable to each of your companions getting one-shotted by hooved, precision kicks to the face... damn horses.)&lt;br /&gt;
&lt;br /&gt;
Animals... either you love them and they love you, or they must die a horrible death right now.&lt;br /&gt;
&lt;br /&gt;
===What creatures of night can I become?===&lt;br /&gt;
&lt;br /&gt;
You basically have four different choices.&lt;br /&gt;
&lt;br /&gt;
Firstly, you can become a [[necromancer]].&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and your physical stats are permanently fixed.&lt;br /&gt;
* The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can become a [[vampire]].&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.&lt;br /&gt;
* Your strength, agility and toughness are doubled.&lt;br /&gt;
* They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood. However, if you become a necromancer after {{verify}} becoming a vampire, you will not need to drink blood.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can become a [[werebeast]].&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormalcy outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.&lt;br /&gt;
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you. It has to be in the beast form.&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
&lt;br /&gt;
And finally, you can become a mist [[zombie]].&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* Your strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and delve headdeep into it.&lt;br /&gt;
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]&lt;br /&gt;
*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=197656</id>
		<title>v0.34:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=197656"/>
		<updated>2014-03-15T00:49:58Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Undo revision 197650 by 173.21.244.39 (talk) It's random. After 12 years in the same fortress I can attest to that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a pre-requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchant animals and wagons&lt;br /&gt;
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by non-fortress units are initially forbidden, but can be claimed via unforbidding and dumping them&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting trader has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you establish your hospital at the moment the first elven caravan arrives, or if you add the first coffers to it, your dwarves will take all of the cloth and thread they can carry off of the elves.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] requires offerings to be made before his arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes..&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
** On a similar note, if you have sold a large number of low value goods (such as all the loincloths and cloaks scrounged from a siege,) it can take a caravan ''months'' to pack it all up, to the point where they're still on the depot when the next one comes. An incoming caravan can occupy the same depot and trade with you, but if they both try to go through your entry tunnel at the same time they will become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot (possibly months if he is &amp;quot;[[on break]]&amp;quot;). Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves, and winter for goblins. It is rare for your civilization to be on peaceful terms with goblins, however. In the first year, only a dwarven caravan will arrive, although it will only arrive  in late autumn, about a month later than in previous versions. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are [[extinct]].{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering an obstacle will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Greetings from the mountainhome. Your efforts are legend there. Let us trade!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
:''&amp;quot;Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* unguarded&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[lye]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way.&lt;br /&gt;
&lt;br /&gt;
Because they do not utilize wagons, elven caravans have a much smaller weight limit than dwarven and human ones, making trading heavy items like furniture problematic.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
:''&amp;quot;Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s and [[Kobold]]s ====&lt;br /&gt;
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and one of the tokens (presumably babysnatcher) makes them hostile to all non-goblin civilizations. These same caveats apply to kobolds.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Diplomats ==&lt;br /&gt;
[[Diplomat]]s may be sent by other civilizations to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left). Diplomats generally appear on the map edge around the time that civilization's caravan would arrive. Meeting with a diplomat may allow you to request specific items for the next caravan to bring (at a premium price), take requests for production for the next caravan (for which the merchants will pay a premium), or sign a cease-fire to end hostilities.&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a diplomat of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the diplomat may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]]. Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|3027}} &lt;br /&gt;
&lt;br /&gt;
An unhappy diplomat will naturally prevent you from creating trade agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground map edges.  If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
If an large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*If your [[hospital]] isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
*One outgoing trade caravan can run into another incoming trade caravan, leading to them getting stuck in the entrance to your fortress, wagons breaking, trade failing, and other problems. Rarely, this can even happen out in the open, when they are surrounded by plenty of space to maneuver. {{Bug|5687}}&lt;br /&gt;
*[[Unfortunate accident|Killed]] caravan guards can't be [[slab|memorialized]] {{Bug|5755}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air for the majority of the year (until the water refreezes). At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=197648</id>
		<title>v0.34:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=197648"/>
		<updated>2014-03-14T09:49:45Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Ranged Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|00:47, 29 September 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''Adventurer Mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=World Selection=&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws) but as of the current version only human civilizations have towns, NPC fortresses, or shops {{v|0.34.07}}. Elves simply live in the forest with nothing but a few named trees to mark their homes, while Mountainhomes that dwarves live in tend to just be a few dwarves in open space. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under &amp;quot;Dwarven Fortresses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Humans''' Always originate from one of the villages in the world. begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armour found in shops. Goblin amour will fit them so its usually easy enough to find some armour since you'll run into a lot of hostile goblins during quests. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as long swords) must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing so will have the same problem finding suitable armour in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armour than the other races and armour will be impossible to find for them, unless you are absurdly lucky and run into armoured kobolds.&lt;br /&gt;
&lt;br /&gt;
If no civilization for the given race exists in a world you can only play as an outsider.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect.  Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed and is also used in combat skills. Agility is really, really important as being faster than the enemies allows you to get more hits in before they can fight back and lets you run away more easily.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Becoming exhausted causes you to collapse, helpless and immobile and can cause you to pass out. &lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.&lt;br /&gt;
*'''Disease Resistance''': Reduces the risk of disease. Useful for fighting enemies who use poisoned weapons.&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful only for Knapping. Might as well reduce it to very low.&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you concious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': Completely useless.&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Only helps with Observer, which aids in spotting concealed enemies and ambushes. A useless skill since you rarely see these in adventure mode.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''':Currently useless.&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory aids greatly in mapping out areas as the higher your memory the longer you'll remember an area. As you explore you'll forget previously explored areas, causing them to appear blank, as if you had never been there. If you have low enough memory you'll forget areas of large locations like underground catacombs while you're still in them, making finding your way very confusing, as things like the exit wont be visible anymore until you find it again. Best to have at least average memory.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Currently useless.&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Completely useless. Use this as a dump stat.&lt;br /&gt;
&lt;br /&gt;
*'''Kinaesthetic Sense''': Affects most combat skills, walking with crutches and swimming.&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Might increase chance of persuading people to join you.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a bit part in whenever you can recruit followers or not.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Advancement Cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.&lt;br /&gt;
&lt;br /&gt;
Crossbowman is a exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are refered to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively.&lt;br /&gt;
*'''Bowman''': skill allows characters to use bows more effectively.&lt;br /&gt;
*'''Crossbowman''': allows characters to use crossbows more effectively.&lt;br /&gt;
*'''Hammerman''': allows characters to use crossbows in melee, mauls, and war hammers more effectively.&lt;br /&gt;
*'''Knife User''' - allows characters to use large daggers and knives more effectively.&lt;br /&gt;
*'''Lasher''' - allows characters to use whips and scourges more effectively.&lt;br /&gt;
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.&lt;br /&gt;
*'''Pikeman''' - allows characters to use pikes more effectively.&lt;br /&gt;
*'''Spearman''' - allows characters to use spears more effectively.&lt;br /&gt;
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.&lt;br /&gt;
&lt;br /&gt;
=== General Combat ===&lt;br /&gt;
&lt;br /&gt;
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''Shield User''' - Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no brainier unless you're creating a two handed weapon user.&lt;br /&gt;
*'''Armor User''': A higher level of this skill reduces the encumbrance penalties of armour, allowing you to move faster when wearing it. It also affects how well armour protects you and this makes a huge difference. Unskilled armour users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armour, (you managed to use your armour to lessen the force of the blow) or being deflected by your armour (you used your amour to avoid the hit entirety) as your skill rises and you learn to actually use your armour to deflect hits. It is highly advised to train your armour skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''Dodger''' - Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmoured and can't afford a battle axe in the chest. Boost this to talented or at least close to it.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat and Improvised Weapons ===&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''Striker''' - Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''Kicker''' - Kicking ability. Same as Striker. Kicks tend to cause a lot more damage than punches and cave in heads often.&lt;br /&gt;
*'''Biter''' - Biting ability. Biting is surprisingly effective even with non animal races as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts.&lt;br /&gt;
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''Misc. Object User''' - Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. there are no separate skills for different items&lt;br /&gt;
&lt;br /&gt;
=== Movement and Awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''' - Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected. It is worth noting that ambusher only is checked once the adventurer is 3 tiles or closer to the enemy - at 4 tiles and up, you will remain hidden from the enemy even if you have no skill in Ambusher, as long as you are sneaking.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things. There is only one skill currently available in an unmodified game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Knapper]]''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''' - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. There is no way to increase this skill. Adding  more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''' - The art of turning corpses into piles of delicious prepared brains and meat for food. You cannot allocate points here during character creation, but that's OK since skill doesn't really affect anything anyway.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Common UI Concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving Around ==&lt;br /&gt;
&lt;br /&gt;
=== Local Movement ===&lt;br /&gt;
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for a step&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Sneak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.  &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around. Stealth mode will also allow you to move onto/through townsfolk.&lt;br /&gt;
&lt;br /&gt;
=== Fast Travel ===&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]] &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
See the [[Map legend]] for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking &amp;quot;X&amp;quot;.  When seeking out a quest, move in the direction of the quest site until the blinking &amp;quot;X&amp;quot; is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.&lt;br /&gt;
&lt;br /&gt;
While in the fast travel screen you can:&lt;br /&gt;
&lt;br /&gt;
* {{k|c}} - Display/hide clouds/weather&lt;br /&gt;
* {{k|m}} - Display/hide the regional map on the right&lt;br /&gt;
* {{k|Q}} - Display the Quest log&lt;br /&gt;
* {{k|Z}} - Display the sleep menu&lt;br /&gt;
&lt;br /&gt;
Other commands are not available until you exit fast travel with {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
== Status and Information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the Game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Searching and Manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
== Managing Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/Dropping Things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} to scroll the list if the list is too long to fit on the screen.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most)enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority. You also must put on equipment in an order that makes sense,. for example a shirt first ''then'' the armor, not the other way around. Armour must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armour second. After all who in real life would wear chainmail over a hard plate?&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate. The thin, flexible chain can be worn under the breastplate, but not the other way around.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full. This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory.  &lt;br /&gt;
&lt;br /&gt;
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It s best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy  equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply select it and choose &amp;quot;gain possession&amp;quot;. if successful you'll take it from them. This can be very useful in battle.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory(or snow lying on the ground) and need to drink. You can refill waterskins. from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
== Time and Weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date/Time&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. &lt;br /&gt;
&lt;br /&gt;
When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day. &lt;br /&gt;
&lt;br /&gt;
In local travel mode you'll have to use the {{k|W}} command.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will unsurprisingly cause everything outside to become wet. Wet vegetation cannot be set on fire and you cannot light campfires in rain. Temperature is important because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice.&lt;br /&gt;
&lt;br /&gt;
Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.&lt;br /&gt;
&lt;br /&gt;
Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, try hunting down nearby enemies and slicing them up so you can drink their warm, unfrozen blood instead.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. ('''NOTE''': You can disable bogeymen by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Night creatures&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then Bogeymen won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on. The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered {{k|x}} for edible parts, to cure your hunger - the first two problems are solved.&lt;br /&gt;
&lt;br /&gt;
Note that drinking vampire blood will turn you into a vampire instantly.&lt;br /&gt;
&lt;br /&gt;
Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink three times in a row: after that you'll need to rest,or wait until you can consume another meal. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you might be already dead by the time you can drink again.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} then {{k|Enter}}&lt;br /&gt;
| Wrestle an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Melee Attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and Unarmed Attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc, see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, you might want to switch it off.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.&lt;br /&gt;
&lt;br /&gt;
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:&lt;br /&gt;
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.&lt;br /&gt;
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.&lt;br /&gt;
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as, &amp;quot;in 123 Urist McSucker founded Boatmurdered&amp;quot;. This can be selected repeatedly to reveal multiple facts about the area.&lt;br /&gt;
*'''Capital''' - Ask where the capital of the current civilization is. As with the &amp;quot;Surroundings&amp;quot; topic, a random bit of the capital's history will also be given.&lt;br /&gt;
*'''Service''' - Ask for a [[#Quests|quest]].&lt;br /&gt;
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as, &amp;quot;How I long for some excitement in my life...&amp;quot;&lt;br /&gt;
*'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like &amp;quot;Surroundings&amp;quot;, this can also reveal bits of information about history such as, &amp;quot;Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Burninator.&amp;quot;&lt;br /&gt;
*'''Accuse of being a night creature''' - If the individual is a vampire in hiding, then they will become hostile to all around them and will fight you. Note, if said vampire has a cult (vampire law-givers usually seem to) the cultists will reveal themselves as well and become hostile to any non-vampire (the one the cult is based around, that is), non-cultist they see, including you.&lt;br /&gt;
*'''Report success/spread news''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Apparently, everyone is telepathic, and won't want to hear the same story again.&lt;br /&gt;
*'''Goodbye''' - End the conversation.&lt;br /&gt;
&lt;br /&gt;
Sometimes other options may also appear. Experiment with them and see what happens.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to Join and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)&lt;br /&gt;
&lt;br /&gt;
However, if they survive long enough/are trained well enough they seem to be capable of leveling stats or skills in some way, and are susceptible to having title or job title changed as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you. If you need to ditch '''ALL''' of your companions, retire your adventurer in a settlement, and start playing that adventurer again. You will lose all companions by doing this(as well as resetting your thirst/hunger/sleep needs.)&lt;br /&gt;
&lt;br /&gt;
If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river(single dark blue line.)&amp;quot; Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and shops.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building.&lt;br /&gt;
&lt;br /&gt;
Once you find a building, step through the door.  It should have multiple U's, each of which is a human.&lt;br /&gt;
&lt;br /&gt;
=== Fortresses ===&lt;br /&gt;
&lt;br /&gt;
Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|&amp;gt;}}, and walk toward the direction of the fortress.&lt;br /&gt;
&lt;br /&gt;
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.&lt;br /&gt;
&lt;br /&gt;
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will behave as any human lord. Sometimes in an abandoned fort you might also find a demon that is a prisoner, who you can actually recruit without any significant amount of fame. If they can be trusted or not is more or less up for debate, but it is still better than Urist McFaceplant.&lt;br /&gt;
&lt;br /&gt;
=== Other Sites ===&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Currently, only humans have civilization sites.&lt;br /&gt;
&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress mode]]!&lt;br /&gt;
&lt;br /&gt;
Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
In human towns (not hamlets or castles), you can find [[building|shops]].  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.&lt;br /&gt;
&lt;br /&gt;
Due to some limitations, there are only &amp;quot;human town&amp;quot; shopkeepers in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, i.e. goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences. You can also steal items from a fortress without any consequences, but it is unknown if you can do this if there is someone else in the room to see you. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.''' &amp;lt;!-- Unless you hack it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Selling and buying with money ====&lt;br /&gt;
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following buttons:&lt;br /&gt;
* {{k|a}}sking for money for your goods.&lt;br /&gt;
* {{k|o}}ffering money for their goods.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. &lt;br /&gt;
&lt;br /&gt;
When you end the trade session ({{k|esc}}), the items you sold will be dropped at your feet, and the balance of your coins and the items you bought will appear in your hands.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher denomination currency first but will resort to lower value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount &amp;quot;they owe you&amp;quot; during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This may be considered an [[exploit]] by some, though.&lt;br /&gt;
&lt;br /&gt;
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Adventure (Quest) log (tasks, map, et cetera...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a quest, press {{K|Q}} to look at them (this screen is called the Adventure Log).  The world map is on the left, with your current location highlighted by a blinking &amp;quot;O&amp;quot;, while on the right is the list of your quests.  You can select a quest and press {{K|z}} to find the location of the quest site: the blinking &amp;quot;O&amp;quot; will move to the quest site, with a green line drawing the path you need to take.  Pressing {{K|m}} will tell you the species of the monster you're supposed to kill.  You can also use the arrow keys to move the &amp;quot;O&amp;quot; around to examine the surrounding terrain and sites.&lt;br /&gt;
&lt;br /&gt;
Note that once you complete a quest that you can report your success to ''any'' human.  Once you tell one human, everyone in the same civilization will know about it.  The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.&lt;br /&gt;
&lt;br /&gt;
If you're having trouble finding the site on the fast travel map for some reason, exit quick travel mode by pressing {{K|&amp;gt;}}.  In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side.  At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and &amp;quot;TSK&amp;quot; to the right of the direction indicating an unfinished quest at that site. You can then go back into fast travel mode and head in that direction.&lt;br /&gt;
&lt;br /&gt;
Once you get to the quest site, you'll be unable to enter it when using quick travel mode.  Attempting to do so will give the message &amp;quot;You cannot travel through the [site]&amp;quot;.  You must exit quick travel mode by pressing {{K|&amp;gt;}} and move the rest of the way using the normal movement mode.  The box in the upper left-hand corner will tell you the direction to go.  When you complete the quest the &amp;quot;TSK&amp;quot; will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show &amp;quot;Report Death of ...&amp;quot; instead of &amp;quot;Kill ...&amp;quot;.  You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you &amp;quot;You cannot travel until you leave this site&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
The difficulty of the quests a certain civilization will give you goes up as your fame/reputation with that civilization increases. This is important to remember, you may want to increase your adventurer's skills or gather more companions in between quests to keep up with the rising difficulty level.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
'''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
These are the only reactions possible in an unmodified game though others can be added through modding.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
===How do I get past NPCs which are in my way?===&lt;br /&gt;
Press {{K|s}} to sit, then move to roll between their legs.  Once you're done press {{K|s}} to stand again.&lt;br /&gt;
&lt;br /&gt;
===How do I find an entrance to the underworld?===&lt;br /&gt;
You cannot find caves by asking for quests.  Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the location of a cave.  If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again. If you ever get lost, you can quickly get back to the surface by traveling under a village and retiring there. When you unretire, you'll be aboveground.&lt;br /&gt;
&lt;br /&gt;
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.&lt;br /&gt;
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
===How can I obtain armor as quickly as possible?===&lt;br /&gt;
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, etc. with that civ):&lt;br /&gt;
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.&lt;br /&gt;
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.&lt;br /&gt;
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.&lt;br /&gt;
* Raid friendly fortress keeps and the dungeons of towns. They don't mind parting with just a few pieces of armor. Beware in the dungeon, you're not the only one attracted to shiny things.&lt;br /&gt;
* Pick companions with good equipment so you can &amp;quot;inherit&amp;quot; it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble. Even better: if you have Adequate in Swimmer, you can take a dip in the water and they will follow suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;powerleveling&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I increase my skills and attributes? (Power-leveling)===&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills, very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Main:Macro|Macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured.  Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance.  You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.&amp;lt;p&amp;gt;It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it.  (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue uninterrupted.)  You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their bleeding to death.  If you can wrangle a creature incapable of blood-loss in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''.  The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.&lt;br /&gt;
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not as completely devastating as it once was, can still come in handy.  (In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head.  We can only hope the wambler survived.)  Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.&amp;lt;p&amp;gt;The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing.  First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc).  Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode.  Rest.  Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|enter}}, until you've emptied your inventory.  Rest.  Rinse and repeat.  (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|enter}} and another on {{k|t}}.)&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it.  If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed.  ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact.  So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact.  You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|&amp;lt;}} after hitting {{k|f}}.  Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact.  Using a macro will speed this up greatly.&lt;br /&gt;
*'''Ambushing and Swimming''' - An efficient way to raise Ambushing is to sneak over large stretches of land, possibly in preference to fast {{k|T}}raveling.  Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).&amp;lt;p&amp;gt;Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training.  ''Just make sure you start with at least Novice or Adequate in swimming'', or you'll find swimming practically impossible to train.  Swimming can very quickly improve your Strength, Agility, and Endurance.  Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace-- a single step spent drowning will raise both attributes by a fifth of a point apiece.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Observer''' - You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation.  However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed.  This is, however, inherently dangerous.  Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer.  However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps.  Rinse and repeat.&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills.  Knapping can be combined with throwing via a macro to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
===I managed to escape but my limbs are chopped off. Now what?===&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is only one way to get them back, and that is by being bitten by a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
=== How do I keep my companions from running off after random wildlife? ===&lt;br /&gt;
&lt;br /&gt;
In unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the [[Creature token#A|[AT_PEACE_WITH_WILDLIFE]]] to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.  However, this does mean you'll have to confirm attacks against animals with {{k|alt}}-{{k|y}}, among other things.  (It's still preferable to each of your companions getting one-shotted by hooved, precision kicks to the face... damn horses.)&lt;br /&gt;
&lt;br /&gt;
Animals... either you love them and they love you, or they must die a horrible death right now.&lt;br /&gt;
&lt;br /&gt;
===What creatures of night can I become?===&lt;br /&gt;
&lt;br /&gt;
You basically have four different choices.&lt;br /&gt;
&lt;br /&gt;
Firstly, you can become a [[necromancer]].&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and your physical stats are permanently fixed.&lt;br /&gt;
* The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can become a [[vampire]].&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.&lt;br /&gt;
* Your strength, agility and toughness are doubled.&lt;br /&gt;
* They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood. However, if you are a necromancer as well as a vampire, you will not need to drink blood.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can become a [[werebeast]].&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormalcy outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.&lt;br /&gt;
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you. It has to be in the beast form.&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
&lt;br /&gt;
And finally, you can become a mist [[zombie]].&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* Your strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and delve headdeep into it.&lt;br /&gt;
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]&lt;br /&gt;
*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=197647</id>
		<title>v0.34:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=197647"/>
		<updated>2014-03-14T09:40:44Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|00:47, 29 September 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''Adventurer Mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=World Selection=&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws) but as of the current version only human civilizations have towns, NPC fortresses, or shops {{v|0.34.07}}. Elves simply live in the forest with nothing but a few named trees to mark their homes, while Mountainhomes that dwarves live in tend to just be a few dwarves in open space. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under &amp;quot;Dwarven Fortresses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Humans''' Always originate from one of the villages in the world. begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armour found in shops. Goblin amour will fit them so its usually easy enough to find some armour since you'll run into a lot of hostile goblins during quests. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as long swords) must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing so will have the same problem finding suitable armour in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armour than the other races and armour will be impossible to find for them, unless you are absurdly lucky and run into armoured kobolds.&lt;br /&gt;
&lt;br /&gt;
If no civilization for the given race exists in a world you can only play as an outsider.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect.  Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed and is also used in combat skills. Agility is really, really important as being faster than the enemies allows you to get more hits in before they can fight back and lets you run away more easily.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Becoming exhausted causes you to collapse, helpless and immobile and can cause you to pass out. &lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.&lt;br /&gt;
*'''Disease Resistance''': Reduces the risk of disease. Useful for fighting enemies who use poisoned weapons.&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful only for Knapping. Might as well reduce it to very low.&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you concious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': Completely useless.&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Only helps with Observer, which aids in spotting concealed enemies and ambushes. A useless skill since you rarely see these in adventure mode.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''':Currently useless.&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory aids greatly in mapping out areas as the higher your memory the longer you'll remember an area. As you explore you'll forget previously explored areas, causing them to appear blank, as if you had never been there. If you have low enough memory you'll forget areas of large locations like underground catacombs while you're still in them, making finding your way very confusing, as things like the exit wont be visible anymore until you find it again. Best to have at least average memory.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Currently useless.&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Completely useless. Use this as a dump stat.&lt;br /&gt;
&lt;br /&gt;
*'''Kinaesthetic Sense''': Affects most combat skills, walking with crutches and swimming.&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Might increase chance of persuading people to join you.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a bit part in whenever you can recruit followers or not.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Advancement Cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.&lt;br /&gt;
&lt;br /&gt;
Crossbowman is a exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are refered to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively.&lt;br /&gt;
*'''Bowman''': skill allows characters to use bows more effectively.&lt;br /&gt;
*'''Crossbowman''': allows characters to use crossbows more effectively.&lt;br /&gt;
*'''Hammerman''': allows characters to use crossbows in melee, mauls, and war hammers more effectively.&lt;br /&gt;
*'''Knife User''' - allows characters to use large daggers and knives more effectively.&lt;br /&gt;
*'''Lasher''' - allows characters to use whips and scourges more effectively.&lt;br /&gt;
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.&lt;br /&gt;
*'''Pikeman''' - allows characters to use pikes more effectively.&lt;br /&gt;
*'''Spearman''' - allows characters to use spears more effectively.&lt;br /&gt;
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.&lt;br /&gt;
&lt;br /&gt;
=== General Combat ===&lt;br /&gt;
&lt;br /&gt;
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''Shield User''' - Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no brainier unless you're creating a two handed weapon user.&lt;br /&gt;
*'''Armor User''': A higher level of this skill reduces the encumbrance penalties of armour, allowing you to move faster when wearing it. It also affects how well armour protects you and this makes a huge difference. Unskilled armour users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armour, (you managed to use your armour to lessen the force of the blow) or being deflected by your armour (you used your amour to avoid the hit entirety) as your skill rises and you learn to actually use your armour to deflect hits. It is highly advised to train your armour skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''Dodger''' - Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmoured and can't afford a battle axe in the chest. Boost this to talented or at least close to it.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat and Improvised Weapons ===&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''Striker''' - Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''Kicker''' - Kicking ability. Same as Striker. Kicks tend to cause a lot more damage than punches and cave in heads often.&lt;br /&gt;
*'''Biter''' - Biting ability. Biting is surprisingly effective even with non animal races as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts.&lt;br /&gt;
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''Misc. Object User''' - Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. there are no separate skills for different items&lt;br /&gt;
&lt;br /&gt;
=== Movement and Awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''' - Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected. It is worth noting that ambusher only is checked once the adventurer is 3 tiles or closer to the enemy - at 4 tiles and up, you will remain hidden from the enemy even if you have no skill in Ambusher, as long as you are sneaking.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things. There is only one skill currently available in an unmodified game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Knapper]]''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''' - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. There is no way to increase this skill. Adding  more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''' - The art of turning corpses into piles of delicious prepared brains and meat for food. You cannot allocate points here during character creation, but that's OK since skill doesn't really affect anything anyway.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Common UI Concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving Around ==&lt;br /&gt;
&lt;br /&gt;
=== Local Movement ===&lt;br /&gt;
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for a step&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Sneak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.  &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around. Stealth mode will also allow you to move onto/through townsfolk.&lt;br /&gt;
&lt;br /&gt;
=== Fast Travel ===&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]] &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
See the [[Map legend]] for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking &amp;quot;X&amp;quot;.  When seeking out a quest, move in the direction of the quest site until the blinking &amp;quot;X&amp;quot; is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.&lt;br /&gt;
&lt;br /&gt;
While in the fast travel screen you can:&lt;br /&gt;
&lt;br /&gt;
* {{k|c}} - Display/hide clouds/weather&lt;br /&gt;
* {{k|m}} - Display/hide the regional map on the right&lt;br /&gt;
* {{k|Q}} - Display the Quest log&lt;br /&gt;
* {{k|Z}} - Display the sleep menu&lt;br /&gt;
&lt;br /&gt;
Other commands are not available until you exit fast travel with {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
== Status and Information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the Game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Searching and Manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
== Managing Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/Dropping Things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} to scroll the list if the list is too long to fit on the screen.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most)enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority. You also must put on equipment in an order that makes sense,. for example a shirt first ''then'' the armor, not the other way around. Armour must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armour second. After all who in real life would wear chainmail over a hard plate?&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate. The thin, flexible chain can be worn under the breastplate, but not the other way around.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full. This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory.  &lt;br /&gt;
&lt;br /&gt;
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It s best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy  equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply select it and choose &amp;quot;gain possession&amp;quot;. if successful you'll take it from them. This can be very useful in battle.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory(or snow lying on the ground) and need to drink. You can refill waterskins. from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
== Time and Weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date/Time&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. &lt;br /&gt;
&lt;br /&gt;
When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day. &lt;br /&gt;
&lt;br /&gt;
In local travel mode you'll have to use the {{k|W}} command.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will unsurprisingly cause everything outside to become wet. Wet vegetation cannot be set on fire and you cannot light campfires in rain. Temperature is important because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice.&lt;br /&gt;
&lt;br /&gt;
Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.&lt;br /&gt;
&lt;br /&gt;
Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, try hunting down nearby enemies and slicing them up so you can drink their warm, unfrozen blood instead.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. ('''NOTE''': You can disable bogeymen by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Night creatures&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then Bogeymen won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on. The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered {{k|x}} for edible parts, to cure your hunger - the first two problems are solved.&lt;br /&gt;
&lt;br /&gt;
Note that drinking vampire blood will turn you into a vampire instantly.&lt;br /&gt;
&lt;br /&gt;
Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink three times in a row: after that you'll need to rest,or wait until you can consume another meal. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you might be already dead by the time you can drink again.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} then {{k|Enter}}&lt;br /&gt;
| Wrestle an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Melee Attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with only(!) the bow equipped and select the square where you want to attack. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and Unarmed Attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc, see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, you might want to switch it off.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.&lt;br /&gt;
&lt;br /&gt;
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:&lt;br /&gt;
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.&lt;br /&gt;
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.&lt;br /&gt;
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as, &amp;quot;in 123 Urist McSucker founded Boatmurdered&amp;quot;. This can be selected repeatedly to reveal multiple facts about the area.&lt;br /&gt;
*'''Capital''' - Ask where the capital of the current civilization is. As with the &amp;quot;Surroundings&amp;quot; topic, a random bit of the capital's history will also be given.&lt;br /&gt;
*'''Service''' - Ask for a [[#Quests|quest]].&lt;br /&gt;
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as, &amp;quot;How I long for some excitement in my life...&amp;quot;&lt;br /&gt;
*'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like &amp;quot;Surroundings&amp;quot;, this can also reveal bits of information about history such as, &amp;quot;Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Burninator.&amp;quot;&lt;br /&gt;
*'''Accuse of being a night creature''' - If the individual is a vampire in hiding, then they will become hostile to all around them and will fight you. Note, if said vampire has a cult (vampire law-givers usually seem to) the cultists will reveal themselves as well and become hostile to any non-vampire (the one the cult is based around, that is), non-cultist they see, including you.&lt;br /&gt;
*'''Report success/spread news''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Apparently, everyone is telepathic, and won't want to hear the same story again.&lt;br /&gt;
*'''Goodbye''' - End the conversation.&lt;br /&gt;
&lt;br /&gt;
Sometimes other options may also appear. Experiment with them and see what happens.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to Join and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)&lt;br /&gt;
&lt;br /&gt;
However, if they survive long enough/are trained well enough they seem to be capable of leveling stats or skills in some way, and are susceptible to having title or job title changed as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you. If you need to ditch '''ALL''' of your companions, retire your adventurer in a settlement, and start playing that adventurer again. You will lose all companions by doing this(as well as resetting your thirst/hunger/sleep needs.)&lt;br /&gt;
&lt;br /&gt;
If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river(single dark blue line.)&amp;quot; Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and shops.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building.&lt;br /&gt;
&lt;br /&gt;
Once you find a building, step through the door.  It should have multiple U's, each of which is a human.&lt;br /&gt;
&lt;br /&gt;
=== Fortresses ===&lt;br /&gt;
&lt;br /&gt;
Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|&amp;gt;}}, and walk toward the direction of the fortress.&lt;br /&gt;
&lt;br /&gt;
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.&lt;br /&gt;
&lt;br /&gt;
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will behave as any human lord. Sometimes in an abandoned fort you might also find a demon that is a prisoner, who you can actually recruit without any significant amount of fame. If they can be trusted or not is more or less up for debate, but it is still better than Urist McFaceplant.&lt;br /&gt;
&lt;br /&gt;
=== Other Sites ===&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Currently, only humans have civilization sites.&lt;br /&gt;
&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress mode]]!&lt;br /&gt;
&lt;br /&gt;
Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
In human towns (not hamlets or castles), you can find [[building|shops]].  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.&lt;br /&gt;
&lt;br /&gt;
Due to some limitations, there are only &amp;quot;human town&amp;quot; shopkeepers in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, i.e. goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences. You can also steal items from a fortress without any consequences, but it is unknown if you can do this if there is someone else in the room to see you. {{verify}}&lt;br /&gt;
&lt;br /&gt;
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.''' &amp;lt;!-- Unless you hack it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Selling and buying with money ====&lt;br /&gt;
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following buttons:&lt;br /&gt;
* {{k|a}}sking for money for your goods.&lt;br /&gt;
* {{k|o}}ffering money for their goods.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. &lt;br /&gt;
&lt;br /&gt;
When you end the trade session ({{k|esc}}), the items you sold will be dropped at your feet, and the balance of your coins and the items you bought will appear in your hands.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher denomination currency first but will resort to lower value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount &amp;quot;they owe you&amp;quot; during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This may be considered an [[exploit]] by some, though.&lt;br /&gt;
&lt;br /&gt;
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Adventure (Quest) log (tasks, map, et cetera...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a quest, press {{K|Q}} to look at them (this screen is called the Adventure Log).  The world map is on the left, with your current location highlighted by a blinking &amp;quot;O&amp;quot;, while on the right is the list of your quests.  You can select a quest and press {{K|z}} to find the location of the quest site: the blinking &amp;quot;O&amp;quot; will move to the quest site, with a green line drawing the path you need to take.  Pressing {{K|m}} will tell you the species of the monster you're supposed to kill.  You can also use the arrow keys to move the &amp;quot;O&amp;quot; around to examine the surrounding terrain and sites.&lt;br /&gt;
&lt;br /&gt;
Note that once you complete a quest that you can report your success to ''any'' human.  Once you tell one human, everyone in the same civilization will know about it.  The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.&lt;br /&gt;
&lt;br /&gt;
If you're having trouble finding the site on the fast travel map for some reason, exit quick travel mode by pressing {{K|&amp;gt;}}.  In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side.  At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and &amp;quot;TSK&amp;quot; to the right of the direction indicating an unfinished quest at that site. You can then go back into fast travel mode and head in that direction.&lt;br /&gt;
&lt;br /&gt;
Once you get to the quest site, you'll be unable to enter it when using quick travel mode.  Attempting to do so will give the message &amp;quot;You cannot travel through the [site]&amp;quot;.  You must exit quick travel mode by pressing {{K|&amp;gt;}} and move the rest of the way using the normal movement mode.  The box in the upper left-hand corner will tell you the direction to go.  When you complete the quest the &amp;quot;TSK&amp;quot; will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show &amp;quot;Report Death of ...&amp;quot; instead of &amp;quot;Kill ...&amp;quot;.  You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you &amp;quot;You cannot travel until you leave this site&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
The difficulty of the quests a certain civilization will give you goes up as your fame/reputation with that civilization increases. This is important to remember, you may want to increase your adventurer's skills or gather more companions in between quests to keep up with the rising difficulty level.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
'''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
These are the only reactions possible in an unmodified game though others can be added through modding.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
===How do I get past NPCs which are in my way?===&lt;br /&gt;
Press {{K|s}} to sit, then move to roll between their legs.  Once you're done press {{K|s}} to stand again.&lt;br /&gt;
&lt;br /&gt;
===How do I find an entrance to the underworld?===&lt;br /&gt;
You cannot find caves by asking for quests.  Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the location of a cave.  If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again. If you ever get lost, you can quickly get back to the surface by traveling under a village and retiring there. When you unretire, you'll be aboveground.&lt;br /&gt;
&lt;br /&gt;
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.&lt;br /&gt;
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
===How can I obtain armor as quickly as possible?===&lt;br /&gt;
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, etc. with that civ):&lt;br /&gt;
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.&lt;br /&gt;
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.&lt;br /&gt;
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.&lt;br /&gt;
* Raid friendly fortress keeps and the dungeons of towns. They don't mind parting with just a few pieces of armor. Beware in the dungeon, you're not the only one attracted to shiny things.&lt;br /&gt;
* Pick companions with good equipment so you can &amp;quot;inherit&amp;quot; it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble. Even better: if you have Adequate in Swimmer, you can take a dip in the water and they will follow suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;powerleveling&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I increase my skills and attributes? (Power-leveling)===&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills, very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Main:Macro|Macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured.  Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance.  You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.&amp;lt;p&amp;gt;It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it.  (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue uninterrupted.)  You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their bleeding to death.  If you can wrangle a creature incapable of blood-loss in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''.  The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.&lt;br /&gt;
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not as completely devastating as it once was, can still come in handy.  (In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head.  We can only hope the wambler survived.)  Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.&amp;lt;p&amp;gt;The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing.  First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc).  Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode.  Rest.  Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|enter}}, until you've emptied your inventory.  Rest.  Rinse and repeat.  (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|enter}} and another on {{k|t}}.)&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it.  If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed.  ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact.  So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact.  You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|&amp;lt;}} after hitting {{k|f}}.  Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact.  Using a macro will speed this up greatly.&lt;br /&gt;
*'''Ambushing and Swimming''' - An efficient way to raise Ambushing is to sneak over large stretches of land, possibly in preference to fast {{k|T}}raveling.  Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).&amp;lt;p&amp;gt;Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training.  ''Just make sure you start with at least Novice or Adequate in swimming'', or you'll find swimming practically impossible to train.  Swimming can very quickly improve your Strength, Agility, and Endurance.  Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace-- a single step spent drowning will raise both attributes by a fifth of a point apiece.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Observer''' - You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation.  However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed.  This is, however, inherently dangerous.  Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer.  However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps.  Rinse and repeat.&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills.  Knapping can be combined with throwing via a macro to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
===I managed to escape but my limbs are chopped off. Now what?===&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is only one way to get them back, and that is by being bitten by a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
=== How do I keep my companions from running off after random wildlife? ===&lt;br /&gt;
&lt;br /&gt;
In unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the [[Creature token#A|[AT_PEACE_WITH_WILDLIFE]]] to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.  However, this does mean you'll have to confirm attacks against animals with {{k|alt}}-{{k|y}}, among other things.  (It's still preferable to each of your companions getting one-shotted by hooved, precision kicks to the face... damn horses.)&lt;br /&gt;
&lt;br /&gt;
Animals... either you love them and they love you, or they must die a horrible death right now.&lt;br /&gt;
&lt;br /&gt;
===What creatures of night can I become?===&lt;br /&gt;
&lt;br /&gt;
You basically have four different choices.&lt;br /&gt;
&lt;br /&gt;
Firstly, you can become a [[necromancer]].&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and your physical stats are permanently fixed.&lt;br /&gt;
* The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can become a [[vampire]].&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.&lt;br /&gt;
* Your strength, agility and toughness are doubled.&lt;br /&gt;
* They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood. However, if you are a necromancer as well as a vampire, you will not need to drink blood.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can become a [[werebeast]].&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormalcy outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.&lt;br /&gt;
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you. It has to be in the beast form.&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
&lt;br /&gt;
And finally, you can become a mist [[zombie]].&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* Your strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and delve headdeep into it.&lt;br /&gt;
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]&lt;br /&gt;
*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=197377</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=197377"/>
		<updated>2014-03-11T04:42:43Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Creating macros */  - Clearing meaning of adding and replacing macros ingame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:18, 4 April 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Playing Dwarf Fortress means lots of typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The controls for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record (and finish recording)&lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load&lt;br /&gt;
*{{k|Ctrl}}+{{k|u}}+number = set to repeat [number] of times&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play&lt;br /&gt;
&lt;br /&gt;
To create a macro, press {{k|Ctrl}}+{{k|r}} to begin recording your actions.  When you have recorded all the actions that you want, stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro.  The macro is then added to your macro list.  To load a macro from the list just press {{k|Ctrl}}+{{k|l}}.  You can then play the macro by pressing {{k|Ctrl}}+{{k|p}} whenever you want.  You can also set a macro to repeat by pressing {{k|Ctrl}}+{{k|u}}, typing a two digit number, and then pressing {{k|Ctrl}}+{{k|p}} to begin the playback session.  Moving your mouse from the playing window, or otherwise losing focus on Dwarf Fortress, is &amp;lt;s&amp;gt;an annoying way&amp;lt;/s&amp;gt; a good way to interrupt a macro session from continuing (also the only known method).&lt;br /&gt;
&lt;br /&gt;
There is a directory data/init/macros for them. The macros are saved in .mak format.  The first line of the macro file must match the filename, or the file will not be recognized as a valid macro.  Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of its recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creationg loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removing macros in-game can be done by pressing {{k|Esc}} and then selecting Keybindings &amp;gt; Macros. Press {{k|Backspace}} on the macros you want to delete, then press {{k|Esc}} and select &amp;quot;Save and Exit&amp;quot;. This will also delete the corresponding macro file permanently. Otherwise, you can delete the corresponding .mak file from the init/macros/ folder, although that will only take effect the next time DF is run.&lt;br /&gt;
&lt;br /&gt;
Changing macros while the game is running uses a counter-intuitive process.  After editing the macro file, create a backup of it and remove the macro as described earlier. However, before saving the changes, place the backup file on the init/macros/ folder. Then save the changes and reload the macro with {{k|Ctrl}}+{{k|l}}.&lt;br /&gt;
&lt;br /&gt;
Adding macros is also possible, resorting to the macro changing process. A &amp;quot;dummy&amp;quot; macro would be recorded and saved, then deleted. The macro that would be added would replace the dummy file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macroscreen&lt;br /&gt;
		OPTIONS&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations.&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded. These may be found in the init/macros folder and edited with any basic text editing program. The extra commands are ignored by the game but they still take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing {{k|d}} for example records more than 30 commands.&lt;br /&gt;
&lt;br /&gt;
For example the code below is a simple macro that selects the digging designation, moves one square to the right, and then designates that tile to be dug.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		OPTION4&lt;br /&gt;
		CUSTOM_D&lt;br /&gt;
		WORLD_PARAM_DELETE&lt;br /&gt;
		LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
		A_COMBAT_DODGE&lt;br /&gt;
		A_STATUS_DESC&lt;br /&gt;
		A_SLEEP_DAWN&lt;br /&gt;
		A_INV_DROP&lt;br /&gt;
		SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
		BUILDJOB_TARGET_RIGHT&lt;br /&gt;
		BUILDJOB_BED_DORMITORY&lt;br /&gt;
		BUILDJOB_FARM_WINTER&lt;br /&gt;
		BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
		HOTKEY_BUILDING_DOOR&lt;br /&gt;
		HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
		BUILDING_ORIENT_RIGHT&lt;br /&gt;
		BUILDING_ADVANCE_STAGE&lt;br /&gt;
		BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
		BUILDING_TRACK_STOP_DUMP&lt;br /&gt;
		HOTKEY_GLASS_DOOR&lt;br /&gt;
		HOTKEY_CARPENTER_DOOR&lt;br /&gt;
		HOTKEY_MASON_DOOR&lt;br /&gt;
		HOTKEY_TRAP_DOOR&lt;br /&gt;
		BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
		STOCKPILE_ARMOR&lt;br /&gt;
		STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
		STORES_DUMP&lt;br /&gt;
		ORDERS_DYED_CLOTH&lt;br /&gt;
		ORDERS_ZONE_DRINKING&lt;br /&gt;
		D_DESIGNATE&lt;br /&gt;
		D_HAULING_STOP_LC_DIR&lt;br /&gt;
		D_BURROWS_DELETE&lt;br /&gt;
		D_NOTE_DELETE&lt;br /&gt;
		D_NOTE_ROUTE_DELETE&lt;br /&gt;
		D_BITEM_DUMP&lt;br /&gt;
		D_LOOK_DUMP&lt;br /&gt;
		ARENA_CREATURE_SIDE_UP&lt;br /&gt;
		ASSIGNTRADE_SORT&lt;br /&gt;
		DESIGNATE_DUMP&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
		ITEM_DUMP&lt;br /&gt;
		D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
		D_MILITARY_ALERTS_DELETE&lt;br /&gt;
		D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
		D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
		STRING_A100&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_RIGHT&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
		WORLD_PARAM_INCREASE&lt;br /&gt;
		A_MOVE_E&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here is the same code but optimized through removal of all the excess commands. Each macro also contains an addition CUSTOM_CTRL_R command at the end that may be removed as well.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third way to increase the speed of macros is to change settings in the init-files. In the [[init.txt|base init file (data/init/init.txt)]] you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;MACRO_MS&amp;lt;/code&amp;gt; setting is the number of milliseconds between macro instructions (the default, 15, allows 1000/15 instructions per second, or about 66). Decreasing this makes macros run '''faster''', although decreasing it too far can make the game unresponsive while the macro is running.&lt;br /&gt;
* The &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_START&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_LIMIT&amp;lt;/code&amp;gt; settings are unrelated to macros (except while recording). See [[Technical tricks#Keyboard|Technical tricks]] for more information.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://joelpt.net/quickfort/ QuickFort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
AutoHotKey is a powerful easy-to-use scripting language that can simulate keystrokes. (among other functions)&lt;br /&gt;
&lt;br /&gt;
To started:&lt;br /&gt;
#  Go to the [http://www.autohotkey.com/ AutoHotKey website] and download AutoHotKey.  Installation is simple and the program uses very little system resources.&lt;br /&gt;
#  Read through their [http://www.autohotkey.com/docs/Tutorial.htm quick-start guide] and start write your macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files or by assigning hotkeys to your macros.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Faster execution&lt;br /&gt;
*Easier script writing&lt;br /&gt;
*Portable code&lt;br /&gt;
Cons:&lt;br /&gt;
*Sometime needs timing&lt;br /&gt;
*Need xvkbd (Linux at least)&lt;br /&gt;
*Need some special key reservation&lt;br /&gt;
&lt;br /&gt;
'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Useful Macro Ideas ==&lt;br /&gt;
&lt;br /&gt;
The following are macro ideas that other players have found useful, and may make management of your fort easier. For most macros it's highly recommended to '''pause the game''' before hitting the play button to avoid your dwarves causing unexpected behavior, i.e. a dwarf giving birth or anything else that auto-zooms to a different location.&lt;br /&gt;
&lt;br /&gt;
=== Large Bedrooms ===&lt;br /&gt;
&lt;br /&gt;
Bedrooms, especially larger ones or large blocks of identical ones, involve a lot of designations and build orders. These macros are designed to streamline the process. For all of these mass-building macros you may wish to temporarily forbid any of your artifact or masterwork furniture, to avoid giving overly-valuable items to your dwarf peasantry.&lt;br /&gt;
&lt;br /&gt;
==== Placing Beds ====&lt;br /&gt;
&lt;br /&gt;
So you've recorded a macro to dig out a series of bedrooms, and now you have to fill them. Bring up the {{k|b}}uild menu, select {{k|b}}ed, and go the first position you want to place a bed in.&lt;br /&gt;
&lt;br /&gt;
Start a new macro ({{k|Ctrl}}+{{k|r}}) and place the bed (selecting the first bed from the list), then move to the next bedroom in sequence. Repeat this until you reach the end of the row. If you are placing beds into multiple long rows of bedrooms, move the cursor to the first bed in the next row to make things faster. Turn off macro recording ({{k|Ctrl}}+{{k|r}}), but don't exit the build menu. You can then save your macro if you wish, though it's not necessary. Play the macro ({{k|Ctrl}}+{{k|p}}), and you have just laid out another row. Repeat until you have enough bedrooms or you run out of beds.&lt;br /&gt;
&lt;br /&gt;
==== Placing Coffers ====&lt;br /&gt;
&lt;br /&gt;
Placing coffers (but ''not'' bags) requires an extra step. Pause the game (you ''did'' remember to pause before playing macros, didn't you?) and go to the Stocks menu. Forbid all bags, regardless of what's inside them or what they're being used for (this is temporary). Exit to main screen and repeat the steps above, this time placing containers in your rooms. You will end up placing only chests / coffers / boxes, ignoring any bags. Repeat and play back for the rest of your bedrooms, then un-forbid your bags before un-pausing the game.&lt;br /&gt;
&lt;br /&gt;
==== Resizing Rooms ====&lt;br /&gt;
&lt;br /&gt;
If the bedroom is finished (at least all the beds are hauled to place), you may want to create a new macro to designate each room as a bedroom. {{k|q}}uery the building and select the first bed. Start a new macro and press {{k|r}} to designate it as a bedroom, then press + a few times to fill the available space. If you are fine with the size of the bedroom you can press enter, move on to the next bed, and repeat this for the whole row. If you want bedrooms that fill all the room and not all your bedrooms are the same size, you may have to press + a bit more or less for the larger cases. Repeat this for the rest of the rows as above.&lt;br /&gt;
&lt;br /&gt;
=== Mass Selector ===&lt;br /&gt;
&lt;br /&gt;
With this macro you can select a lot of things at once. Extremely helpful if you want to sell a lot of junk to the caravans. Record {{k|enter}}, then {{k|down}} about 10-25 times in a row. (For some menus you may wish to use {{k|enter}}, then {{k|+}}) When the caravan arrives, your dwarves haul all the bins to your Trade Depot for sale as normal. At the trade menu, load the macro and play it as many times as you like. The macro will select all the items in your &amp;quot;for sale&amp;quot; list, saving the bins you carried them in for later use. Be sure to at least browse through the final list once you're done to avoid selling items you didn't wish to sell, i.e. items that were in the same bin as your trade goods that you wish to keep, or wood items if you're trading with the Elves.&lt;br /&gt;
&lt;br /&gt;
=== Mass Trap Builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as building items in bedrooms, but for traps. Useful for populating entire hallways with weapon or stone-fall traps.&lt;br /&gt;
&lt;br /&gt;
=== Custom Uniforms ===&lt;br /&gt;
&lt;br /&gt;
Since custom uniforms are not saved from one fortress to another, it can be tedious to remake them after each new embark. Instead, you can record a few macros to create each of your custom uniforms (Axedwarves with full armor, Wrestlers with light armor, Archers, Civilians, etc.) It is recommended to start recording each macro from the main window, before entering the (m)ilitary screen, and to avoid naming the uniform as part of the macro.  Because of the way the uniform menu is set up, you should also be careful not to move the cursor back into the uniform list during the recording of your macro, or problems may arise. As always, pause the game before you start recording or playback.&lt;br /&gt;
&lt;br /&gt;
=== Digging in Odd Directions/Shapes ===&lt;br /&gt;
&lt;br /&gt;
While it is very simple and fast to designate mining in any of the 6 possible linear directions (North, East, South, West, Up, and Down) in very long sections, specialized mining, such as diagonal hallways, circular rooms, etc., are more difficult.  It may be worth, for example, recording 4 macros that dig a short section of 3-tile wide hallway in non-standard directions (NE, NW, SW, and SE).  This way, when you want a hallway dug at a 45 degree angle you just load the appropriate macro and keep playing it until the hallway is the desired length.&lt;br /&gt;
&lt;br /&gt;
=== Downshafts ===&lt;br /&gt;
&lt;br /&gt;
Simple up/down stairs are easy to do, but if your standard fort layout includes stairs with empty spaces around them, like so...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       (rooms)&lt;br /&gt;
&lt;br /&gt;
        %%..%%&lt;br /&gt;
        %....%&lt;br /&gt;
(more   ..XX.. (still&lt;br /&gt;
 rooms) ..XX..  more&lt;br /&gt;
        %....%  rooms)&lt;br /&gt;
        %%..%%&lt;br /&gt;
&lt;br /&gt;
       (etc...)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...it can be cumbersome to designate all of that for multiple Z-levels at once. Instead, create a macro from one reference point (say, the top-left staircase of the 2x2 shaft or some such) and hit record, then designate the staircase area as you see fit. Move the cursor back to your reference point and move down one Z-level, then stop recording. You can now load it up and play it wherever you need it.&lt;br /&gt;
&lt;br /&gt;
For added awesomeness, trim out the extra commands in a text editor as described above. Then highlight the whole macro and copy/paste it into a new file, copying the commands 5 times or as many as you want. Then save the new macro as a separate file (be sure to rename it at the top of the macro text as well). In this way you can have easy-to-use macros for digging your own standard stairwell. Separate macros for 1 level, 5 levels, and 20 levels seem to work well.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Scripts ==&lt;br /&gt;
Users may experience some issues in getting external scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within macros to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer.&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script, or just pause the game beforehand.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
=== General Fortress Mode Hotkeys Script ===&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=197376</id>
		<title>v0.34 Talk:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=197376"/>
		<updated>2014-03-11T04:21:41Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* How do you &amp;quot;delete and reload&amp;quot; a macro? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Designating start point ==&lt;br /&gt;
:Recording mining operations&lt;br /&gt;
Press d, move the cursor to the start point. Start recording. If you want to mine press d again and continue with the macro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Playing macros&lt;br /&gt;
Press d, move the cursor to the start position, load the macro Ctrl+l. Play the macro Ctrl+p&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
Macros are locally coordinated, that means they act on the current view and start at the default position, unless you move the cursor by pressing d&lt;br /&gt;
&lt;br /&gt;
== Moving mouse outside window ==&lt;br /&gt;
&lt;br /&gt;
I can confirm it... sort of. Upon moving my mouse to the Window bar, the macro I was executing stopped, although the &amp;quot;Play&amp;quot; indicator remained. I'm using the latest SDL version, if it matters.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 03:37, 16 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I also have this issue on other platforms, usually when switching to another application (using SDL, of course). Maybe it's SDL-specific, although I can't check because running the Legacy version in Wine would almost certainly produce different results than running it on Windows. I haven't found this on the bug tracker, but I'll check again when I get a chance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:58, 16 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::FWIW it isn't a bug: it's the only way to stop a macro while executing. I merely posted this as to close a verify tag that was on the page.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 12:22, 16 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do you &amp;quot;delete and reload&amp;quot; a macro? ==&lt;br /&gt;
&lt;br /&gt;
The article says this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Changing, removing and adding macros while the game is running uses a counter-intuitive process.  After editing the file, you must delete and reload the macro.  Select Options&amp;gt;KeyBindings&amp;gt;Macros.  Delete the macro and reload it with {{k|Ctrl}}+{{k|l}}.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
However, in my experience, you can't reload a macro once it has been deleted. Can someone clarify this, please?&lt;br /&gt;
&lt;br /&gt;
:It's, as it indicates, contrived and counter intuitive, although the explanation is lacking. After deleting the macro from the Keybindings menu (but without leaving the menu), I then was compelled to copy a backup of the amended file to the macro folder, which worked. I may rewrite that part in order to match what I see from my testing.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 04:21, 11 March 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dodging&amp;diff=197074</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dodging&amp;diff=197074"/>
		<updated>2014-03-02T01:28:59Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Redirected page to DF2012:Combat skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Combat_skill]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Legendary_artifact&amp;diff=196837</id>
		<title>v0.34 Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Legendary_artifact&amp;diff=196837"/>
		<updated>2014-02-22T12:41:46Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Legendary Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:Sometimes dwarves will grow particularly attached to weapons and armor, and if they become attached enough, they will name their armor/weapons.&lt;br /&gt;
Dwarves are not the only ones that can name items, nor is it restricted to actual weapons. [http://i.imgur.com/fftV2.png a named bucket] and [http://i.imgur.com/ozJ3S.png a named shoe], both wielded by demons that have been terrorizing the wildlife and invading goblins for about two years now. There was no announcement like when a dwarf names his weapon, but they both appear in blue on the artifacts list. I doubt armor can be named (and have never seen it myself), as the naming seems to stem largely from the item's kill list, and normally armor doesn't score kills. -- [[User:Qazmlpok|Qazmlpok]] 18:55, 23 September 2012 (UTC)&lt;br /&gt;
:Armor can '''definitely''' be named - I've had it happen numerous times in version 0.31. It mainly happens when the armor has successfully deflected a large quantity of attacks, and danger room training causes that to happen rather quickly. --[[User:Quietust|Quietust]] 21:56, 23 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact mechanisms can jam ==&lt;br /&gt;
&lt;br /&gt;
The page is flat out wrong, weapon traps with artifact mechanisms can jam in v0.34.11. [http://i.imgur.com/D8IUSlW.png Proof] -[[Special:Contributions/91.157.56.136|91.157.56.136]] 11:17, 21 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Building Destroyers ==&lt;br /&gt;
&lt;br /&gt;
While it's true Artifacts cannot be destroyed by Building Destroyer creatures, aren't they deconstructed instead?  If so that would be worth noting.&lt;br /&gt;
&lt;br /&gt;
== Legendary Weapons ==&lt;br /&gt;
&lt;br /&gt;
Having 4 dwarves with legendary weapons named, I thought I would add the information to the wiki, but there's a discrepancy I now noticed. Those 4 dwarves are dead, and yet only one weapon is listed as available.&lt;br /&gt;
&lt;br /&gt;
To avoid adding pictures, the best description of this would be, in the stocks menu, that 1 named weapon is in yellow, and the other three are in purple (the color that indicates forbidding).&lt;br /&gt;
&lt;br /&gt;
Using the specific equipment menu of the military, I also can only select the weapon at yellow. They are in the same place, so another factor must be the cause. I noticed that, of the four dwarves, only one has a proper memorial slab engraved (regardless of being buried, which they were), and that one has the weapon at yellow.&lt;br /&gt;
&lt;br /&gt;
I'll try and engrave the remaining slabs to check if that's the cause. '''If''' named weapons would be as good as Artifact weapons, that would confer a boon to any military.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 22:28, 3 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Engraved the slabs, nothing happened. Checked the corpse list and I don't see the corpses of the dwarves whose weapons are forbidden. However a peculiarity appeared: a weapon had two slayers, one of them was buried, the other I didn't see a trace. So, in order for a weapon to be &amp;quot;re-used&amp;quot;, all dwarves that owned it have to be properly buried. Smells like DF.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 22:58, 3 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've been adding some information to the page regarding legendary weaponry and armor. I have had several dwarves naming their weapons and armor. I have had two cases where the objects in question hadn't killed anything. My thoughts on this is that use of items is somehow recorded in the object, hence making sparring sessions fair ground for naming weapons. This should be tested thoroughly.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 12:41, 22 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=196836</id>
		<title>v0.34:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=196836"/>
		<updated>2014-02-22T12:37:24Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Traction Benches */  - possibility of viewing if a dwarf has healed in traction with the units view menu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors &amp;lt;strike&amp;gt;inflict&amp;lt;/strike&amp;gt; perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.&lt;br /&gt;
* Build [[container]]s ({{k|b}}-{{k|h}}) to store hospital supplies. (A small hospital can manage with 2 containers, a fully fledged fortress with an adventurous military may need as much as 8. Also note that some people recommend setting up custom stockpiles instead.)&lt;br /&gt;
* Build at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you may get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient. {{bug|2773}}&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Build one or more [[traction bench]]es to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the &amp;lt;strike&amp;gt;victim&amp;lt;/strike&amp;gt; patient after a while or they may be in the traction bench for a long, long time.{{bug|4470}} (Or be lucky; sometimes immobilization requests simply disappear with no bad consequences.) &lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Stockpiles are not needed but can be used instead of chests and bags in the hospital zone.&lt;br /&gt;
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).&lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
&lt;br /&gt;
== Skills and Injuries==&lt;br /&gt;
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.&lt;br /&gt;
&lt;br /&gt;
[[Diagnostician]] -- [[Surgeon]] -- [[Suturer]] -- [[Wound dresser]] -- [[Bone doctor]] -- Feed patients/prisoners -- [[Recovering wounded]]&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to bring a wounded dwarf to the hospital zone, or lacking one to the nearest unoccupied bed.  Note that recovering wounded appears to be an extremely low priority task.  Since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on another dwarf to move them first.&lt;br /&gt;
&lt;br /&gt;
A '''diagnoser''' will then identify and prescribe a treatment which any doctor (including himself) may carry out. A dwarf cannot be treated without a diagnosis. Depending on the injury a treatment labor will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
[[Wound|Injuries]]&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''NONE: No recorded active wounds on the part.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''BROKEN: The part has lost all structural integrity or muscular ability.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''MISSING: The part is completely gone. '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
If a chief medical dwarf is appointed you can view your fortress' health using the {{k|z}}-status key), or individually by selecting a dwarf and using {{k|w}} for wounds section.&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors depending on severity using thread and cloth for fractures, splints and casts, or traction benches. Grasping is often impaired during healing.  The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured, severe wounds impair grasping during healing. Closed wounds will be dressed by a wound dresser.  Caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches. Repair of infected or rotten wounds is treated similarly. Caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the Feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default all dwarves start with the non-doctor labors designated. These have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* &amp;lt;s&amp;gt;Bad luck&amp;lt;/s&amp;gt; [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
Currently there is a bug that may prevent fully healed dwarves from ever leaving the traction bench. {{bug|4470}} Removing the traction bench will free the dwarf. &lt;br /&gt;
&lt;br /&gt;
Do not be hasty in removing a presumably-stuck dwarf from traction, however. Such treatment takes weeks or months to succeed and removing the dwarf prematurely will undo all the progress that has been made. If the dwarf has been in traction without being diagnosed or otherwise treated for a month and the health screen shows no scheduled treatment, they probably were forgotten and need the traction bench deconstructed to release them. Another possible way to check if a dwarf is stuck is by {{k|v}}iewing the {{k|w}}ounds of the dwarf in question. If the damaged part isn't at red, then the dwarf is stuck.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit; each unit comes with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.&lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.&lt;br /&gt;
*[[Table]]s are used to conduct operations on.&lt;br /&gt;
*[[Bed]]s are used by patients to rest.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink. Patients do not drink alcohol.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold the water for its uses.&lt;br /&gt;
*[[Container]]s are used to store hospital supplies.&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Due to a [[#Bugs|bug]], hauling dwarves routinely oversupply hospitals. This can be troublesome in many ways, particularly when all the cloth in the fortress is routed to the hospital, leaving your clothier without clothmaking materials and filling the hospital containers with cloth and thread, which leaves no room for soap. Because of this, ''do not, ever,'' place containers in a hospital zone; instead, designate separate stockpiles nearby for cloth, thread, soap and other hospital implements. Setting those stockpiles to not accept bins or barrels, while space-consuming, can help to visualize the state of hospital stocks and prevent further container-capacity related issues.&lt;br /&gt;
**A workaround is to set cloth and thread to 0, add one container which will be filled by other items, and then set the cloth and thread to 1 unit. The hospital will only claim as much cloth and thread as will fit into the container after accounting for the other items.&lt;br /&gt;
**Another workaround is to disable hauling for all but one dwarf, since the oversupply problem is caused by the hospital calling all hauling dwarves for a unit of cloth or thread, and all dwarves responding at once, resulting in a unit of cloth or thread for every available dwarf.&lt;br /&gt;
**A third workaround is to allow your dwarves to fill up the containers however they want, then use {{k|t}} to examine the contents of the containers and {{k|d}}ump the items that you need to reclaim for other uses.  Remember to reclaim the items after they have been dumped.&lt;br /&gt;
**Another workaround is to forbid all cloth, thread, soap, etc. except for the amount that you want to move to the hospital. Once all of the Store Item in Hospital jobs are done, it is safe to unforbid everything again.&lt;br /&gt;
** It is safe to set the hospital stocks for everything but soap to 0 and then build a container. Soap in the hospital zone is reserved for hospital use and will not be used up by bathing dwarves as stockpiled soap can be.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your CMDs if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.&lt;br /&gt;
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.&lt;br /&gt;
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately so long as there is an idle dwarf.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).&lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death, dehydrate to death, or bleed to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food, water, or move them to the hospital.&lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Best bet is ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands.  You may want to forbid these during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Hospital stores more materials than assigned. {{Bug|191}} {{Bug|4406}}&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{Bug|287}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails won't heal, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench. {{Bug|4470}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Purchased plaster powder does not appear in the hospital storage. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  Application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma a sacrilege.&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Traction_Bench&amp;diff=196835</id>
		<title>Traction Bench</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Traction_Bench&amp;diff=196835"/>
		<updated>2014-02-22T12:33:42Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Redirected page to DF2012:Health care#Traction Benches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Health care#Traction Benches]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trap&amp;diff=196832</id>
		<title>v0.34:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trap&amp;diff=196832"/>
		<updated>2014-02-22T10:49:15Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:10, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For information on trapping [[vermin]], see [[animal trap]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike [[soldier]]s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (ranks in this [[skill]] reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them. Traps will block the passage of caravan wagons.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile{{verify}}, with the possible exception of [[thief|thieves]], flying creatures and other occasional &amp;lt;s&amp;gt;nasty&amp;lt;/s&amp;gt; fun surprises.  Any unconscious creature will trigger traps, including your own dwarves.&lt;br /&gt;
&lt;br /&gt;
Note that only dwarves with the mechanic labor enabled will reload traps (cage, stone or weapon). In combat situations, [[mechanic]]s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. [[Forbid]]ding traps after they are built will keep [[Main:Urist|Urist McSuicide]] from deciding to reload a trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a Mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe [[burrow]] until any threats have been dealt with.  If a cage trap has captured something while forbidden and left alone for an extended period of time (nearly a year or longer) the caged individual escapes and and you will get the announcement &amp;quot;Something has emptied a cage!&amp;quot; Once put into a stockpile or claimed this will prevent the captured individual from escaping.&lt;br /&gt;
&lt;br /&gt;
It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the {{K|t}} query.&lt;br /&gt;
Deconstructing a trap leaves the components used in its creation on the ground around the tile.  Traps destroyed by hostile action may return damaged objects.&lt;br /&gt;
&lt;br /&gt;
Traps can be deconstructed by pressing {{k|t}}  to view the trap (or {{k|q}}, although the name of the trap will not be displayed until it is flagged for removal), followed by {{k|x}} to remove it.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril.  The weight of the stone used in the trap affects the amount of damage the trap does, but it's quite difficult to get your dwarves to use heavier stones, like galena, when loading the traps.&lt;br /&gt;
&lt;br /&gt;
Stone-fall traps respect [[economic stone]] restrictions and they can't be loaded with [[clay]].&lt;br /&gt;
&lt;br /&gt;
*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
*Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
*Appearance: {{Raw Tile|^|7:1}} = ready, {{Raw Tile|^|7:0}} = no stone loaded&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They contain between one and ten weapons, and tend to be much more reliable for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, note that weapon traps require you to have previously made [[weapon]]s, making them more of an option somewhat later in the game. Any weapon can be used, including human weapons, training weapons, bows, traded weapons and weapons recovered from dead goblins. Think of it as fair retribution when goblins are sliced to pieces by their own axes!&lt;br /&gt;
&lt;br /&gt;
You can also use the corkscrews that are normally used in [[screw pump]]s, or menacing spikes that are normally used in spike traps, or any of three specialist trap only weapons:&lt;br /&gt;
&lt;br /&gt;
[[Metalsmith's forge]]&lt;br /&gt;
*menacing &amp;lt;metal&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;metal&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;metal&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;metal&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;metal&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
[[Carpenter's workshop]]&lt;br /&gt;
*menacing &amp;lt;wooden&amp;gt; spike&lt;br /&gt;
*spiked &amp;lt;wooden&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;wooden&amp;gt; corkscrew&lt;br /&gt;
&lt;br /&gt;
[[Glass furnace]]&lt;br /&gt;
*menacing &amp;lt;glass&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;glass&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;glass&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;glass&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;glass&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
Don't know which to make? -&amp;gt; '''Detailed [[Trap component]] information'''&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage. This can also be ''very'' messy if the trap is loaded with cutting weapons, often creating an explosion of blood and dismembered body parts. Using blunt weapons reduces the mess somewhat, and you may wish to strategically place a [[User:Uristocrat/Dwarven_Bathtub | Dwarven Bathtub]] nearby.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically after an unknown period of time. However, there is a 50% chance that the victim will get stuck in the mechanism and cause the trap to jam (use {{k|t}} to check the trap), requiring a dwarf to remove the body. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body (or forbidding the trap's mechanism in advance) may be necessary to save him from the victim's friends. Note that weapon traps will only jam if they ''directly'' kill the creature - if they instead inflict a mortal wound and cause the creature to bleed out, they will not jam.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The quality of your chosen mechanism matters[http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214]. At this point you will get a list of all stockpiled weapons in your fortress. {{k|+}}{{k|-}} will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap; you can e{{k|x}}pand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered (10 large serrated disks normally results in the unfortunate triggering creature leaving with &amp;lt;strike&amp;gt;fewer limbs than&amp;lt;/strike&amp;gt; none of the limbs and several more torn apart organs than it came in with). When happy with your weapon selection press {{k|d}} to set the trap.&lt;br /&gt;
&lt;br /&gt;
The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favour if the trapped tile happens to be surrounded by pits.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
*Components used: [[mechanism]] and whatever [[weapon]]s you want, limit 10.&lt;br /&gt;
*Appearance: {{Raw Tile|^|4:1}} = ready, {{Raw Tile|^|4:0}} = jammed or out of ammo&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps are different from the other trap types in that they do not directly kill or injure invaders. Instead, they capture the creature that triggers them in a [[cage]]. Despite the unfortunate lack of violence, this is still very effective as it completely neutralizes the target so that it can be dealt with later. After a creature is captured, it's stored in an animal [[stockpile]] if the current standing order is set ({{K|o}}-{{K|a}}). The trap will then be reset by hauling an empty cage to the trap's location. This is done ''automatically'', as in, during a siege, by any dwarf with the [[Mechanic]]s labor enabled. Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
'''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely; in fact, even submersion in water or magma appears to have no effect on caged creatures.  It is possible for dwarves to bring [[water]] to cages, but this will only occur if you have someone friendly also locked in the cage - like a dwarf child snatched by a goblin. See below for how to remove things from a cage.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps will not capture every creature in the game''', so you ''will'' need alternative defenses - [[titan]]s and [[forgotten beast]]s (as well as certain other types of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it.  A webbed cage trap '''will''' capture nearly anything; the only creatures it cannot capture are those immune to both cage traps and webbing, such as a web-spinning forgotten beast or a dwarf from your fortress on a Collect Webs job.&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the [[trapping]] labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at the [[kennel|kennels]]. See [[Animal trainer]] for more on training animals.&lt;br /&gt;
&lt;br /&gt;
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves ''only'' load empty cages into traps.  One way to remove the seeds and make the cage usable again is to {{K|d}}ump them. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
*Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
*Appearance: {{Raw Tile|^|2:1}} = ready, {{Raw Tile|^|2:0}} = no cage&lt;br /&gt;
&lt;br /&gt;
The material a cage is made affects indirectly the speed at which it is assembled into the trap. Heavier cages take longer to assemble. The more skilled a dwarf is in the [[Mechanics]] skill, the less time he takes to assemble the cage.&lt;br /&gt;
&lt;br /&gt;
With exception to the latter, cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that [[elf]] merchants will get angry if the cage is wooden).  A glass terrarium is just as strong as a steel cage. Cage [[quality]], however, can be important: due to a bug, creatures can eventually escape from [[artifact]] cages, but not from lower-quality cages (presumably the opposite of the intended behaviour).{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
To release a creature from a cage, build the cage ({{k|b}} {{k|j}}) and use {{k|q}} to unassign it.  You can also simply assign the creature to a pasture or pit. To release a hostile creature (or wild animal) safely from a cage, build the cage and link the cage to a [[lever]] that can be remotely triggered. If you have many cages you need to empty out quickly see [[Mass pitting]].  Cages have no current limit to the amount of beasts you can put in them, so you can build one cage and assign all the beasts to that cage.  Typical caveats of dealing with wild/hostile animals apply.&lt;br /&gt;
&lt;br /&gt;
As with most traps, if a dwarf goes to sleep or is knocked unconscious over a cage trap, it will be triggered and the dwarf will be trapped. Unlike usual creatures, a caged dwarf can starve or die from dehydration.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
&lt;br /&gt;
Weapon traps trigger when a hostile creature steps on them.  An upright spear/spike trap is different -- it must be triggered externally to cause the spears or spikes to spring up or to recede back down.  When the spears/spikes spring up, ''any'' creature on the tile will be subject to possible impalement.&lt;br /&gt;
&lt;br /&gt;
Placing the upright spear/spike trap does not require a mechanism, and it does not require the Mechanic labor.  It only requires 1 to 10 [[Weapon|spears]] or [[Trap component|spikes]].  Linking it to a [[lever]] or a [[pressure plate]] will require a mechanism and must be performed by a Mechanic.  Without such a link, the trap will not operate.&lt;br /&gt;
&lt;br /&gt;
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need some way to cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage. Note, however, that if any enemies survive the fall they may gain [[DF2012:Exploit#Shaft_of_Enlightenment|ridiculous weapon skills]].{{bug|6397}}&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|T}} {{k|S}}&lt;br /&gt;
*Components used: 1-10 spears or spikes, plus further [[mechanism]]s for linking to triggers.&lt;br /&gt;
*Appearance: {{Raw Tile|{{!}}|0:1}} = extended, {{Raw Tile|.|7:0}} = retracted&lt;br /&gt;
&lt;br /&gt;
==Mechanism Quality==&lt;br /&gt;
&lt;br /&gt;
All of the above traps other than Upright Spear use mechanisms in their construction.  The quality of the mechanism used impacts weapon traps beyond their value however, in weapon traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands.  Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create [[trap design|even more elaborate traps]] with imaginative use of pits, [[pressure plate]]s, [[lever]]s, [[grate]]s, [[support]]s, [[water]], and/or [[magma]], creating sacrificial altars (blood for the Blood God!) and whatever else you can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing way. If you make a trap that kills 10 or so goblins that only works once and you have to rebuild it, wasting time you don't have during a [[siege]], then you're &amp;lt;s&amp;gt;not trying hard enough&amp;lt;/s&amp;gt; having too much [[fun]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Trap design]]&lt;br /&gt;
*[[Mass pitting]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=196658</id>
		<title>v0.34:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Legendary_artifact&amp;diff=196658"/>
		<updated>2014-02-17T00:32:19Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Other notes */  - Had a named shield with only 1 kill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Artifact weapons get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]]. Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none.&lt;br /&gt;
&lt;br /&gt;
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
Artifact cages are apparently intended to be impossible for creatures to escape.  However, due to a bug, the logic appears to be backwards -- currently, creatures can eventually escape from [[artifact]] cages, but not from lower-quality cages.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact, although its value will remain the same.&lt;br /&gt;
&lt;br /&gt;
What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor (even a shield) may be named if it only had a single kill.&lt;br /&gt;
&lt;br /&gt;
After the weapon has been named, it will become fixed{{verify}} to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use, until all dwarves that slayed something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or have images sewn into it). Your pitiful gabbro scepter cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[D_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=196643</id>
		<title>v0.34 Talk:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=196643"/>
		<updated>2014-02-16T12:22:16Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Moving mouse outside window */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Designating start point ==&lt;br /&gt;
:Recording mining operations&lt;br /&gt;
Press d, move the cursor to the start point. Start recording. If you want to mine press d again and continue with the macro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Playing macros&lt;br /&gt;
Press d, move the cursor to the start position, load the macro Ctrl+l. Play the macro Ctrl+p&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
Macros are locally coordinated, that means they act on the current view and start at the default position, unless you move the cursor by pressing d&lt;br /&gt;
&lt;br /&gt;
== Moving mouse outside window ==&lt;br /&gt;
&lt;br /&gt;
I can confirm it... sort of. Upon moving my mouse to the Window bar, the macro I was executing stopped, although the &amp;quot;Play&amp;quot; indicator remained. I'm using the latest SDL version, if it matters.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 03:37, 16 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I also have this issue on other platforms, usually when switching to another application (using SDL, of course). Maybe it's SDL-specific, although I can't check because running the Legacy version in Wine would almost certainly produce different results than running it on Windows. I haven't found this on the bug tracker, but I'll check again when I get a chance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:58, 16 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::FWIW it isn't a bug: it's the only way to stop a macro while executing. I merely posted this as to close a verify tag that was on the page.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 12:22, 16 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Decoration&amp;diff=196640</id>
		<title>v0.34:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Decoration&amp;diff=196640"/>
		<updated>2014-02-16T04:48:10Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Adding the fact decorations can be limitless, if made with different materials.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:36, 14 June 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Decorations''' are fancy embellishments of your goods that, while unnecessary, greatly adds to their value for [[trade]] and other purposes by adding another material to the base item. Decorating with a material already present in the object, whether as its base or as an earlier decoration, is not possible. However, you may place an infinite amount of different decorations one one item. Most decorations have quality levels: a base value of 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]], separate from the item itself. When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decoration quality is shown outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. When an item has more than one decoration the quality level of the best one is shown.&lt;br /&gt;
&lt;br /&gt;
There are a number of caveats to these embellishments. Weapon decorations do not affect combat multipliers, even if your maul &amp;quot;menaces with spikes of steel.&amp;quot; Adding decorations to an item does not increase its weight; this may be a bug. Decorations on &amp;quot;grey&amp;quot; items (with brackets) that were gained in battle, stolen from or traded with a [[caravan]], certify the product as &amp;quot;home-made&amp;quot; (brown), and make it count for your exports.&lt;br /&gt;
&lt;br /&gt;
You cannot pick a specific object for a dwarf to decorate; their [[path]]ing will cause them to use the closest suitable object (yes, that will ''always'' be a barrel). With the addition of linked [[stockpile]]s, it is possible to set up a stockpile that will lend its contents to beautification; this sounds easy and nifty but isn't; it's a pain to set up and keep track of. In the past, locking all the desired content up, including the workshop and misbehaving dwarf, was the way to go. This still works.&lt;br /&gt;
&lt;br /&gt;
The different civilizations have different tastes when it comes to decorations and consequently may offer (or ask for) more or less than the item value shown on the item information screen. [[Hippies|Elves]] dislike spikes and will not adorn their own items with them, and will also refuse to offer anything for the decoration. On the other hand, they will estimate a decoration depicting a [[tree]] at twice its normal value, because elves like trees so much. These modifiers only affect the value of the decorations themselves, not of the base item. They also only affect values when trading with visiting [[Trading|Merchants]], the fortress-internal value ratings are unaffected by such preferences. Most of the modifiers are regulated by entries in the entity_default [[Raw file]]. &lt;br /&gt;
&lt;br /&gt;
== Types of decoration ==&lt;br /&gt;
&lt;br /&gt;
;Bone, Hoof, Ivory or tooth, Pearl, Shell, &lt;br /&gt;
:  At a [[craftsdwarf's workshop]], objects can be decorated with [[bone]], [[hoof]], [[ivory]] or [[tooth]], [[pearl]], and [[shell]]. Requires [[bone carving]].  You cannot choose what kind of object to decorate.  Decorating with bone uses up a whole stack of bones. {{Bug|2011}}&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  At a [[jeweler's workshop]], objects can be encrusted with [[Gem|cut gem]]s (including cut glass or cut stones). You may specify whether to decorate furniture, finished goods or ammo.  Requires [[gem setting]].&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  At a [[metalsmith's forge]], objects can be studded with various metals. Requires [[metalcrafting]], but '''does not''' require [[fuel]]. The type of metal is chosen by the player, but the type of object is not.&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  At a [[clothier's shop]], [[cloth]] images (plant fiber, silk and yarn) can be sewn onto clothing items (including leather armor) and bags. Requires [[clothier|clothesmaking]]. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  At a [[leather works]], leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires [[leatherworking]].&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Decoration'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Furniture'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Clothing'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Armor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Weapons'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Ammo'''&lt;br /&gt;
|-&lt;br /&gt;
| Bone, Hoof, Ivory or tooth, Pearl, Shell || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Gem || {{Y}} || {{Y}} || {{Y}} || {{N}} || {{N}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Metal studs || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Cloth || {{Y}} (bags) || {{N}} || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
| Leather || {{Y}} (bags) || {{N}} || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Decorating with bone, horn or hoof uses up the entire remaining stack instead of just one item.{{bug|2011}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=196636</id>
		<title>v0.34:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Macros_and_keymaps&amp;diff=196636"/>
		<updated>2014-02-16T03:38:23Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Creating macros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:18, 4 April 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Playing Dwarf Fortress means lots of typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The controls for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record (and finish recording)&lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load&lt;br /&gt;
*{{k|Ctrl}}+{{k|u}}+number = set to repeat [number] of times&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play&lt;br /&gt;
&lt;br /&gt;
To create a macro, press {{k|Ctrl}}+{{k|r}} to begin recording your actions.  When you have recorded all the actions that you want, stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro.  The macro is then added to your macro list.  To load a macro from the list just press {{k|Ctrl}}+{{k|l}}.  You can then play the macro by pressing {{k|Ctrl}}+{{k|p}} whenever you want.  You can also set a macro to repeat by pressing {{k|Ctrl}}+{{k|u}}, typing a two digit number, and then pressing {{k|Ctrl}}+{{k|p}} to begin the playback session.  Moving your mouse from the playing window, or otherwise losing focus on DwarfFortress, is &amp;lt;s&amp;gt;an annoying way&amp;lt;/s&amp;gt; a good way to interrupt a macro session from continuing (also the only known method).&lt;br /&gt;
&lt;br /&gt;
There is a directory data/init/macros for them. The macros are saved in .mak format.  The first line of the macro file must match the filename, or the file will not be recognized as a valid macro.  Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of its recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creationg loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changing, removing and adding macros while the game is running uses a counter-intuitive process.  After editing the file, you must delete and reload the macro.  Select Options&amp;gt;KeyBindings&amp;gt;Macros.  Delete the macro and reload it with {{k|Ctrl}}+{{k|l}}.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macroscreen&lt;br /&gt;
		OPTIONS&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations.&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded. These may be found in the init/macros folder and edited with any basic text editing program. The extra commands are ignored by the game but they still take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing {{k|d}} for example records more than 30 commands.&lt;br /&gt;
&lt;br /&gt;
For example the code below is a simple macro that selects the digging designation, moves one square to the right, and then designates that tile to be dug.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		OPTION4&lt;br /&gt;
		CUSTOM_D&lt;br /&gt;
		WORLD_PARAM_DELETE&lt;br /&gt;
		LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
		A_COMBAT_DODGE&lt;br /&gt;
		A_STATUS_DESC&lt;br /&gt;
		A_SLEEP_DAWN&lt;br /&gt;
		A_INV_DROP&lt;br /&gt;
		SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
		BUILDJOB_TARGET_RIGHT&lt;br /&gt;
		BUILDJOB_BED_DORMITORY&lt;br /&gt;
		BUILDJOB_FARM_WINTER&lt;br /&gt;
		BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
		HOTKEY_BUILDING_DOOR&lt;br /&gt;
		HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
		BUILDING_ORIENT_RIGHT&lt;br /&gt;
		BUILDING_ADVANCE_STAGE&lt;br /&gt;
		BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
		BUILDING_TRACK_STOP_DUMP&lt;br /&gt;
		HOTKEY_GLASS_DOOR&lt;br /&gt;
		HOTKEY_CARPENTER_DOOR&lt;br /&gt;
		HOTKEY_MASON_DOOR&lt;br /&gt;
		HOTKEY_TRAP_DOOR&lt;br /&gt;
		BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
		STOCKPILE_ARMOR&lt;br /&gt;
		STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
		STORES_DUMP&lt;br /&gt;
		ORDERS_DYED_CLOTH&lt;br /&gt;
		ORDERS_ZONE_DRINKING&lt;br /&gt;
		D_DESIGNATE&lt;br /&gt;
		D_HAULING_STOP_LC_DIR&lt;br /&gt;
		D_BURROWS_DELETE&lt;br /&gt;
		D_NOTE_DELETE&lt;br /&gt;
		D_NOTE_ROUTE_DELETE&lt;br /&gt;
		D_BITEM_DUMP&lt;br /&gt;
		D_LOOK_DUMP&lt;br /&gt;
		ARENA_CREATURE_SIDE_UP&lt;br /&gt;
		ASSIGNTRADE_SORT&lt;br /&gt;
		DESIGNATE_DUMP&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
		ITEM_DUMP&lt;br /&gt;
		D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
		D_MILITARY_ALERTS_DELETE&lt;br /&gt;
		D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
		D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
		STRING_A100&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_RIGHT&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
		WORLD_PARAM_INCREASE&lt;br /&gt;
		A_MOVE_E&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here is the same code but optimized through removal of all the excess commands. Each macro also contains an addition CUSTOM_CTRL_R command at the end that may be removed as well.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third way to increase the speed of macros is to change settings in the init-files. In the [[init.txt|base init file (data/init/init.txt)]] you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;MACRO_MS&amp;lt;/code&amp;gt; setting is the number of milliseconds between macro instructions (the default, 15, allows 1000/15 instructions per second, or about 66). Decreasing this makes macros run '''faster''', although decreasing it too far can make the game unresponsive while the macro is running.&lt;br /&gt;
* The &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_START&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_LIMIT&amp;lt;/code&amp;gt; settings are unrelated to macros (except while recording). See [[Technical tricks#Keyboard|Technical tricks]] for more information.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://joelpt.net/quickfort/ QuickFort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
AutoHotKey is a powerful easy-to-use scripting language that can simulate keystrokes. (among other functions)&lt;br /&gt;
&lt;br /&gt;
To started:&lt;br /&gt;
#  Go to the [http://www.autohotkey.com/ AutoHotKey website] and download AutoHotKey.  Installation is simple and the program uses very little system resources.&lt;br /&gt;
#  Read through their [http://www.autohotkey.com/docs/Tutorial.htm quick-start guide] and start write your macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files or by assigning hotkeys to your macros.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Faster execution&lt;br /&gt;
*Easier script writing&lt;br /&gt;
*Portable code&lt;br /&gt;
Cons:&lt;br /&gt;
*Sometime needs timing&lt;br /&gt;
*Need xvkbd (Linux at least)&lt;br /&gt;
*Need some special key reservation&lt;br /&gt;
&lt;br /&gt;
'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Useful Macro Ideas ==&lt;br /&gt;
&lt;br /&gt;
The following are macro ideas that other players have found useful, and may make management of your fort easier. For most macros it's highly recommended to '''pause the game''' before hitting the play button to avoid your dwarves causing unexpected behavior, i.e. a dwarf giving birth or anything else that auto-zooms to a different location.&lt;br /&gt;
&lt;br /&gt;
=== Large Bedrooms ===&lt;br /&gt;
&lt;br /&gt;
Bedrooms, especially larger ones or large blocks of identical ones, involve a lot of designations and build orders. These macros are designed to streamline the process. For all of these mass-building macros you may wish to temporarily forbid any of your artifact or masterwork furniture, to avoid giving overly-valuable items to your dwarf peasantry.&lt;br /&gt;
&lt;br /&gt;
==== Placing Beds ====&lt;br /&gt;
&lt;br /&gt;
So you've recorded a macro to dig out a series of bedrooms, and now you have to fill them. Bring up the {{k|b}}uild menu, select {{k|b}}ed, and go the first position you want to place a bed in.&lt;br /&gt;
&lt;br /&gt;
Start a new macro ({{k|Ctrl}}+{{k|r}}) and place the bed (selecting the first bed from the list), then move to the next bedroom in sequence. Repeat this until you reach the end of the row. If you are placing beds into multiple long rows of bedrooms, move the cursor to the first bed in the next row to make things faster. Turn off macro recording ({{k|Ctrl}}+{{k|r}}), but don't exit the build menu. You can then save your macro if you wish, though it's not necessary. Play the macro ({{k|Ctrl}}+{{k|p}}), and you have just laid out another row. Repeat until you have enough bedrooms or you run out of beds.&lt;br /&gt;
&lt;br /&gt;
==== Placing Coffers ====&lt;br /&gt;
&lt;br /&gt;
Placing coffers (but ''not'' bags) requires an extra step. Pause the game (you ''did'' remember to pause before playing macros, didn't you?) and go to the Stocks menu. Forbid all bags, regardless of what's inside them or what they're being used for (this is temporary). Exit to main screen and repeat the steps above, this time placing containers in your rooms. You will end up placing only chests / coffers / boxes, ignoring any bags. Repeat and play back for the rest of your bedrooms, then un-forbid your bags before un-pausing the game.&lt;br /&gt;
&lt;br /&gt;
==== Resizing Rooms ====&lt;br /&gt;
&lt;br /&gt;
If the bedroom is finished (at least all the beds are hauled to place), you may want to create a new macro to designate each room as a bedroom. {{k|q}}uery the building and select the first bed. Start a new macro and press {{k|r}} to designate it as a bedroom, then press + a few times to fill the available space. If you are fine with the size of the bedroom you can press enter, move on to the next bed, and repeat this for the whole row. If you want bedrooms that fill all the room and not all your bedrooms are the same size, you may have to press + a bit more or less for the larger cases. Repeat this for the rest of the rows as above.&lt;br /&gt;
&lt;br /&gt;
=== Mass Selector ===&lt;br /&gt;
&lt;br /&gt;
With this macro you can select a lot of things at once. Extremely helpful if you want to sell a lot of junk to the caravans. Record {{k|enter}}, then {{k|down}} about 10-25 times in a row. (For some menus you may wish to use {{k|enter}}, then {{k|+}}) When the caravan arrives, your dwarves haul all the bins to your Trade Depot for sale as normal. At the trade menu, load the macro and play it as many times as you like. The macro will select all the items in your &amp;quot;for sale&amp;quot; list, saving the bins you carried them in for later use. Be sure to at least browse through the final list once you're done to avoid selling items you didn't wish to sell, i.e. items that were in the same bin as your trade goods that you wish to keep, or wood items if you're trading with the Elves.&lt;br /&gt;
&lt;br /&gt;
=== Mass Trap Builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as building items in bedrooms, but for traps. Useful for populating entire hallways with weapon or stone-fall traps.&lt;br /&gt;
&lt;br /&gt;
=== Custom Uniforms ===&lt;br /&gt;
&lt;br /&gt;
Since custom uniforms are not saved from one fortress to another, it can be tedious to remake them after each new embark. Instead, you can record a few macros to create each of your custom uniforms (Axedwarves with full armor, Wrestlers with light armor, Archers, Civilians, etc.) It is recommended to start recording each macro from the main window, before entering the (m)ilitary screen, and to avoid naming the uniform as part of the macro.  Because of the way the uniform menu is set up, you should also be careful not to move the cursor back into the uniform list during the recording of your macro, or problems may arise. As always, pause the game before you start recording or playback.&lt;br /&gt;
&lt;br /&gt;
=== Digging in Odd Directions/Shapes ===&lt;br /&gt;
&lt;br /&gt;
While it is very simple and fast to designate mining in any of the 6 possible linear directions (North, East, South, West, Up, and Down) in very long sections, specialized mining, such as diagonal hallways, circular rooms, etc., are more difficult.  It may be worth, for example, recording 4 macros that dig a short section of 3-tile wide hallway in non-standard directions (NE, NW, SW, and SE).  This way, when you want a hallway dug at a 45 degree angle you just load the appropriate macro and keep playing it until the hallway is the desired length.&lt;br /&gt;
&lt;br /&gt;
=== Downshafts ===&lt;br /&gt;
&lt;br /&gt;
Simple up/down stairs are easy to do, but if your standard fort layout includes stairs with empty spaces around them, like so...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       (rooms)&lt;br /&gt;
&lt;br /&gt;
        %%..%%&lt;br /&gt;
        %....%&lt;br /&gt;
(more   ..XX.. (still&lt;br /&gt;
 rooms) ..XX..  more&lt;br /&gt;
        %....%  rooms)&lt;br /&gt;
        %%..%%&lt;br /&gt;
&lt;br /&gt;
       (etc...)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...it can be cumbersome to designate all of that for multiple Z-levels at once. Instead, create a macro from one reference point (say, the top-left staircase of the 2x2 shaft or some such) and hit record, then designate the staircase area as you see fit. Move the cursor back to your reference point and move down one Z-level, then stop recording. You can now load it up and play it wherever you need it.&lt;br /&gt;
&lt;br /&gt;
For added awesomeness, trim out the extra commands in a text editor as described above. Then highlight the whole macro and copy/paste it into a new file, copying the commands 5 times or as many as you want. Then save the new macro as a separate file (be sure to rename it at the top of the macro text as well). In this way you can have easy-to-use macros for digging your own standard stairwell. Separate macros for 1 level, 5 levels, and 20 levels seem to work well.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Scripts ==&lt;br /&gt;
Users may experience some issues in getting external scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within macros to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer.&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script, or just pause the game beforehand.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
=== General Fortress Mode Hotkeys Script ===&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=196635</id>
		<title>v0.34 Talk:Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Macros_and_keymaps&amp;diff=196635"/>
		<updated>2014-02-16T03:37:43Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Moving mouse outside window */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Designating start point ==&lt;br /&gt;
:Recording mining operations&lt;br /&gt;
Press d, move the cursor to the start point. Start recording. If you want to mine press d again and continue with the macro.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Playing macros&lt;br /&gt;
Press d, move the cursor to the start position, load the macro Ctrl+l. Play the macro Ctrl+p&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
Macros are locally coordinated, that means they act on the current view and start at the default position, unless you move the cursor by pressing d&lt;br /&gt;
&lt;br /&gt;
== Moving mouse outside window ==&lt;br /&gt;
&lt;br /&gt;
I can confirm it... sort of. Upon moving my mouse to the Window bar, the macro I was executing stopped, although the &amp;quot;Play&amp;quot; indicator remained. I'm using the latest SDL version, if it matters.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 03:37, 16 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=196624</id>
		<title>v0.34:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=196624"/>
		<updated>2014-02-15T02:43:43Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Cages that are worn out are stored in a refuse pile, even if full with a live goblin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
:''For information on cage traps, see [[Trap#Cage_Trap|traps]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in [[cage trap]]s, [[jail]]s, [[zoo]]s, [[pit]]s and aquariums. &lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding [[Captured live fish|captured]] live vermin [[fish]], an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile (unless they have been [[Wear|worn]] out somehow, in which case they are stored in a Refuse Stockpile). Dwarves will attempt to collect and store cages in stockpiles if the {{k|o}}rders - dwarves haul {{k|a}}nimals option is set.&lt;br /&gt;
&lt;br /&gt;
To set a pile to accept ''only'' empty cages, set up an animal pile (or a custom pile) and in its settings {{k|b}}lock all and use {{k|u}} to enable empty cages. Similarly, to block empty cages, use {{k|u}} to disable them. ({{k|j}} toggles [[animal trap]]s.)&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from [[wood]] at a [[carpenter's workshop]], from [[metal]] at a [[metalsmith's forge]], and from [[glass]] at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can then either build them on a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a tame animal to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can choose a cage that already has something inside. To precisely select which cage to use, you can expand the list of cages with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a (built) cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of [[creatures]], and {{k|Enter}} to assign them to the cage. Creatures currently assigned to the cage are listed at the top; the rest of the creatures are listed in order of arrival on the map (including any inaccessible creatures). Note that tame grazing creatures will starve if left in cages, though pet owners may feed their pets. Instead of caging grazers, assign them to a [[zone|pasture]] that has plenty of tasty [[grass]] and/or [[cave moss]].&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is apparently possible to fit hundreds of [[dog|puppies]] in a cage with dozens of [[blind cave ogre]]s with no ill effects or a [[dragon]], a thousand [[cat]]s, and whatever else is on hand, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures from (built) cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored - use {{k|b}}-{{k|j}} to build cages, and {{k|x}} to be sure to get the right cage), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them).  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a creature is male or female, which is useful if you are preparing a breeding program.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] can also be assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature back in a stock cage.  To explicitly release an animal, instead &amp;quot;pull&amp;quot; the animal somewhere else: either assign the animal to a [[pit]] (which could simply be a hillside outside your fortress), or a pasture.  This has the benefit of making it clear where the animal is being released.  However keep in mind the dwarf will uncage the animal first and then lead it to the release, so large/dangerous animals may escape en route.  Consider using the [[dump]] command to move the cage before release, or assign the animal stockpile next to the pit/pasture.&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not be shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
[[Breeding]] creatures are unable to get pregnant if caged, although they will give birth while caged if they became pregnant before being caged.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
If you want your prisoners to survive their sentences, it is strongly recommended '''not''' to use cages but [[rope|chains or ropes]] for your prisons, with drink and food placed directly adjacent to the chains. Caged dwarves must be given water and drink by others, and the required jobs are almost never generated. Dwarves caged in the name of justice will ''normally'' die of thirst or starvation, due to a bug preventing prisoner care jobs from being queued up in many cases {{Bug|2606}}.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice. When a hauler takes the cage, any untameable creatures inside will be released. Be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
A way to release creatures from stockpiled cages (which have not been built) is to assign the creatures to a [[pasture]] (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
Another way is to use [[container]] spilling effect: cages [[Trap_design#Minecarts hurled from a colliding minecart]] ''also'' spill their contents upon collision (see [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 this forum message]). Possibly works with a [[Bridge#Raising_and_Retracting_Bridges raising bridge flinging]] as well{{verify}}, but minecarts are easier to load as needed via stockpiles anyway. This combines timing control of a lever or pressure plate with reusability of pitting. If you want to deliver Goblin snatchers into your target practice room despite [[Thief|thieves]]' ability to wriggle out of normal pitting, or a bunch of [[Cave floater]]s toward invaders, this method may be preferrable.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested (yet)&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a [[tame]]d [[creature]], the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed [[vermin]], in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
===Selling caged creatures ===&lt;br /&gt;
If you want to sell an animal, you need to assign it to a constructed cage first (see above) and then deconstruct the cage by {{K|q}}uerying it and pressing {{K|x}}. You can then select the cage in the trading menu.&lt;br /&gt;
&lt;br /&gt;
Note that only tamed animals can be traded safely. The dwarf assigned to hauling a container will look through its contents and chuck out anything that can't be traded. In the case of cages, this means anything sentient - including such nasties as [[cyclops|cyclopes]].{{Bug|4065}} Letting such monsters loose in the middle of your fort is good [[fun]].&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
An easy way to take away all prisoner-held armor and clothing is via the mass designation tool.  Designate an area with {{K|d}}-{{K|b}}-{{K|c}} to claim and {{K|d}}-{{K|b}}-{{K|d}} to dump an area (i.e. your animal [[stockpile]], filled with caged prisoners).  Afterwards, hit {{K|k}}, and go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves. You will need a [[DF2012:Activity zone#Garbage Dump|garbage dump]] set up already for the dwarves to take the dumped items to. The dwarves will strip the prisoners naked and haul the items away. The cages themselves (and the creatures within) will remain in place.  The items will end up in the garbage dump zone. If you want to to reuse the items, you need only to designate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|o}}-{{K|r}}-{{K|o}} order set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An easier way to selectively disarm prisoners is to designate mass forbid {{K|d}}-{{K|b}}-{{K|f}} and mass dump {{K|d}}-{{K|b}}-{{K|d}} on all of the caged prisoner stockpile. You will need a [[bookkeeper]] for this. Press {{K|z}} and go to the [[stocks]] screen. Find an item category with items marked '''F''' and '''D'''. Press {{K|f}} to remove the '''F''' for those items, but don't remove the '''D'''. This will unforbid them, but they will remain marked for dumping. When you exit the stocks screen, the dwarves will haul those items from the cages and drop them into the garbage dump. When the dwarves have finished the hauling tasks, designate a mass claim {{K|d}}-{{K|b}}-{{K|c}} and mass undump {{K|d}}-{{K|b}}-{{K|D}} on the same area as earlier to remove the forbid and dump designations from the cages and the rest of the contents. &lt;br /&gt;
&lt;br /&gt;
This method can be used to confiscate specific items from caged prisoners, like weapons, armor or bags containing stolen property or kidnapped children. It can be more useful to just remove their weapons if you want to use your caged prisoners for target practice;  they will be more durable with their clothes and armor equipped, but not very dangerous without their weapons.&lt;br /&gt;
&lt;br /&gt;
=== Emptying refuse ===&lt;br /&gt;
If you [[animal trainer|tame an animal]] while it is inside a cage (a process which involves feeding a plant to the caged animal), you may leave seeds inside the cage.  To get these out, you must mark them for [[activity zone#Garbage_Dump|dumping]], designate a garbage zone, and wait for a dwarf to dump the seeds in the garbage zone.  Then you can reclaim them.&lt;br /&gt;
&lt;br /&gt;
Animals that expire in a cage (built in a [[zoo]], or just sitting in an animal stockpile) also clutter up the cage until removed. If the cage is unbuilt and the animal is [[butcher]]able, your dwarves may haul the animal, cage included, to the butcher shop for processing. If not, you will need to manually clean the cage by dumping the corpse and any other items.&lt;br /&gt;
&lt;br /&gt;
Marking refuse for dumping can be done by pressing {{k|k}} for an unbuilt cage ({{k|t}} for a built cage), then selecting the cage and pressing {{k|Enter}}, then selecting the item and pressing {{k|Enter}} again, and finally pressing {{k|d}} to mark the item (rather than the cage) for dumping.  Or if there is a lot of refuse, you can use {{k|d}}-{{k|b}}-{{k|d}} to mass-dump everything in the tile, and then un-mark the cage itself.&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarfs can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let our dwarfs shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
* When bringing a cage to the Trade Depot in order to trade it, any untameable creatures inside the cage will be freed.  Tamed (and presumably also wild but tameable) animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
* Aquariums cannot be used to store large fish (they will drown), though vermin fish work just fine. {{Bug|1590}}&lt;br /&gt;
* Placing a vermin fish in an aquarium can cause [[purring maggot]]s to become unmilkable. {{Bug|6116}}&lt;br /&gt;
* Creatures escape from Artifact traps/cages. {{bug|6117}}&lt;br /&gt;
* Dwarves caged in the name of justice will often die of thirst or starvation, due to prisoner care jobs not being queued up in many cases {{Bug|2606}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=196620</id>
		<title>v0.34:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Exploit&amp;diff=196620"/>
		<updated>2014-02-14T22:25:51Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* The Minecart Stop */  - minor grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:49, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[Main:cheating|cheating]]' because exploits occur within the game as written and do not need any external [[Main:utilities|utilities]] or [[Main:modding|modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that [[Main:Dwarf Fortress|Dwarf Fortress]] is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players there is much discussion about what actually should be considered an exploit, going from making sweetpod syrup instead of sugar, growing crops in winter, or even underground, as the one extreme, to justifying 'water wheel batteries' as the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
== Atom Smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it.  The drawbridge will be destroyed if it is used to crush a creature of too large a size.&lt;br /&gt;
&lt;br /&gt;
==Manager Exercise Program==&lt;br /&gt;
&lt;br /&gt;
As a [[Manager]], skill is gained as tasks are approved, not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) (and providing a meager office), the manager will quickly level to [[legendary]] as an [[Organizer]].  The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant Swindles==&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s without seizing it; all amount to naked theft. Tearing down the [[trade depot]] while the merchants are there is the easiest way. &lt;br /&gt;
&lt;br /&gt;
Also, marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take what ever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
However, the merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them.{{Verify}}  See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post].  So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A Quantum Stockpile (QSP) allows you to store an infinte number of items in a single tile.  QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].  &lt;br /&gt;
&lt;br /&gt;
Note that, due to {{bug|5994}}, deconstructing [[construction]]s near a quantum stockpile can potentially create many simultaneous [[hauling]] jobs. There is currently no easy way to prevent this. Undumps, due to their single-job nature, will not have this problem, and minecart stops will generate only a limited number of jobs due to their [[minecart#Capacity|capacity]].&lt;br /&gt;
&lt;br /&gt;
=== Simple Quantum Stockpiles ===&lt;br /&gt;
The simplest QSP is created by designating a garbage pit zone instead of a [[stockpile]], dumping the items you want to store and then reclaiming them when you are ready to use them.&lt;br /&gt;
&lt;br /&gt;
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.&lt;br /&gt;
&lt;br /&gt;
Another way to quantum stockpile is to not have appropriate stockpiles to move items back to after you move them to the trading depot.  The depot can hold an infinite number of items, and those items will not be removed if there is nowhere else to place them. This is also useful for anything you want to trade anyway.&lt;br /&gt;
&lt;br /&gt;
=== The Minecart Stop ===&lt;br /&gt;
This method allows the type of items to be stored in the Quantum Stockpile to be completely controlled and to be as broad or specific as required.  Collection of items is automatic with no user input required (just like a normal stockpile), and the number of haulers collecting for the stockpile is controlled by the size and number of receiving stockpiles.  Distribution is also automatic, with dwarves coming to collect items as needed (just like from a normal stockpile).&lt;br /&gt;
&lt;br /&gt;
This can be utilised as part of a [[minecart]] transport system, or standalone with no tracks or moving minecarts whatsoever.  The steps below are to create a standalone Quantum Stockpile, but the same general principles apply if used in a minecart transport system.&lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
  rrrr     r receiving stockpile&lt;br /&gt;
   S       S track stop, set to dump south&lt;br /&gt;
   d       d distribution stockpile&lt;br /&gt;
&lt;br /&gt;
# Build a track stop {{K|b}} - {{K|C}} - {{K|S}}.  Ensure you set the dumping direction {{K|d}}.&lt;br /&gt;
# Designate a 1x1 distribution stockpile {{K|p}} on the square where the stop will dump and define preferences {{K|q}} to make the settings {{K|s}} store only what you want, with no barrels {{K|E}}, bins {{K|C}} or wheelbarrows {{K|w}}.&lt;br /&gt;
# Designate a receiving stockpile {{K|p}} (can be anywhere, but optimally right next to the constructed track stop) of any size.  The larger it is, the more dwarves will simultaneously collect items.  Define the preferences{{K|q}} of this stockpile to be the same as the distribution stockpile, with the possible exception of the number of wheelbarrows.  If the QSP is for heavy items (eg loose [[stone]]s), you may want to use wheelbarrows in the receiving stockpile to speed up collection.  Wheelbarrows will place a limit of up to three dwarves simulatenously collecting, unless you make multiple receiving stockpiles, each with its own set of wheelbarrows.&lt;br /&gt;
# Construct a new hauling route {{K|h}}, assign a vehicle {{K|v}} (You'll need to make a mine cart), and define a new stop {{K|s}} on your constructed track stop.   {{K|Enter}} to define the stop, {{K|Enter}} again to set the desired items to the same as your stockpiles, {{K|x}} to remove all existing conditions, {{K|s}} to make a stockpile link and choose the receiving stockpile/s to tell the minecart track stop to take from them.&lt;br /&gt;
&lt;br /&gt;
It is a little fiddly to initially set up, and if you miss any step it won't work at all, but once in operation it's an extremely efficient storage system, and scales easily with the size of your fortress, number of haulers and number of items to store. &lt;br /&gt;
&lt;br /&gt;
This method cannot store any items in [[bin]]s or [[barrel]]s at all, including bolts (which shouldn't be stored in a bin anyway {{bug|2706}}), and all types of drinks (you will see your dwarves leave barrels and pots of alcohol all over the place). [[Food]] stored using this method tends to attract [[vermin]], especially swarms of [[fly|flies]], since it can't be placed in barrels. This method works well for [[furniture]], [[wear|cast-off]] [[clothing]], [[metal]] and [[stone]]. A quantum minecart stop can be combined with some sort of [[garbage disposal]] mechanism to easily handle [[refuse]] and [[invader]]s' corpses.&lt;br /&gt;
&lt;br /&gt;
Note however that if your dwarves are under [[standing orders]] to ignore outdoor refuse (the default setting) they will also not load an outdoor refuse pile into the minecart.&lt;br /&gt;
&lt;br /&gt;
=== The Undump ===&lt;br /&gt;
This technique was [http://www.bay12forums.com/smf/index.php?topic=92241.0 developed] before minecarts were implemented.  While still a valid method, it has been superseded by the Minecart Stop QSP which achieves the same result, is easier to set up and has fewer drawbacks.  &lt;br /&gt;
&lt;br /&gt;
''Setup:''&lt;br /&gt;
         H Hatch cover&lt;br /&gt;
  =====  ^ pressure plate, citizens trigger, linked to hatch&lt;br /&gt;
  ^sHs=  = Wall&lt;br /&gt;
  =====  s Stockpile (same type)&lt;br /&gt;
&lt;br /&gt;
The idea is that haulers try to place some item on the right stockpile, step on the pressure plate and make the hatch cover retract. This makes them cancel the hauling job because they can't reach the right stockpile. They then drop the item on the left stockpile, on top of as big of a pile as you want.&lt;br /&gt;
&lt;br /&gt;
More information on this method can be found on the inventor's [[User:Vasiln/Undump|user page]].&lt;br /&gt;
&lt;br /&gt;
Drawbacks to this design:&lt;br /&gt;
#It's slow, because the one target stockpile generates only one job at a time. If you have more than one target stockpile they create lag because of pathing issues. You probably want to keep your normal stockpiles and use the undump to clean them up slowly. At which point you could consider just using the normal quantum stockpile dumping. Or you build more undumps.&lt;br /&gt;
#Job cancellation spam. You can turn that off.&lt;br /&gt;
#Oftentimes, dwarves drop the item on top of the pressure plate instead of on the stockpile. A feeder stockpile just outside the undump helps here.&lt;br /&gt;
#You obviously need some materials to build it. &lt;br /&gt;
#You need to create an open space tile where the hatch cover is (channelling only leaves a ramp), which means digging in the level below. &lt;br /&gt;
#You want to set the pressure plate to the lowest minimum weight (10000, which gets a zero cut off and displays as 1000). This can get tedious, so getting a macro is advised.&lt;br /&gt;
#If your stockpile management is exceptional already, the undump may not be of as much use to you.&lt;br /&gt;
However, there is a multitude of potential applications that get discussed in [http://www.bay12forums.com/smf/index.php?topic=92241.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it.  The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on.  Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]].  Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals.  See the page for [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications.  Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven Water Reactor ==&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] requires 10 power to move water;  a [[water wheel]] supplies 100 power if it's got water moving it.  Arrange the former to feed the latter, while the latter powers the former, and you can get perpetual motion going - with a surplus of power available.  See [[Water wheel#Perpetual motion|here]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the Shield-wall ==&lt;br /&gt;
&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Thirst can be quenched indefinitely in adventure mode by emptying a waterskin when you only have 1 unit of liquid left and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill your waterskin with some, as alcohol never freezes in cold weather.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel/bag for free ==&lt;br /&gt;
&lt;br /&gt;
On [[embark]] buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[fish]].  You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel.  Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s.  Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
== Infinite Adamantine / Metals ==&lt;br /&gt;
&lt;br /&gt;
Because one bar of metal produces 25 bolts and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return.  Smelt a stack of coins, then trade it to a caravan.  You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars.  One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return.  The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread].  While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker.  Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time consuming.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
&lt;br /&gt;
Since [[trap component#spiked ball|spiked balls]] have an extremely high base [[item value]] of ''126'', they can be produced en masse from cheap [[wood]] or other materials and sold off to unsuspecting merchants. This makes for quick cash in any fortress that has a skilled carpenter and an excess of wood on hand.&lt;br /&gt;
&lt;br /&gt;
In fact, any [[trap component]]s make extremely high-value trade goods, especially since metal components require only 1 [[bar]]. (They also increase the [[value]] of [[noble]]'s rooms, and are useful in defense.)&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can also be quick and valuable trade goods. Purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals. Then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a bait creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the bait by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Radar ==&lt;br /&gt;
&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the carverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Dwarven vacuum cleaner/quantum teleporter ==&lt;br /&gt;
&lt;br /&gt;
Due to a {{bug|5994|bug|link=yes}} in the current version, removing a [[construction]] teleports all free items in the surrounding map tile to the location of the removing dwarf. The teleported items can even travel through solid rock, providing a very safe, quick, and convenient means to empty traps and battlefields of corpses and spoils. Of particular note, drowning pools can be emptied without draining and refilling their water. After &amp;quot;vacuuming&amp;quot; everything into a safe area, your dwarves can sort through the loot at their leisure.&lt;br /&gt;
&lt;br /&gt;
== Shaft of Enlightenment ==&lt;br /&gt;
&lt;br /&gt;
Creatures with at least Dabbling in a weapon skill that fall onto an [[DF2012:Spike#Upright_Spear.2FSpike|upright spear / spike]] with an appropriate weapon equipped can experience godly increases in certain combat skills, up to [[legendary]] +70.{{bug|6397}} A drop of 2-3 [[z-level]]s, low-quality wooden [[training spear]]s, and wooden floors are recommended to maximize survivability. See this [http://www.bay12forums.com/smf/index.php?topic=134512.0 forum thread] for details.&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=196607</id>
		<title>v0.34:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=196607"/>
		<updated>2014-02-14T04:41:32Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Corpses of dead tame animals can't be butchered, as per the Butcher's Shop infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:17, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.&lt;br /&gt;
&lt;br /&gt;
Body parts decaying naturally is the only way to get useable bones from creatures dwarves refuse to butcher (such as [[goblin|goblins]] and [[elves]], any [[DF2012:Learns|sentient]] creature), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such they explode) will generate useable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a necromancer, or naturally if you are in any type of evil embark, and trapped. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and nails/hoofs, as well as cartilage, nervous tissue, and other types of useless byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed animals can't be butchered.&lt;br /&gt;
&lt;br /&gt;
Corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left untended, it will lead to some unintended, [[Tantrum spiral|often Fun]], [[Ghost|results]].&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome (if killed outside of the evil biome on an embark with part non-evil biome and part evil biome, the corpse will not rise) or if it is raised by a [[necromancer]]. Corpses may also be risen from the dead by [[mummy|mummies]], though mummies will only be encountered in [[tomb]]s in adventure mode. Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts. Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  However, due to what is presumably a bug, magma and [[fire]] damage currently will not destroy an animated corpse.&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bismuth&amp;diff=196584</id>
		<title>v0.34:Bismuth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bismuth&amp;diff=196584"/>
		<updated>2014-02-12T12:02:27Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Bismuth bars can be studded, only if a manager orders it...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:57, 30 September 2010 (UTC)}}{{Metal|name=Bismuth|color=5:5:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[bismuth bronze]] at [[smelter]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Bismuthinite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bismuth''' is a metal smelted from [[bismuthinite]].  Bismuth bars can normally only be used to make the [[alloy]] bismuth bronze (although [[Strange mood|moody]] dwarves can apparently construct most anything out of bismuth). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*1x Bismuth bar + 1x [[Tin]] bar + 2x [[Copper]] bar = 4x [[Bismuth bronze]] bar&lt;br /&gt;
&lt;br /&gt;
You can stud other objects with Bismuth, although the option isn't available at the forge and instead needs to be ordered by the Manager.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wismut Kristall und 1cm3 Wuerfel.jpg|Bismuth crystals and cube&lt;br /&gt;
File:Bismuth_2.jpg|Bismuth&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Experience&amp;diff=196583</id>
		<title>v0.34:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Experience&amp;diff=196583"/>
		<updated>2014-02-12T07:58:06Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:23, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Experience''' represents how much a certain dwarf (or other intelligent creature) has learned about a certain subject or profession. It affects proficiency in skills. Precise points in experience are never displayed directly, except in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Every experience point earned is associated with a [[skill]]. Every time a dwarf uses this skill, experience is gained. When a skill is unused for a while, the skill will become [[rusty]] and experience will decrease, eventually permanently.&lt;br /&gt;
&lt;br /&gt;
Most skills give 30 XP per use, [[smoothing]], carving [[fortifications]], [[engraving]] and [[mining]] give 10 XP per use, and military skills are variable, with more XP gained from real combat than from training. Skills that can use stacks of items, such as [[plant processing]], will add experience based on the size of the stack. &amp;lt;!-- Just saw an unskilled dwarf take a stack of 90 plants, process it, and walk away an Adept. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A more skilled dwarf will do work better and faster than an unskilled one. The better work results in higher quality items. The speed of work is most notable in legendary miners, who will barely touch the walls to make them crumble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Dabbling     ||align=&amp;quot;right&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Novice       ||align=&amp;quot;right&amp;quot;| 500&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Adequate     ||align=&amp;quot;right&amp;quot;| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Competent    ||align=&amp;quot;right&amp;quot;| 1800&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Skilled      ||align=&amp;quot;right&amp;quot;| 2600&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Proficient * ||align=&amp;quot;right&amp;quot;| 3500&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Talented     ||align=&amp;quot;right&amp;quot;| 4500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 7  || Adept        ||align=&amp;quot;right&amp;quot;| 5600&lt;br /&gt;
|-&lt;br /&gt;
| 8  || Expert       ||align=&amp;quot;right&amp;quot;| 6800&lt;br /&gt;
|-&lt;br /&gt;
| 9  || Professional ||align=&amp;quot;right&amp;quot;| 8100&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Accomplished ||align=&amp;quot;right&amp;quot;| 9500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Great †        ||align=&amp;quot;right&amp;quot;| 11000&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Master       ||align=&amp;quot;right&amp;quot;| 12600&lt;br /&gt;
|-&lt;br /&gt;
| 13 || High Master  ||align=&amp;quot;right&amp;quot;| 14300&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Lvl !! Title !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Grand Master  ||align=&amp;quot;right&amp;quot;| 16100&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Legendary     ||align=&amp;quot;right&amp;quot;| 18000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Legendary+1 ‡ ||align=&amp;quot;right&amp;quot;| 20000&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Legendary+2 ‡ ||align=&amp;quot;right&amp;quot;| 22100&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Legendary+3 ‡ ||align=&amp;quot;right&amp;quot;| 24300&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Legendary+4 ‡ ||align=&amp;quot;right&amp;quot;| 26600&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Legendary+5 ‡ ||align=&amp;quot;right&amp;quot;| 29000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
::::''Notes:''&lt;br /&gt;
:::::&amp;lt;nowiki&amp;gt;  *&amp;lt;/nowiki&amp;gt; This is the highest skill level possible for one of your starting dwarves.&lt;br /&gt;
:::::† Once soldiers reach this level in a weapon skill, they will become a [[Soldier#Heroes|hero]] and no longer complain about long patrol duty.&lt;br /&gt;
:::::‡ These levels are not shown in game, but they do have an effect. An ordinary legendary dwarf produces a significant proportion of superior quality goods while a legendary+5 dwarf is guaranteed at least exceptional quality, barring effects like tiredness and hunger. It seems to be possible to have a skill over Legendary+5, at least in adventure mode. This is clearly seen by looking at the experience required for the next level and comparing how much you level up. The easiest way to see this is to remove your weapon, choose not to dodge or move around, and simply wait while something harmless tries to kill you. Tested in version 31.10, probably unchanged since then.{{verify}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=196569</id>
		<title>v0.34:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=196569"/>
		<updated>2014-02-11T00:49:10Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: touch up of some content related to sentient creature butchering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:17, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.&lt;br /&gt;
&lt;br /&gt;
Body parts decaying naturally is the only way to get useable bones from creatures dwarves refuse to butcher (such as [[goblin|goblins]] and [[elves]], any [[DF2012:Learns|sentient]] creature), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such they explode) will generate useable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a necromancer, or naturally if you are in any type of evil embark, and trapped. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and nails/hoofs, as well as cartilage, nervous tissue, and other types of useless byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
Corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left untended, it will lead to some unintended, [[Tantrum spiral|often Fun]], [[Ghost|results]].&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome (if killed outside of the evil biome on an embark with part non-evil biome and part evil biome, the corpse will not rise) or if it is raised by a [[necromancer]]. Corpses may also be risen from the dead by [[mummy|mummies]], though mummies will only be encountered in [[tomb]]s in adventure mode. Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts. Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  However, due to what is presumably a bug, magma and [[fire]] damage currently will not destroy an animated corpse.&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=196568</id>
		<title>v0.34:Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Corpse&amp;diff=196568"/>
		<updated>2014-02-11T00:37:07Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Rule T&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:17, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part. Note: this is the only way to get useable bones from creatures dwarves refuse to butcher according to their ethics (unless you modded the ethics). Cutting a goblin up using serrated blade traps or throwing them down extreme heights (such they explode) will generate useable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a necromancer, or naturally if you are in any type of evil embark, and trapped. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and nails/hoofs, as well as cartilage, nervous tissue, and other types of useless byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
Corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left untended, it will lead to some unintended, [[Tantrum spiral|often Fun]], [[Ghost|results]].&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome (if killed outside of the evil biome on an embark with part non-evil biome and part evil biome, the corpse will not rise) or if it is raised by a [[necromancer]]. Corpses may also be risen from the dead by [[mummy|mummies]], though mummies will only be encountered in [[tomb]]s in adventure mode. Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts. Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  However, due to what is presumably a bug, magma and [[fire]] damage currently will not destroy an animated corpse.&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Doktoro_Reichard&amp;diff=196517</id>
		<title>User:Doktoro Reichard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Doktoro_Reichard&amp;diff=196517"/>
		<updated>2014-02-09T04:08:16Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Personal links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
I'm just a guy that happened to pass by here, complaining about the [[Glass industry]] page not being quite right. Now, I'm here fixing tidbits, adding some research and overall trying to be a DF player.&lt;br /&gt;
&lt;br /&gt;
My bio (if you could call it that) can be found at the [http://gaming.stackexchange.com/users/54659/doktoro-reichard Arqade SE], which you could say was the main reason for me being here. I also used to play a lot of World of Warcraft, but those days are bygone.&lt;br /&gt;
&lt;br /&gt;
I also use the same name at the bay12games forums so... well, that's pretty much it.&lt;br /&gt;
&lt;br /&gt;
== Files ==&lt;br /&gt;
&lt;br /&gt;
Here are some files that I've made mention or that are base blocks to other files. Feel free to use them in any dwarfy way.&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/27314922/Dwarf%20Fortress/GlassIndustryWorkflow_DF2012_v2.dia Glass Workflow Chart]. A [http://en.wikipedia.org/wiki/Dia_%28software%29 Dia] file. Not the most user-friendly software, but gets the job done.&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/27314922/Dwarf%20Fortress/Gems.xls Gems spreadsheet]. Just an import of the data got by Shandra.&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/27314922/Dwarf%20Fortress/Gems2.xls Gems spreadsheet (treated)]. This has very very ugly graphs regarding distribution of gems on an embark. Based on the above.&lt;br /&gt;
&lt;br /&gt;
== Personal links ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;Maybe I'll move this to a proper page, but as the size is small for now I'll keep this as is&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I encounter several good topics on DF that, although being too difficult to place on the wiki, do think deserve some thorough reading.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=104643 !!SCIENCE!! Thread: Operation FPS Bomb] - A pretty darn good experiment regarding FPS. At most, it helped me understand why my fortress came from a good 20 to a meager 8.&lt;br /&gt;
:Been making experiments and I'm not sure whether it's the need for dwarves to store any crap they own or animals jumping up and down or even my thousands of goblets slowing down the game, but placing my dwarves on a vow of poverty did work, and placed 160 dwarves to 40 FPS.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=91789 My fort has MAGMA LANDMINES] - Just a reminder to add this to the wiki, as landmines are mentioned, but none as dwarfy.&lt;br /&gt;
&lt;br /&gt;
== The Legend of Uristurist, &amp;quot;Daggerdaggers&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
There exists a legend among all dwarvish civilizations, about a group of seven that set up camp at a very particular and unremarkable place, near a human settlement. That place was none other than Uristurist.&lt;br /&gt;
&lt;br /&gt;
Now, Uristurist is just a plot of wood-ridden land, nothing fancy. Except for the fact that even Armok himself turns a blind eye: the laws of physics, civilization, time and space all crumble before the mightiest of powers those seven dwarves went to discover and manipulate, far from prying eyes. That power is none other that !!SCIENCE!!&lt;br /&gt;
&lt;br /&gt;
Imbued with the knowledge to alter the very fabric of the universe through communion with Lua, they changed their surroundings in order to better understand their own kind: they produced mountains of Obsidian mugs, spawned obsidian out of thin air, at a speed never imagined built stairways and death wells for which to throw horses. And, when bored or troubled, regressed time itself.&lt;br /&gt;
&lt;br /&gt;
For fun, they involved themselves in quantum physics, replacing their body parts with others cloned from their partners. They dipped themselves in magma and burnt themselves to oblivion. They gained and lost skill in instant. They even had the power to summon sieges from their own kin, and trap them in cages as puny goblins.&lt;br /&gt;
&lt;br /&gt;
There is no limit to what happens at Uristurist, or so the legends tell, as no migrant or errant dwarf has yet reached the mythical fortress.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Improved&amp;quot; Undump ==&lt;br /&gt;
&lt;br /&gt;
After finding out the hard way that pathfinding is '''the most''' CPU-intensive operation DF does, I started looking at current attempts of creating quantum stockpiles, without actually using dump zones, which are regarded as cheating by some. The designs by [[User:Vasiln/Undump|Vaslin]] seem to be interesting, but wasteful.&lt;br /&gt;
&lt;br /&gt;
To start with, here is my current idea:&lt;br /&gt;
 {{diagram|spaces=yes|1=\&lt;br /&gt;
&lt;br /&gt;
 ╔═════════&lt;br /&gt;
 ║++[#F00]^[#0F0]=[#0F0]=¢[#0F0]=[#0F0]=[#0F0]=&lt;br /&gt;
 ║++═════[#0F0]=[#0F0]=&lt;br /&gt;
 ║++[#F00]^[#0F0]=[#0F0]=¢[#0F0]=[#0F0]=[#0F0]=&lt;br /&gt;
 ║++═════[#0F0]=[#0F0]=&lt;br /&gt;
 ║++[#F00]^[#0F0]=[#0F0]=¢[#0F0]=[#0F0]=[#0F0]=&lt;br /&gt;
 ║++═════[#0F0]=[#0F0]=&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The space at the right of the pressure traps (at red) is all stockpile designated (represented in green). The point here is, as stated in other works, to as soon as a dwarf passes through the trap, the hatches are activated, precipitating the dwarf to drop the item he's holding onto the stockpile.&lt;br /&gt;
&lt;br /&gt;
The advantage of this design is that the space at the right can be adjusted to the number of haulers one wants, remembering that each empty stockpile square is assigned to a hauler.&lt;br /&gt;
The design can also be expanded downwards. There seems to be a slight fault where dwarves drop items before the stockpile; that may be from the fact that repeated queuing actually closes all hatches, preventing the dwarf from finding a path, therefore dropping the item.&lt;br /&gt;
&lt;br /&gt;
The disadvantages are those of the original system: slow, prone to fault and increasing the number of &amp;quot;machines&amp;quot; can lower the FPS due to pathfinding issues.&lt;br /&gt;
&lt;br /&gt;
== DFHack scripts ==&lt;br /&gt;
=== Healing by proxy ===&lt;br /&gt;
&lt;br /&gt;
Trying to save Urist McMiner from a magma-induced full body melting, I poked around with the ''gui/gm-editor'' tool of the latest DFHack (0.34.11 r3) in order to see if I could try and ''delete'' the melt.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the current stable release of ''gui/gm-editor'' isn't informative, and to top it off melts are somewhat complex (e.g. there isn't a '''single''' &amp;quot;is_urist_molten&amp;quot; value).&lt;br /&gt;
&lt;br /&gt;
So, the 2nd best way to treat a molten dwarf was to do a little bit of ''!!Quantum Cellular Mimicry™!! (patent pending)'', by this I mean to copy the body of a base dwarf to the affected dwarf.&lt;br /&gt;
&lt;br /&gt;
The script works (although if it crashes your game don't blame me). It seemed to crash when assigning a '''male''' body to a '''female''' one.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function assign(tgt,src)&lt;br /&gt;
    if df.isvalid(tgt) == 'ref' then&lt;br /&gt;
        df.assign(tgt, src)&lt;br /&gt;
    elseif type(tgt) == 'table' then&lt;br /&gt;
        for k,v in pairs(src) do&lt;br /&gt;
            if type(v) == 'table' then&lt;br /&gt;
                local cv = tgt[k]&lt;br /&gt;
                if cv == nil then&lt;br /&gt;
                    cv = {}&lt;br /&gt;
                    tgt[k] = cv&lt;br /&gt;
                end&lt;br /&gt;
                assign(cv, v)&lt;br /&gt;
            else&lt;br /&gt;
                tgt[k] = v&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
    else&lt;br /&gt;
        error('Invalid assign target type: '..tostring(tgt))&lt;br /&gt;
    end&lt;br /&gt;
    return tgt&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
dfhack.lineedit(&amp;quot;Select affected dwarf&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
local unit=dfhack.gui.getSelectedUnit()&lt;br /&gt;
print(unit)&lt;br /&gt;
&lt;br /&gt;
dfhack.lineedit(&amp;quot;Select base dwarf&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
local base_unit=dfhack.gui.getSelectedUnit()&lt;br /&gt;
print(base_unit)&lt;br /&gt;
&lt;br /&gt;
if unit then&lt;br /&gt;
	while #unit.body.wounds &amp;gt; 0 do&lt;br /&gt;
		unit.body.wounds:erase(#unit.body.wounds-1)&lt;br /&gt;
	end&lt;br /&gt;
	unit.body.wound_next_id=1&lt;br /&gt;
&lt;br /&gt;
	unit.body.blood_count=unit.body.blood_max&lt;br /&gt;
&lt;br /&gt;
	unit.status2.limbs_stand_count=unit.status2.limbs_stand_max&lt;br /&gt;
	unit.status2.limbs_grasp_count=unit.status2.limbs_grasp_max&lt;br /&gt;
&lt;br /&gt;
	unit.flags1.dead=false&lt;br /&gt;
	&lt;br /&gt;
	unit.flags2.has_breaks=false&lt;br /&gt;
	unit.flags2.gutted=false&lt;br /&gt;
	unit.flags2.circulatory_spray=false&lt;br /&gt;
	unit.flags2.vision_good=true&lt;br /&gt;
	unit.flags2.vision_damaged=false&lt;br /&gt;
	unit.flags2.vision_missing=false&lt;br /&gt;
	unit.flags2.breathing_good=true&lt;br /&gt;
	unit.flags2.breathing_problem=false&lt;br /&gt;
&lt;br /&gt;
	unit.flags2.calculated_nerves=false&lt;br /&gt;
	unit.flags2.calculated_bodyparts=false&lt;br /&gt;
&lt;br /&gt;
	unit.counters.winded=0&lt;br /&gt;
	unit.counters.stunned=0&lt;br /&gt;
	unit.counters.unconscious=0&lt;br /&gt;
	unit.counters.webbed=0&lt;br /&gt;
	unit.counters.pain=0&lt;br /&gt;
	unit.counters.nausea=0&lt;br /&gt;
	unit.counters.dizziness=0&lt;br /&gt;
&lt;br /&gt;
	unit.counters2.paralysis=0&lt;br /&gt;
	unit.counters2.fever=0&lt;br /&gt;
	unit.counters2.exhaustion=0&lt;br /&gt;
	unit.counters2.hunger_timer=0&lt;br /&gt;
	unit.counters2.thirst_timer=0&lt;br /&gt;
	unit.counters2.sleepiness_timer=0&lt;br /&gt;
	unit.counters2.vomit_timeout=0&lt;br /&gt;
&lt;br /&gt;
	for k,v in pairs(unit.body.components) do&lt;br /&gt;
		for kk,vv in pairs(v) do&lt;br /&gt;
			if k == 'body_part_status' then v[kk].whole = 0  else v[kk] = 0 end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	assign(unit.body, base_unit.body)&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;|healing_by_proxy.lua}}&lt;br /&gt;
&lt;br /&gt;
I got most of the code from what was already posted at the [http://www.bay12forums.com/smf/index.php?topic=119761.15 forums]. Due to some problem with Lua, I was unable to use the 'utils' package so I've pasted the utils.assign function in the script.&lt;br /&gt;
&lt;br /&gt;
The first part is the dwarves selection. You select the affected dwarf first in DF, then press Enter in DFHack. Repeat for the base dwarf.&lt;br /&gt;
The second part clears wounds (probably unnecessary) and resets flags.&lt;br /&gt;
The third part actually copies the bodies from dwarf 2 to dwarf 1, hence recovering him. This implies however that the base dwarf is healthy.&lt;br /&gt;
&lt;br /&gt;
There also seems to yet exist some other place where molten body parts data is stored besides unit.body. After some verification, I think DF stores some values (not in the dwarf himself, but somewhere) that are later called back. After applying, running, applying, running,..., one of the scripts from the above link, I got my molten dwarf at perfect condition.&lt;br /&gt;
&lt;br /&gt;
This could also be used to melt every single dwarf in the fortress.&lt;br /&gt;
&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
&lt;br /&gt;
It follows the same reasoning as the &amp;quot;healing by proxy&amp;quot; script.&lt;br /&gt;
&lt;br /&gt;
{{Spoil_small|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function assign(tgt,src)&lt;br /&gt;
    if df.isvalid(tgt) == 'ref' then&lt;br /&gt;
        df.assign(tgt, src)&lt;br /&gt;
    elseif type(tgt) == 'table' then&lt;br /&gt;
        for k,v in pairs(src) do&lt;br /&gt;
            if type(v) == 'table' then&lt;br /&gt;
                local cv = tgt[k]&lt;br /&gt;
                if cv == nil then&lt;br /&gt;
                    cv = {}&lt;br /&gt;
                    tgt[k] = cv&lt;br /&gt;
                end&lt;br /&gt;
                assign(cv, v)&lt;br /&gt;
            else&lt;br /&gt;
                tgt[k] = v&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
    else&lt;br /&gt;
        error('Invalid assign target type: '..tostring(tgt))&lt;br /&gt;
    end&lt;br /&gt;
    return tgt&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
dfhack.lineedit(&amp;quot;Select affected dwarf&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
local unit=dfhack.gui.getSelectedUnit()&lt;br /&gt;
print(unit)&lt;br /&gt;
&lt;br /&gt;
dfhack.lineedit(&amp;quot;Select base dwarf&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
local base_unit=dfhack.gui.getSelectedUnit()&lt;br /&gt;
print(base_unit)&lt;br /&gt;
&lt;br /&gt;
if unit then&lt;br /&gt;
	assign(unit, base_unit)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;|cloning.lua}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bjh21&amp;diff=196515</id>
		<title>User talk:Bjh21</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bjh21&amp;diff=196515"/>
		<updated>2014-02-08T22:24:08Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Infinite vs unlimited finite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Infinite vs unlimited finite==&lt;br /&gt;
Hi, I would like to say that an infinite number is exactly the same as an unlimited finite number. In fact, an unlimited number is not finite - it has no limit, so its values are infinite. What you changed does not really matter, but I just want to say it :P {{User:Latias1290/Sig/src|17:05|February 08, 2014}}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sub&amp;gt;(lurker...)&amp;lt;/sub&amp;gt; Technically, the number isn't infinite, its just too damn big to even make a dent if you place several thousand. The number is, by necessity, capped by memory, as each mechanism occupies a separate space in memory. The game would freeze long before you reached that threshold, however.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 22:24, 8 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:World_rejection&amp;diff=196474</id>
		<title>v0.31:World rejection</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:World_rejection&amp;diff=196474"/>
		<updated>2014-02-08T00:12:36Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Error Dialog Text */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{quality|Fine|07:23, 20 April 2011 (UTC)}}&lt;br /&gt;
This is the place for those troubled individuals who are attempting [[Advanced world generation]] but end up with nothing but rejections from the world generation process.&lt;br /&gt;
&lt;br /&gt;
:For general information advanced world generation see [[Advanced world generation]].&lt;br /&gt;
&lt;br /&gt;
=Solving World Rejection Problems=&lt;br /&gt;
&lt;br /&gt;
Generally speaking, you can always solve world rejection problems by nullifying (setting to 0) all of the parameters that specify &amp;quot;minimum number of&amp;quot; whatever. The main problem with this is that many of the details of your world will be left purely to chance, perhaps not giving you the sort of conditions that you're looking for.&lt;br /&gt;
&lt;br /&gt;
One general thing to try is nullify all of the parameters that cause rejection (most of which contain the word &amp;quot;minimum&amp;quot;) and see what is generated. If you find that you get too few mountains, for example, you can then play with parameters such as elevation and see what happens. This will give you a chance to actually view the worlds that would otherwise be rejected so you can get a better idea of what impact various settings are having.&lt;br /&gt;
&lt;br /&gt;
=The Rejection Log=&lt;br /&gt;
&lt;br /&gt;
Change the Init file from [LOG_MAP_REJECTS:NO] to [LOG_MAP_REJECTS:YES] and in the main Dwarf Fortress folder you'll find a file called &amp;lt;tt&amp;gt;map_rejection_log.txt&amp;lt;/tt&amp;gt;. Every time a world is rejected the reason will be logged to this file. Reading this file will give you a better idea of what is going on than the &amp;quot;having trouble placing&amp;quot; errors that you get on the screen only after a few hundred errors, not all of which may be the same as the specific &amp;quot;having trouble placing&amp;quot; dialogue that is shown.&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;The World Generator is having trouble placing...&amp;quot;=&lt;br /&gt;
&lt;br /&gt;
Specific rejection errors, and possible solutions, are described below.&lt;br /&gt;
&lt;br /&gt;
===Mountain peaks===&lt;br /&gt;
rejection log example: Not enough peaks: 1&amp;lt;3&lt;br /&gt;
Check your maximum elevation parameters.&lt;br /&gt;
*Can the elevation 400 be placed enough times to provide space for your peaks?&lt;br /&gt;
**Check your preset elevations for the elevation 400.&lt;br /&gt;
**You must have at least as many of these highest elevation points as you are requiring peaks. &lt;br /&gt;
&lt;br /&gt;
Alternatively, reduce the number of peaks required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===Mid-level elevations.===&lt;br /&gt;
*Your worldgen parameters must allow elevations between 100 and 299 for this.&lt;br /&gt;
**Check the parameters governing elevation frequencies.&lt;br /&gt;
**Or simply reduce the number of mid-level elevation squares required.&lt;br /&gt;
&lt;br /&gt;
===Low elevations=== &lt;br /&gt;
Your worldgen parameters must allow for enough elevations between 0 and 99 for this.&lt;br /&gt;
&lt;br /&gt;
===High elevations===&lt;br /&gt;
Your worldgen parameters must allow for enough elevations between 300 and 400 for this.&lt;br /&gt;
&lt;br /&gt;
===Ocean squares along the edges===&lt;br /&gt;
Your worldgen parameters must allow for enough elevations between 0 and 99 for this.&lt;br /&gt;
*If that doesn't work, simply reduce the number of edge oceans required.&lt;br /&gt;
&lt;br /&gt;
===rainfall/drainage/savagery/volcanism in the manner specified by the parameters=== &lt;br /&gt;
Check the parameters governing these features. Reduce the number of high, medium or low squares required. &lt;br /&gt;
&lt;br /&gt;
===Volcanoes===&lt;br /&gt;
Check your maximum volcanism value.&lt;br /&gt;
*Volcanoes can only form in areas with 100 volcanism.&lt;br /&gt;
**As such, you must have at least as many areas with 100 volcanism as you do desired volcanoes.&lt;br /&gt;
If all else fails, reduce the number of volcanoes required by the parameters.&lt;br /&gt;
&lt;br /&gt;
===Swamps and marshes===&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.&lt;br /&gt;
*If that doesn't work, reduce the number of swamp squares and regions required by the parameters.&lt;br /&gt;
&lt;br /&gt;
===Deserts and badlands===&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.&lt;br /&gt;
*If that doesn't work, reduce the number of desert squares and regions required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===Forests===&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.&lt;br /&gt;
*If that doesn't work, reduce the number of forest squares and regions required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===Mountains=== &lt;br /&gt;
Make sure your parameters and presets can support high elevation areas.&lt;br /&gt;
*If that doesn't work, reduce the number of mountain squares and regions required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===Oceans===&lt;br /&gt;
Make sure your parameters and presets can support low elevation areas.&lt;br /&gt;
*If that doesn't work, reduce the number of ocean squares and regions required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===Glaciers===&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas. &lt;br /&gt;
*If that doesn't work, reduce the number of glacial squares and regions required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===Tundra regions===&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.&lt;br /&gt;
*If that doesn't work, reduce the number of tundra squares and regions required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===Grasslands===&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.&lt;br /&gt;
*If that doesn't work, reduce the number of grassland squares and regions required by the parameters.&lt;br /&gt;
&lt;br /&gt;
===Hills===&lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. &lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points. &lt;br /&gt;
*If that doesn't work, reduce the number of rivers required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===Too many subregions===&lt;br /&gt;
Make sure your parameters and presets aren't so variable that biomes change frequently.&lt;br /&gt;
*If that doesn't work, increase the number of subregions permitted by the parameters, up to the cap. &lt;br /&gt;
&lt;br /&gt;
===Mountain caves===&lt;br /&gt;
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.&lt;br /&gt;
*If that doesn't work, reduce the number of mountain caves required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===Low-lying caves===&lt;br /&gt;
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.&lt;br /&gt;
*If that doesn't work, reduce the number of non-mountain caves required by the parameters.&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. &lt;br /&gt;
*High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. &lt;br /&gt;
**If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.&lt;br /&gt;
*If that doesn't work, reduce the number of civilizations required by the parameters. &lt;br /&gt;
&lt;br /&gt;
===The world generator couldn't find any civilization definitions===&lt;br /&gt;
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.&lt;br /&gt;
&lt;br /&gt;
===The world generator is having trouble placing a controllable civilization===&lt;br /&gt;
Make sure your parameters and presets have adequate squares of this kind.&lt;br /&gt;
*Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.&lt;br /&gt;
*If that doesn't work, remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Error Dialog Text =&lt;br /&gt;
&lt;br /&gt;
 LACK OF PEAKS&lt;br /&gt;
 MEDIUM ELEVATION REJECTION&lt;br /&gt;
 LOW ELEVATION REJECTION&lt;br /&gt;
 HIGH ELEVATION REJECTION&lt;br /&gt;
 LACK OF EDGE OCEANS&lt;br /&gt;
 RAINFALL REJECTION&lt;br /&gt;
 DRAINAGE REJECTION&lt;br /&gt;
 SAVAGERY REJECTION&lt;br /&gt;
 VOLCANISM REJECTION&lt;br /&gt;
 LACK OF VOLCANOS&lt;br /&gt;
 SWAMP REJECTION&lt;br /&gt;
 DESERT REJECTION&lt;br /&gt;
 FOREST REJECTION&lt;br /&gt;
 MOUNTAIN REJECTION&lt;br /&gt;
 OCEAN REJECTION&lt;br /&gt;
 GLACIER REJECTION&lt;br /&gt;
 TUNDRA REJECTION&lt;br /&gt;
 GRASSLAND REJECTION&lt;br /&gt;
 HILLS REJECTION&lt;br /&gt;
 LACK OF RIVERS&lt;br /&gt;
 TOO MANY REGIONS&lt;br /&gt;
 LACK OF MOUNTAIN CAVES&lt;br /&gt;
 LACK OF LOW-LYING CAVES&lt;br /&gt;
 UNABLE TO PLACE ENOUGH CIVILIZATIONS&lt;br /&gt;
 NO CIVILIZATIONS AVAILABLE&lt;br /&gt;
 UNABLE TO PLACE CONTROLLABLE CIVILIZATION&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing enough mountain peaks.'''  &lt;br /&gt;
You might want to check your maximum elevation value and other elevation parameters.  &lt;br /&gt;
Can the elevation 400 be placed enough times to provide space for your peaks?  &lt;br /&gt;
You might want to check your preset elevations for the elevation 400.  &lt;br /&gt;
You must have at least as many of these highest elevation points as you are requiring peaks.  &lt;br /&gt;
Alternatively, you can reduce the number of peaks required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing enough mid-level elevations.'''  &lt;br /&gt;
Can your parameters achieve elevations between 100 and 299?  &lt;br /&gt;
You might want to adjust the parameters governing elevation frequencies.  &lt;br /&gt;
Alternatively, you can reduce the number of mid-level elevation squares required.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing enough low elevations.'''  &lt;br /&gt;
Can your parameters achieve elevations between 0 and 99?  &lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing enough high elevations.'''  &lt;br /&gt;
Can your parameters achieve elevations between 300 and 400?  &lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing enough ocean squares along the edges.'''  &lt;br /&gt;
Can your parameters achieve elevations between 0 and 99 frequently?  &lt;br /&gt;
You might want to adjust the parameters governing elevation.  &lt;br /&gt;
Alternatively, you can reduce the number of edge oceans required.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing rainfall in the manner specified by the parameters.'''  &lt;br /&gt;
You might want to adjust the parameters governing rainfall.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low rainfall squares required.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble setting drainage in the manner specified by the parameters.'''  &lt;br /&gt;
You might want to adjust the parameters governing drainage.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low drainage squares required.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing savagery in the manner specified by the parameters.'''  &lt;br /&gt;
You might want to adjust the parameters governing savagery.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low savagery squares required.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble setting volcanism in the manner specified by the parameters.'''  &lt;br /&gt;
You might want to adjust the parameters governing volcanism.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low volcanism squares required.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing enough volcanos.'''  &lt;br /&gt;
You might want to check your maximum volcanism value.  &lt;br /&gt;
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?  &lt;br /&gt;
You might want to check your preset volcanism for the value 100.  &lt;br /&gt;
You must have at least as many of these highest volcanism points as you are requiring volcanos.  &lt;br /&gt;
Alternatively, you can reduce the number of volcanos required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing swamps and marshes.'''  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing deserts and badlands.'''  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of desert squares and regions required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing forests.'''  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of forest squares and regions required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing mountains.'''  &lt;br /&gt;
Make sure your parameters and presets can support high elevation areas.  &lt;br /&gt;
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing oceans.'''  &lt;br /&gt;
Make sure your parameters and presets can support low elevation areas.  &lt;br /&gt;
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing glaciers.'''  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing tundra regions.'''  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing grasslands.'''  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.  &lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing hills.'''  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing rivers.'''  &lt;br /&gt;
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.  &lt;br /&gt;
Alternatively, you can reduce the number of rivers required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is placing too many subregions.'''  &lt;br /&gt;
Make sure your parameters and presets aren't so variable that biomes change frequently.  &lt;br /&gt;
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing mountain caves.'''  &lt;br /&gt;
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.  &lt;br /&gt;
Alternatively, you can reduce the number of mountain caves required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing low-lying caves.'''  &lt;br /&gt;
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.  &lt;br /&gt;
Alternatively, you can reduce the number of non-mountain caves required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing enough civilizations.'''  &lt;br /&gt;
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.  &lt;br /&gt;
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.  &lt;br /&gt;
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.  &lt;br /&gt;
Alternatively, you can reduce the number of civilizations required by the parameters.&lt;br /&gt;
&lt;br /&gt;
'''The world generator is couldn't find any civilization definitions.'''  &lt;br /&gt;
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.  &lt;br /&gt;
&lt;br /&gt;
'''The world generator is having trouble placing a controllable civilization.'''  &lt;br /&gt;
Dwarves, for example, require non-evil, non-good, unsavage (&amp;lt;66) mountain squares that aren't surrounded by the ocean. Make sure your parameters and presets have adequate squares of this kind.  &lt;br /&gt;
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).&lt;br /&gt;
&lt;br /&gt;
= List of Log Error Messages =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Not enough peaks&lt;br /&gt;
Not enough medium altitudes&lt;br /&gt;
Not enough medium altitudes after shift down&lt;br /&gt;
Not enough low altitudes after shift down&lt;br /&gt;
Not enough medium altitudes after shift up&lt;br /&gt;
Not enough high altitudes after shift up&lt;br /&gt;
Not enough partial edge oceans&lt;br /&gt;
Not enough complete edge oceans&lt;br /&gt;
&lt;br /&gt;
Rainfall not evenly distributed&lt;br /&gt;
Flat/rough areas not evenly distributed: &lt;br /&gt;
Savagery not evenly distributed&lt;br /&gt;
Volcanism not evenly distributed&lt;br /&gt;
&lt;br /&gt;
Initial swamp square count fails by &lt;br /&gt;
Initial desert square count fails by &lt;br /&gt;
Initial forest square count fails by &lt;br /&gt;
Initial mountain square count fails by &lt;br /&gt;
Initial ocean square count fails by &lt;br /&gt;
Initial glacier square count fails by &lt;br /&gt;
Initial tundra square count fails by &lt;br /&gt;
Initial grassland square count fails by &lt;br /&gt;
Initial hill square count fails by &lt;br /&gt;
&lt;br /&gt;
Not enough volcanos&lt;br /&gt;
&lt;br /&gt;
Swamp region count fails by &lt;br /&gt;
Desert region count fails by &lt;br /&gt;
Forest region count fails by &lt;br /&gt;
Mountain region count fails by &lt;br /&gt;
Ocean region count fails by &lt;br /&gt;
Glacier region count fails by &lt;br /&gt;
Tundra region count fails by &lt;br /&gt;
Grassland region count fails by &lt;br /&gt;
Hill region count fails by &lt;br /&gt;
&lt;br /&gt;
Not enough river start points before erosion&lt;br /&gt;
Not enough river start points after erosion&lt;br /&gt;
&lt;br /&gt;
Too many distinct subregions&lt;br /&gt;
&lt;br /&gt;
Not enough medium altitude locations after erosion&lt;br /&gt;
Not enough low altitude locations after erosion: &lt;br /&gt;
Not enough high altitude locations after erosion&lt;br /&gt;
&lt;br /&gt;
Not enough mountain cave locations&lt;br /&gt;
Not enough mountain cave locations after location check&lt;br /&gt;
Not enough low-lying cave locations&lt;br /&gt;
Not enough low-lying cave locations after location check&lt;br /&gt;
&lt;br /&gt;
Not enough entity placement locations&lt;br /&gt;
&lt;br /&gt;
No entity definitions available&lt;br /&gt;
No controllable entity definitions available&lt;br /&gt;
Did not place controllable entity&lt;br /&gt;
Placed farming entity without crops&lt;br /&gt;
&lt;br /&gt;
Final swamp region count fails by &lt;br /&gt;
Final desert region count fails by &lt;br /&gt;
Final forest region count fails by &lt;br /&gt;
Final mountain region count fails by &lt;br /&gt;
Final ocean region count fails by &lt;br /&gt;
Final glacier region count fails by &lt;br /&gt;
Final tundra region count fails by &lt;br /&gt;
Final grassland region count fails by &lt;br /&gt;
Final hill region count fails by &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Error Continuation Options =&lt;br /&gt;
&lt;br /&gt;
: CONTINUE until you give me another warning.&lt;br /&gt;
: ABORT NOW and I'll look over my parameters.&lt;br /&gt;
: ALLOW THIS REJECTION TYPE and continue reporting others.&lt;br /&gt;
: ALLOW ALL REJECTS, even if I end up with a legends-only world!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:World_rejection&amp;diff=196473</id>
		<title>v0.34:World rejection</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:World_rejection&amp;diff=196473"/>
		<updated>2014-02-07T23:27:49Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Adding civilization rejection picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Dwarf Fortress uses a &amp;quot;belt and braces&amp;quot; method of world generation in that whilst the map properties are configurable by [[world token]]s there are also tokens which will cause the rejection and 'reroll' or re-randomisation of the world. By way of example, if you were to leave the world at its default setting, but set a rejection parameter which required there to be a large number of &amp;quot;minimum desert tiles&amp;quot;, then a large number of worlds might be rejected until one (by random chance) was finally generated that met that requirement. Because of the high number of possible rejections, this is an inefficient way of generating a world with many deserts; instead, it's recommended to work with broader parameters, such as [[#Weighted Ranges|Weighted Ranges]], to generate the world you want. It is possible to set the parameters in such a way that will result in endless rejections because they specify a world which is incredibly unlikely or impossible to be generated.&lt;br /&gt;
&lt;br /&gt;
If a certain number of rejections of the same type happen during world gen, then you will get a notification telling you what is causing the rejections. This can happen after a few hundred rejections or it may take thousands. This is possibly due to the fact that you may have more then one type of rejection occurring, and as such it takes thousands of rejections until any one type hits the threshold for the warning message. &lt;br /&gt;
&lt;br /&gt;
[[File:Civilization rejection.PNG|framed|center|A message that appears when one of the rejection types hits its treshold]]&lt;br /&gt;
&lt;br /&gt;
== Rejection parameters ==&lt;br /&gt;
&lt;br /&gt;
The following are the primary rejection parameters, their sole purpose is to cause rejections, they do not affect the generation of the world in any way:&lt;br /&gt;
&lt;br /&gt;
   [REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
   [REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
&amp;lt;small&amp;gt;'''Note: the above values are arbitrary although these setting effectively disable the region counts.'''&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
   [SUBREGION_MAX:2750]&lt;br /&gt;
&lt;br /&gt;
   [ELEVATION_RANGES:0:0:0]&lt;br /&gt;
   [RAIN_RANGES:0:0:0]&lt;br /&gt;
   [DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
   [SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
   [VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;'''Note: the above values are arbitrary although these setting effectively disable the range counts.'''&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Placement tokens ==&lt;br /&gt;
&lt;br /&gt;
The following are tokens are not rejection parameters but instead force to placement certain of features. This can cause rejections if the world generated does not support the placement of the features in sufficient quantities or at all. For example a volcano requires the square to have a volcanism of 100, if the maximum volcanism for the world is less then 100 then no volcanoes can be placed. See [[advanced world generation]] for more details. &lt;br /&gt;
&lt;br /&gt;
   [VOLCANO_MIN:3]&lt;br /&gt;
&lt;br /&gt;
   [PEAK_NUMBER_MIN:12]&lt;br /&gt;
&lt;br /&gt;
   [PARTIAL_OCEAN_EDGE_MIN:1]&lt;br /&gt;
   [COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
&lt;br /&gt;
   [RIVER_MINS:300:300]&lt;br /&gt;
&lt;br /&gt;
   [MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
   [NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
&lt;br /&gt;
   [TOTAL_CIV_NUMBER:40]&lt;br /&gt;
   [PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
&lt;br /&gt;
== Others ==&lt;br /&gt;
&lt;br /&gt;
It is unknown if the following tokens can cause rejection:&lt;br /&gt;
   &lt;br /&gt;
   [REGIONAL_INTERACTION_NUMBER:28]&lt;br /&gt;
   [DISTURBANCE_INTERACTION_NUMBER:28]&lt;br /&gt;
&lt;br /&gt;
   [GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
   [EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Civilization_rejection.PNG&amp;diff=196472</id>
		<title>File:Civilization rejection.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Civilization_rejection.PNG&amp;diff=196472"/>
		<updated>2014-02-07T23:23:15Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Continued world rejection by the generator trying to place a high number of civilizations together.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Continued world rejection by the generator trying to place a high number of civilizations together.&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Advanced_world_generation&amp;diff=196471</id>
		<title>v0.34:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Advanced_world_generation&amp;diff=196471"/>
		<updated>2014-02-07T23:17:32Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* World rejection */  - Linking the v0.31 page as there's no page with that information for DF2012&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file.''&lt;br /&gt;
:''See [[World rejection]] for information on solving problems related to worlds always being rejected.''&lt;br /&gt;
:''See [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
When you want more control of what your world looks like, it's time for '''advanced world generation'''. A detailed reference with advice is provided below. This article assumes that you are already familiar with [[World generation|'''basic''' world generation]]. If you are not then please read about that first.&lt;br /&gt;
&lt;br /&gt;
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedWorldGen.png‎]]&lt;br /&gt;
&lt;br /&gt;
This screen is relatively intuitive but some parts could use some explanation.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
&lt;br /&gt;
The list of already defined parameter sets is in the upper right corner. You can select the current set that you want to work with using the up and down directional keys.&lt;br /&gt;
&lt;br /&gt;
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set but note that this will not affect the name of the world that is generated.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;data/init/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.&lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17,33,65,129, and 257. Others may not work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.&lt;br /&gt;
&lt;br /&gt;
In order to find out what seed values were used for the last world you generated you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed value listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such you cannot for example change the minimum and maximum rainfall and get the same world but drier or wetter, instead a different world is generated. Saying that, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
[DIM:X:X] &amp;lt;br /&amp;gt;&lt;br /&gt;
[ELEVATION:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[RAINFALL:X:X:X:X] &amp;lt;br /&amp;gt;&lt;br /&gt;
[TEMPERATURE:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRAINAGE:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VOLCANISM:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SAVAGERY:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[ELEVATION_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[RAIN_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRAINAGE_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SAVAGERY_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VOLCANISM_FREQUENCY:X:X:X:X:X:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PARTIAL_OCEAN_EDGE_MIN:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COMPLETE_OCEAN_EDGE_MIN:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
[HAVE_BOTTOM_LAYER_1:X]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many other world parameters such as end year and embark points can however be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally you don't enter these seed values and the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert back to all seeds being random using {{K|S}}.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already defined parameter set you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[World generation]].&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world token]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
The parameters are described below in the order that they appear in the list in the UI, not necessarily the other they appear in the configuration file. See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
Terrain Parameters, as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis although sometimes it will be hotter in the north, other times in the south. Minima and maxima and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
Weighted Meshes, these are a way to fine tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
Rejection Parameters, Dwarf Fortress has a belt and braces approach to world generation. The above controls allow you to shape the world then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected an re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
The are also the feature placing options such as rivers, mountain peaks, volcanoes and oceans. These can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here you can enter specific seed values for different parts of the world generation process. Different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world if you want.&lt;br /&gt;
&lt;br /&gt;
Normally you will want to leave all of these set to Random unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally you can do just fine by leaving this value set to default, but you might want to up it for experimental/testing purposes or to help dwarves survive in a particularly evil world.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1274]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member beings on the map. It should usually be kept the same value as the appropriate sized standard map. Turning the value up will result in larger civilizations. You can enter -1 to make population unlimited in which case populations will only be limited by factors like biome, space, number of sites, and per-civilization population caps.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. This means that '''if you set this parameter to -1 (&amp;quot;No cap&amp;quot;), you can quickly be overrun''' by sites and population. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map, in respect to this kind of unchecked growth. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement.&lt;br /&gt;
&lt;br /&gt;
Huge populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc though the number of sites will ultimately still be limited by things like space, terrain, and population cap. &lt;br /&gt;
&lt;br /&gt;
Note that '''this parameter controls only &amp;quot;civilization&amp;quot; sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.&lt;br /&gt;
&lt;br /&gt;
By default, the raws limit each civilization site to a population of 120 regardless of the race of the civilization. Therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop early.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead megabeasts and titans for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are people or creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed &amp;quot;a creature at Eviltower in the year 102.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to all information about the history of the world in Legends mode. If set to No, then you will have to discover historical information in adventure mode or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[Rain]] more in a given area, which can have various effects.&lt;br /&gt;
&lt;br /&gt;
Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
[[Temperature]] appears to always be a vertical gradient of some sort no matter how these parameters are set, but if the values are lower then the gradient could be from &amp;quot;cold&amp;quot; to &amp;quot;colder&amp;quot; rather than &amp;quot;cold&amp;quot; to &amp;quot;warm&amp;quot; for example. Dwarf Fortress automatically applies temperature variations for latitude and elevation.&lt;br /&gt;
&lt;br /&gt;
So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The &amp;quot;base&amp;quot; temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The local variation is fairly small compared to the base temperature, which appears to be hard coded.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of Igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting minimum to high value is not a good way to produce multiple volcanoes as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for more many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Notice that with this coarse mesh, the terrain seems to appear almost like a grid of &amp;quot;pyramids&amp;quot; that are smoothed together. With a finer mesh size, these pyramids will be smaller, more numerous, smoother, and less apparent.]]&lt;br /&gt;
==== Mesh Size ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how &amp;quot;finely grained&amp;quot; weighted ranges will be applied. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. The end result of this is that a small mesh, for example 2x2, will affect less of the map than a large mesh, like 16x16 for a medium map, which will affect almost all of the map. Also note that the X,Y variance can also have a profound effect on the implementation of the mesh, see this [http://www.bay12forums.com/smf/index.php?topic=112132.msg3410520#msg3410520 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
Mesh Size affects the smoothing brush in the world painter.&lt;br /&gt;
&lt;br /&gt;
==== Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) then about 60% of the map squares (on average) will have an elevation in the range of 0-20, and the other ranges will be represented by around 10% of the map squares each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
The way the process appears to work is that the map is divided into a &amp;quot;wireframe mesh&amp;quot; where the lines are Mesh Size number of tiles apart. Each intersection of the &amp;quot;wires&amp;quot; is randomly assigned an elevation (or whatever) and then the tiles between these points are smoothed out. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. Elevations of 400 must be possible for mountain peaks to occur. If set to zero then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation 400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting but other than that they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly they do increase the highest Z-level above ground in all embark zones in the same region even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map.&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of:&lt;br /&gt;
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side.  Think the east or west coast of the United States, the north coast of Canada, or southern Europe.  If your edge ocean happens to pick your world's frozen side most of it will be glacier.&lt;br /&gt;
*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
The options Very Rare, Rare, Sparse, Frequent and Everywhere in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra on v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter. Although most of the detailed information comes from experiments on previous versions. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;'''Note: as of DF2012 low mineral scarcity settings do not cause rejections.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeasts Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of semi-megabeasts placed at the beginning of history. Semi-megabeasts are giants, ettins, minotaurs, and cyclopes, which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of titans that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80 which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]] worth of merchandise, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon|Demons]] are similar to titans and forgotten beasts in that they are procedurally generated, but unlike titans they are not unique. Thus many different types of demons will exist in the world but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Night troll|night trolls]] that will exist in the world. These are also procedurally generated. Setting this to zero means that the world will have no night trolls.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeyman are procedurally generated, though their forms do not vary by much. Setting this to zero, means that the world will have no bogeyman. Additionally setting this to zero will not allow custom bogeymen to appear in the world.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Vampire|vampires]] that will exist in the world. Although they too are generated at the start of a new world, they generally no different from one another, with the biggest difference being what stat bonuses their vampirism gives {{verify}}. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Werebeast Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Werebeast|werebeasts]] that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well known of these amount as different species of animal beasts. From lizards, to wolves, to maybe even bears. Setting this to zero means no werebeasts will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are necromancers. Setting this to zero means that no [[necromancer]]s will appear.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:44]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being as pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
The lesser of a relatively large group of evils... evil rain. This number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully liquid liquids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for.&lt;br /&gt;
&lt;br /&gt;
The exact size of small, medium, and large are: small is 1-24, medium is 25-99, and large is 100+, for any map size. The counts used here will always be restricted to regions of the given size no matter how large the number. Also, the count is more of a goal than a minimum or maximum. As a result you can end up with many more or many fewer than the requested number of squares in some situations.&lt;br /&gt;
&lt;br /&gt;
In particular, if you have something like a case where only 3 large regions exists in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations can not exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations. Dwarves, for example, need non-aligned biomes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is the maximum number of squares on a map of a given size. If the total number of squares on a map is lower than the sum of all square count parameters then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17x17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33x33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65x65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129x129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257x257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of mix-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more then the total number of squares for a pocket or small map. However for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around.&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layer Number ====&lt;br /&gt;
&lt;br /&gt;
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
'''Warnings:'''&lt;br /&gt;
*Disabling caverns by setting this to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)&lt;br /&gt;
*Setting this property lower then the default of 3 will make it impossible to find certain [[Demonic_fortress|Fun features]] ([http://www.bay12forums.com/smf/index.php?topic=111527.0 Source])&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased then you will get a maze like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=76355.0 this forum thread] for more information on openness and density including many more images.&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor volcanism, so even if 0/No there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it. (Unknown whether this has any impact on occurrence of HFS &amp;quot;temple&amp;quot;.){{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers.  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-Levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As for version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of second cavern and very bottom of first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of third cavern and very bottom of second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of earth between very highest magma and very bottom of third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber.&amp;lt;br /&amp;gt;Only valid if Bottom Layer present.&amp;lt;br /&amp;gt;Often has no impact.&amp;lt;br /&amp;gt;Values larger than default results in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, can not be controlled.  For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface.  So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS temple, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous temples, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 Region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large values can cause strange things to happen.  Even more true for small values.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are sort of like caverns except that they have a passage to the surface and are generally much smaller. Caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of (Non-)Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of caves that will be generated. Lurking kobolds set up shop in caves and store stolen items here. A setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a lair.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of civilizations will be placed on the map before history generation begins. These civilizations may later die out due to historical events. The five races are dwarf, elf, human, goblin, and kobold; they will be placed in equal numbers until the quota has been reached. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc, don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of your generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific then the [[Worldgen examples|Worldgen examples]] might be helpful. These are complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired.&lt;br /&gt;
If they have nothing for you try [[Worldgen Tricks|Worldgen Tricks]], for known tricks and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 v0.34 WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=196465</id>
		<title>v0.34:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=196465"/>
		<updated>2014-02-07T02:15:17Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Migrant wave sizes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 arrive in early seasons, followed by a large wave in the low double digits in the second spring, one year after embark (the maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ 77]). The first 2 migrant waves are hardcoded and will appear under any circumstances, unaffected by fortress wealth or even the extinction of their home civilization. Each group of migrants will often include domestic animals, including both pets and stray livestock. Many also include [[child]]ren. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
Migrants will often have skills that match your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preferences ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. The use of programs such as [[utilities|Dwarf Therapist]] and [[Utility:DFHack|DFHack]] can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
If the fortress population exceeds the population cap when the dwarven [[liaison]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
The first two immigrant waves are hardcoded so you will always receive them, and if you have fewer than 4 dwarves POPULATION_CAP is ignored {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
To reiterate, '''the population cap is not a hard limit on the number of dwarves in your fortress''';  It is a soft cap on immigration that only is checked when a liaison successfully reports back to your home civ.  If a player is as little as 1 dwarf under their population cap when the liaison leaves, they will be eligible for a full year of normal immigration.  As such, it is recommended that players set their population cap at 20-30 dwarves below the number of dwarves they actually want in their fort.&lt;br /&gt;
&lt;br /&gt;
There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all.{{Verify}}{{Bug|2922}}&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well established (few towns or none) compared to a well established one.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if it has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
Kurik Amudnil created a DFHack script to prevent the latter from happening, by clearing (and storing, so that it can be restored as wanted) the dead units list of uninteresting creatures. It is available [http://www.bay12forums.com/smf/index.php?topic=91166.msg4336893#msg4336893 here] and is also included in the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[Main:stark raving mad|stark raving mad]] times the citizens can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
If any migrants to your fort were formerly traders or soldiers with a trade caravan, then they will be marked as a &amp;quot;friendly&amp;quot; Trader, stand around at the map edge for a while (blocking the rest of the migrants, and caravans or even a Monarch), and then wander around randomly, unable to be assigned labors. {{Bug|5098}} [[Utility:DFHack|DFHack]] includes a command &amp;quot;tweak fixmigrant&amp;quot; as a workaround for this bug. This bug occurs most often if your starting dwarven civilization at embark is a very small one with few or even no towns at all.&lt;br /&gt;
&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
&lt;br /&gt;
You might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=196464</id>
		<title>v0.34:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=196464"/>
		<updated>2014-02-07T02:11:15Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Migrant wave sizes */  - adding some information someone told me about in the forums that seems relevant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 arrive in early seasons, followed by a large wave in the low double digits in the second spring, one year after embark (the maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ 77]). The first 2 migrant waves are hardcoded and will appear under any circumstances, unaffected by fortress wealth or even the extinction of their home civilization. Each group of migrants will often include domestic animals, including both pets and stray livestock. Many also include [[child]]ren. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
Migrants will often have skills that match your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preferences ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. The use of programs such as [[utilities|Dwarf Therapist]] and [[Utility:DFHack|DFHack]] can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
If the fortress population exceeds the population cap when the dwarven [[liaison]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
The first two immigrant waves are hardcoded so you will always receive them, and if you have fewer than 4 dwarves POPULATION_CAP is ignored {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
To reiterate, '''the population cap is not a hard limit on the number of dwarves in your fortress''';  It is a soft cap on immigration that only is checked when a liaison successfully reports back to your home civ.  If a player is as little as 1 dwarf under their population cap when the liaison leaves, they will be eligible for a full year of normal immigration.  As such, it is recommended that players set their population cap at 20-30 dwarves below the number of dwarves they actually want in their fort.&lt;br /&gt;
&lt;br /&gt;
There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all.{{Verify}}{{Bug|2922}}&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well established (few towns or none) compared to a well established one.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if it has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
&lt;br /&gt;
Kurik Amudnil created a DFHack script to prevent the latter from happening, by clearing (and storing, so that it can be restored as wanted) the dead units list of uninteresting creatures. It is available [http://www.bay12forums.com/smf/index.php?topic=91166.msg4336893#msg4336893 here].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[Main:stark raving mad|stark raving mad]] times the citizens can migrate to your new fortress still stark raving mad (berserk possibly, further looking into required).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
If any migrants to your fort were formerly traders or soldiers with a trade caravan, then they will be marked as a &amp;quot;friendly&amp;quot; Trader, stand around at the map edge for a while (blocking the rest of the migrants, and caravans or even a Monarch), and then wander around randomly, unable to be assigned labors. {{Bug|5098}} [[Utility:DFHack|DFHack]] includes a command &amp;quot;tweak fixmigrant&amp;quot; as a workaround for this bug. This bug occurs most often if your starting dwarven civilization at embark is a very small one with few or even no towns at all.&lt;br /&gt;
&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;br /&gt;
&lt;br /&gt;
You might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Calendar&amp;diff=196457</id>
		<title>v0.34 Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Calendar&amp;diff=196457"/>
		<updated>2014-02-06T23:35:44Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Draconic Ages */  - rsp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Age of Slums? ==&lt;br /&gt;
After making a small world, i noticed that it progressed into an age of slum. interestingly there appears to be two dwarven forts and one of each type of other civilization. which is odd for such a small world, especially after such a long time. i wonder if its similar to the age of twilight although the setting does not seem to suggest so...&lt;br /&gt;
&lt;br /&gt;
Also on a minor note it is actually the age of ''slum'' (non-plural), i wonder whether this is down to a grammar error or if there is one ''slum of note''??&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:78.145.70.105|78.145.70.105]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:From the [[string dump]], there is no &amp;quot;slum&amp;quot;. Presumably, then, &amp;quot;slum&amp;quot; is the name of the dominant megabeast in your world. For example, if &amp;quot;Bob&amp;quot; the dragon was the dominant megabeast, it might be listed as the Age of Bob. You can confirm this in [[Legends mode]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:18, 26 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fast Progression? ==&lt;br /&gt;
&lt;br /&gt;
After experimenting a few times with worldgen in the latest release, I found that usually after ~100 years on small worlds the age rapidly progresses through Legends and Heroes, sometimes all the way to Golden. I'm using medium everything except history length and size. Is this normal? It says here (&amp;quot;after 3.1&amp;quot;) that it usually never gets past Myth. [[User:BaronNinja|BaronNinja]] 22:56, 25 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pocket world ==&lt;br /&gt;
&lt;br /&gt;
This page makes references to Pocket worlds. What does that mean? It should be explained here.&lt;br /&gt;
&lt;br /&gt;
:I've added a link to the World Size portion of World Gen in case someone has this question. [[User:Krenshala|Krenshala]] 01:27, 21 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Draconic Ages ==&lt;br /&gt;
&lt;br /&gt;
Despite the talk [[v0.31_Talk:Calendar#Draconic_Age|in the previous version]] about this topic, it seems odd that, while other beasts get referenced by name, Dragons don't. I think that it may be because of the kill list.&lt;br /&gt;
&lt;br /&gt;
Currently (and as I can see with Legends Viewer and in Legends mode), there exists a single historic Dragon present in the world. I've had the fortune of capturing it (which means I might kill it for fun). Anyway... thinking the naming issue is related to it's kill list I can tell that he killed 47 historic (notable) and 27 animals (which isn't a grand kill list, although the dragon in question is entitled).&lt;br /&gt;
&lt;br /&gt;
I've added the nuance at the main topic page because it doesn't match with the previous format. I would like to get more info about this.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 06:10, 3 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
In all their grandeur, the dragon name is actually just a way to locate it in legend mode, as other than that, the name is of least importance for the game to reference, another reason is that a world there is usually only one dragon, and this maybe just easier to do,since even thou the age maybe called the age of the demon bathime, there is also three billion demons just below your feet. So it be easier to call it the age by the name instead age of the demon.  See my point. This is Sbcc.&lt;br /&gt;
&lt;br /&gt;
:But the fact remains that the behavior isn't constant, as seen in [http://www.reddit.com/r/dwarffortress/comments/1ehk2i/hit_the_draconic_age_in_a_worldgen_nothing_about/ this reddit] post, where a Draconic Age was achieved, a commenter then stated he had, and quoting &amp;quot;the Forest-Titan Age in one game and The Age of The Pride in another.&amp;quot;, where the Pride refers to a giant roc. Hence the question remains, why some are named after race and others referred by name and others by title?--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 23:35, 6 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Loci&amp;diff=196455</id>
		<title>User talk:Loci</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Loci&amp;diff=196455"/>
		<updated>2014-02-06T22:33:23Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Recent changes to the exploratory mining page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've been seeing your edits on the recent changes page for a while now.  Good job. :-) [[User:Emufarmers|Emufarmers]] 08:22, 6 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the information regarding creating new pages.  I have removed my question from [[Dwarf Fortress Wiki:Centralized Discussion#Content|where I posted it]] and will add a Wiki Editing section to the [[Frequently Asked Questions|FAQ]]. [[User:13thEssence|13thEssence]] 00:30, 5 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Creature Type Pages==&lt;br /&gt;
Are those supposed to be stub articles, or did you mean to create them as categories? --[[User:Quietust|Quietust]] 22:28, 19 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Mainly I created them as stub articles so I would have somewhere to link the &amp;quot;interesting&amp;quot; attributes in the creature info box. That way the info box can just say &amp;quot;No Stun&amp;quot; with a link to more information if the user desires, but without cluttering up the info box with excessive common knowledge. While I also considered adding these tags as categories to the proper creature pages, I haven't put in the time to make that all work yet. --[[User:Loci|Loci]] 22:35, 19 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Eh, I tried to set up categories for the various &amp;quot;interesting&amp;quot; attributes, but the creature pages would display the categories without actually being assigned to the categories. Presumably it was a problem with transclusion depth, or formatting, or something. Someone more familiar with the system could probably get it to work, but I didn't feel like spending any more time on the problem so I removed the categories. --[[User:Loci|Loci]] 12:39, 20 December 2012 (UTC)&lt;br /&gt;
:::That's because you were just inserting '''page links''' - if you wanted to put them in categories, you should've used &amp;lt;nowiki&amp;gt;[[Category:DF2012:whatever]]&amp;lt;/nowiki&amp;gt; rather than just &amp;lt;nowiki&amp;gt;[[whatever]]&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 13:52, 20 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Not quite. I actually had added the categories using the &amp;lt;nowiki&amp;gt;{{Category|foo}}&amp;lt;/nowiki&amp;gt; template, but removed them because they didn't work. Your links aren't working for me, either. When I click on [[:Category:DF2012:Flying]], for instance, I get ''&amp;quot;This category currently contains no pages or media.&amp;quot;'' If, however, I add the category template &amp;lt;nowiki&amp;gt;{{Category|Flying}}&amp;lt;/nowiki&amp;gt; to a creature page directly, the creature shows up on the category page. However, I certainly don't want to modify each and every creature page individually, so any workable solution has to be based on a template transcluding data from the creature /raws. If the creature pages won't register in the categories, I'd rather have the links to the &amp;quot;stub articles&amp;quot; than links to non-functional categories. --[[User:Loci|Loci]] 14:24, 20 December 2012 (UTC)&lt;br /&gt;
:::::Using {{tl|Category|foo}} will include it in the category and {{tl|Catlink|foo}} will make an actual link appear on the page - if you want both to happen, then you need to use both of those (see {{tl|attrib proc}} which I just recently modified). --[[User:Quietust|Quietust]] 14:50, 20 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::If you click on [[:Category:DF2012:Flying]], you will find that the majority of creatures with flying are *not* currently included. This is exactly the same problem I ran into with my revision [http://dwarffortresswiki.org/index.php?title=Template:Attrib_proc&amp;amp;oldid=179580 179580], which looks remarkably similar to your revsion [http://dwarffortresswiki.org/index.php?title=Template:Attrib_proc&amp;amp;oldid=179609 179609]. In short, the creature pages show the category links, but aren't actually added to the category until the creature page is edited directly (the three flying creatures currently listed in the category have all been edited since your change). That means the categories won't be complete until *every* creature page with an ability has been edited (or the category lists are administratively regenerated), which is why I chose to revert the categories and just link to an ability page. --[[User:Loci|Loci]] 23:15, 1 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::Well, it was empty... then when I edited [[Giant bat]] it was added to the category page (even though I didn't edit the creatureinfo box). I only added a sentence about how much [[fun]] giant bats are to see what would happen. Strange that just editing a page would add it to a category... --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 02:47, 13 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::Yep; that's exactly the problem I ran into. For a technical explanation: whenever a template is edited, the wiki software queues up jobs to automatically &amp;quot;regenerate&amp;quot; all the pages that include that template. As those jobs are processed, the pages should pick up new categories from the template. Unfortunately, the wiki software is not handling this specific case correctly--it appears that the raws are not being transcluded correctly during the regeneration, leading the conditional logic to conclude that no creature has the [FLIER] tag. When users edit the creature pages, though, the categories ''are'' regenerated correctly because the raws ''are'' transcluded correctly. I'm still looking for a solution to resolve the automatic regeneration problem, but since it only happens in the server's back-end processing it's hard to pin down. --[[User:Loci|Loci]] 08:47, 13 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::: Wow, I just noticed you said pretty much exactly what I said in the post before. Anyway, I noticed [[Template:Creaturelookup/0]] is using &amp;quot;/raw&amp;quot; as the path to raws. Maybe the wiki software isn't resolving this path correctly (which could be hard to track down, like you said in the section below). --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 21:04, 13 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Regenerating cached categories ==&lt;br /&gt;
&lt;br /&gt;
I will reset the caches this weekend. --[[User:Briess|Briess]] 09:48, 6 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! --[[User:Loci|Loci]] 16:02, 6 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It appears that the pages still aren't being categorized--the jobs are likely stuck in the [http://www.mediawiki.org/wiki/Manual:Job_queue Job Queue] (currently [http://dwarffortresswiki.org/api.php?action=query&amp;amp;meta=siteinfo&amp;amp;siprop=statistics 730 jobs]  waiting). [http://www.mediawiki.org/wiki/Manual:RunJobs.php Manually running the queue] will hopefully put everything in the proper categories. --[[User:Loci|Loci]] 21:35, 7 January 2013 (UTC)&lt;br /&gt;
::I simply forgot to clear the appropriate caches.  The full job queue is run on a scripting server every 30 seconds, that estimate is always wrong. --[[User:Briess|Briess]] 21:19, 10 January 2013 (UTC)&lt;br /&gt;
::For context, a single page rebuild creates about 100 jobs in the queue, so the expected number of jobs for this reset should be in the 10k-100k range. --[[User:Briess|Briess]] 21:20, 10 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Alright; sorry for the confusion. --[[User:Loci|Loci]] 21:43, 10 January 2013 (UTC)&lt;br /&gt;
::::No worries.  The refresh cycle is running now and will take between 6-10 hours to complete. --[[User:Briess|Briess]] 21:45, 10 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just an update - clearing the cache failed because of some silly issues with the way mediawiki creates jobs.  We will need to null edit every page in order to get things working properly again.  I will probably set up a bot to do this for us. --[[User:Briess|Briess]] 05:48, 11 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That, sadly, does not sound like a very workable solution. When I changed the formatting in one of the templates, all the categories were emptied again. So all the creature pages would probably have to be null-edited again after every change to any template on the creature pages. Unless the bot can be fully automated, the categories are practically guaranteed to be incomplete. In light of these problems it would perhaps be best to scrap the categories entirely. --[[User:Loci|Loci]] 19:03, 25 January 2013 (UTC)&lt;br /&gt;
:: Let's not do that yet.  I'm planning on upgrading mediawiki again shortly, and I believe there are fixes to this issue in newer versions of the software. --[[User:Briess|Briess]] 01:26, 26 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I did some experimentation on this problem; the automatic regeneration ''is'' running, but it appears that the creature raws are not being transcluded correctly during the regeneration, which prevents detection of the necessary tags. I believe the #df_raw function is not correctly returning the raws when executed from the context of the job queue process--is that something you could take a look at? Alternately, is this code available somewhere I could take a look at it? Unfortunately, since this is probably DFwiki-specific code, I doubt a Mediawiki update will fix it. --[[User:Loci|Loci]] 09:12, 13 February 2013 (UTC)&lt;br /&gt;
:[https://github.com/quietust/DFRawFunctions] is the repo. --[[User:Briess|Briess]] 06:34, 14 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you. While I don't see any significant problems in the code, I do see several paths that could lead #df_raw to return without the raws. You suggested above that the job queue is running on a separate server. Are the two config variables $wgDFRawEnableDisk and $wgDFRawPath setup correctly on this server? You might also try setting the correct values in DFRawFunctions.php directly, in case the global config values aren't being applied when the job queue is run. Whichever user is running to process the job queue needs to have read permissions to the raws directory and all files and subdirectories inside. That user may also need directory-list/execute permissions on those directories as well. --[[User:Loci|Loci]] 17:11, 14 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
&lt;br /&gt;
Thanks for fixing up the issues with namespaces and large/gigantic variations (although I must admit, &amp;quot;Tis&amp;quot; is pretty interesting). I tried adding spaces to [[:Template:Creature/basename]], but I'm unsure if #mreplace is aware of spaces. It looks like the variations don't show up on [[DF2012:Giant mantis]] (although I neglected to see if they did before, but they probably didn't, since Giant mantis man and Giant giant mantis don't exist). The link is still incorrect on [[:Template:Creature/variation links]], however. Also, I created [[:Template:Creature/exists]] as a potential replacement for #ifexists (which is &amp;quot;expensive&amp;quot; - the examples at [[:Template:Creature/variation links]] list an expensive function count of 68/100). A DFRaw function should do the trick, but I have yet to find a working solution. The problem I ran into previously was how the raws of base creatures contain no references to variations. I suppose, as a workaround, we could have a script build a cache-type template (probably run outside of the wiki and generating template code), but it would likely break easily with updates and take up a lot of space for a template. --{{User:Lethosor/sig}} 22:55, 5 March 2013 (UTC)&lt;br /&gt;
:Note: [[DF2012:Giant tortoise man]] does display variation links, but none to itself. --{{User:Lethosor/sig}} 22:56, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I wouldn't worry about the expensive function count--each invocation only uses 4, but the 17 examples on the template page are the reason why that particular page is so high. In normal use, each creature page should only need 4 (actually 6 since creature/variation uses 2 as well). I have an idea to override the variations output which should make it possible to &amp;quot;special case&amp;quot; around the bugs. Really, &amp;quot;Large&amp;quot; and &amp;quot;Gigantic&amp;quot; could be handled as special cases too, since there are only a few of them. I'll see if I can get that working here shortly. --[[User:Loci|Loci]] 23:19, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Double Redirects ==&lt;br /&gt;
&lt;br /&gt;
I'll take a look and see what broke there.  It used to work properly but something got finagled at some point. --[[User:Briess|Briess]] 18:24, 10 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Issues ==&lt;br /&gt;
&lt;br /&gt;
Should be fixed now.  Thanks for the heads up. --[[User:Briess|Briess]] 20:40, 2 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wow; that was fast! Thank you for your dedication to the Dwarf Fortress Wiki. --[[User:Loci|Loci]] 20:47, 2 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creature categories ==&lt;br /&gt;
&lt;br /&gt;
In case you haven't noticed, the recent upgrade seems to have fixed the issue with the categories ([[:Category:DF2012:Exotic pet]] lists 273 creatures). --{{User:Lethosor/sig}} 12:58, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They worked briefly, but sadly they're now broken again in a new way: [[:Category:DF2012:Exotic pet]] currently includes [[Cat]], [[Dog]], [[Dwarf]], and all other creatures that use the attribute template. So we traded empty categories for incorrectly-filled categories, resulting in equally worthless information. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:39, 13 April 2013 (UTC)&lt;br /&gt;
::Just a sec, I've started the repair process there -- for future reference, when this happens, just do a null edit of [[Template:Creaturelookup/0]] (that is, an edit that doesn't change anything), and the wiki software will automatically fix this, though it might take a little while (incidentally, it wasn't the update that fixed it, it was me, using this trick) --[[User:Zzedar|Zzedar]] ([[User talk:Zzedar|talk]]) 20:55, 13 April 2013 (UTC)&lt;br /&gt;
:::I also started rerunning all the category regeneration, so it should be super fixed. :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 21:00, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Excellent! That appears to have fixed it. I don't know why my change to [[Template:Attrib proc]] wouldn't cause the same regeneration, but I'm just glad to finally have useful categories. Now we finally have a list of all the critters with [[:Category:DF2012:Shell|shells]] and [[:Category:DF2012:Syndrome|syndromes]]. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:17, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[DF:Next]] ==&lt;br /&gt;
&lt;br /&gt;
I have no idea why I created that. I might have thought it would be useful in a template, but right now it's only used on [[Special:WhatLinksHere/Dwarf_Fortress_Wiki:Next|2 content pages]]. The only reason I can think of is that it could help detect things that need updating once the next version is actually released, but that can probably be accomplished with a search. Personally, I agree that &amp;quot;the next version&amp;quot; is clearer than &amp;quot;DF2013&amp;quot;. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:36, 4 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Recent changes to the exploratory mining page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;(Recent changes page lurker)&amp;lt;/sub&amp;gt; Why did you remove the reference to the &amp;quot;Pinwheel Shafts&amp;quot; from that page? Seemed quite appropriate and non-harmful. Also, if you could link any research you point out in the text (mainly about FPS death, which I believe should go to a new, separate section but within the same topic), that would be great.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 22:39, 5 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Eh, that design was significantly similar to the mineshaft design, yet less efficient and did not provide 100% visibility. The only &amp;quot;claim to fame&amp;quot; listed was protecting against dwarves falling down stairways, an event so rare in this version that I've never even seen it happen. I didn't feel that the design was particularly clever, so I removed it from the page. If you are fond of it, feel free to put it back.&lt;br /&gt;
&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=104643 This forum thread] was the source of my comment on FPS death. Specifically, [http://www.bay12forums.com/smf/index.php?topic=104643.msg3096896#msg3096896 blue sam3 notes that open space causes lag], and later on [http://www.bay12forums.com/smf/index.php?topic=104643.msg3403998#msg3403998 ghostwoods compares linear space to square space].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:13, 6 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: No, I'm not particularly fond of that design (I'm more of an organic development kind of fellow), but I do like to know why things that might have been good yesterday are deleted today, without any apparent reason (even in the changelog).&lt;br /&gt;
:: Also, I did read that post fully (it's even in my userpage due to the relevance). I would have to argue that just opening space by mining costs FPS. What does cost is, as I think you mentioned, the increased pathing calculations that results from the open space. That research also came a bit before the current DF2012 according to the [[Release information]] page. This being said, my main concern about that part is that FPS death is a diagonal subject to Exploratory mining and would deserve a section of its own, if enough relevant information is present in the page.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 22:33, 6 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grazing&amp;diff=196416</id>
		<title>Grazing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grazing&amp;diff=196416"/>
		<updated>2014-02-06T19:15:07Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Redirected page to DF2012:Grazer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Grazer]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Grazing&amp;diff=196415</id>
		<title>v0.34:Grazing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Grazing&amp;diff=196415"/>
		<updated>2014-02-06T19:11:47Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Redirected page to DF2012:Grazer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:Grazer]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Grazing&amp;diff=196414</id>
		<title>v0.34:Grazing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Grazing&amp;diff=196414"/>
		<updated>2014-02-06T19:11:18Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: Redirected page to DF2012:Pasture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:Pasture]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Doktoro_Reichard/Sandbox&amp;diff=196411</id>
		<title>User:Doktoro Reichard/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Doktoro_Reichard/Sandbox&amp;diff=196411"/>
		<updated>2014-02-06T19:06:49Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: testing a redirect bug with grazer page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Grazer]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=196398</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=196398"/>
		<updated>2014-02-06T17:15:16Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Amount of double redirects or how to fix them? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
# [[Talk:Main Page/archive3|Archive 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Thread links on Main Page ==&lt;br /&gt;
&lt;br /&gt;
Hi There - I'm relatively new to the DFwiki, and I noticed that some of the thread links on the Main Page don't work correctly. I logged in to try and edit the page, but when it wasn't an available option, I realized that it is probably restricted to administrators, given the 'please report vandalism' thing in the site announcements header.&lt;br /&gt;
&lt;br /&gt;
The Team17 forums have closed, so the Team17 link is a dead one.&lt;br /&gt;
The SomethingAwful.com forums link is behind a login wall, so I'm not sure if you would want to remove this as well? I believe that they do occasionally rotate forums (such as Games) to be available to non-logged in users though, so it would perhaps be available intermittently.&lt;br /&gt;
:*&amp;lt;s&amp;gt;[http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread]&amp;lt;/s&amp;gt;&lt;br /&gt;
:*&amp;lt;s&amp;gt;[http://forums.somethingawful.com/showthread.php?threadid{{=}}3466523 Something Awful]&amp;lt;/s&amp;gt;&lt;br /&gt;
:Agreed and removed. Thanks! --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:02, 15 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fun Comic ==&lt;br /&gt;
&lt;br /&gt;
What happened to the Fun Comic at the Losing page?--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:22, 23 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Weird. We had a problem with an image server a while back, so this may be related. I'll get Briess to check on it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:26, 23 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Good to know (and to help). In case the file's lost, there's a crawl of it at the [https://web.archive.org/web/20130512135455/http://dwarffortresswiki.org/images/4/40/FunComic.png Internet Archive]. I also observed similar problems over at the [[Dwarf Fortress webcomics]] page.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:29, 23 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::[[:File:Comic df3.png]] doesn't have an edit history ([http://dwarffortresswiki.org/index.php?title=Comic_df3.png&amp;amp;action=history]), which usually means that it hasn't been uploaded, although that could be incorrect. Same for the rest of them, except [http://dwarffortresswiki.org/index.php?title=File:FunComic.png&amp;amp;action=history FunComic.png]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:34, 23 January 2014 (UTC)&lt;br /&gt;
::::I'm rebuilding all the images now. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 21:54, 23 January 2014 (UTC)&lt;br /&gt;
::::The problem should now be fixed. It appears any time one of the webnodes loses a connection to the image server, it starts invalidating the images in question. I'll investigate ways to automatically rebuild the images when that happens. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:02, 23 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Amount of double redirects or ''how to fix them?'' ==&lt;br /&gt;
&lt;br /&gt;
I come across several cases of double redirection which, as stated both here and in the rest of the wikiverse, are not a good thing to have.&lt;br /&gt;
&lt;br /&gt;
Recently I found about the [[Special:DoubleRedirects]] page. There are roughly 350 double redirects on the wiki. From experience here, they could be easily fixed, because most redirect to the alternate name of the page, instead of the proper page itself.&lt;br /&gt;
&lt;br /&gt;
As I've been adverted slightly due to a wrong fix I did I ask now if there are a set of guidelines, particularly because of the namespace usage here, that are or can be used to begin a duplicate removal process (which as stated, would be a mostly trivial thing to do, albeit costly in time).--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 17:15, 6 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Losing&amp;diff=196396</id>
		<title>v0.34:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Losing&amp;diff=196396"/>
		<updated>2014-02-06T17:03:40Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Have I Won Yet? */  - fixing plural of colossus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point, single goal, final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring—and what fun is that?  Therefore, DF = losing ∧ DF = fun ⇒ losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;lose horribly&amp;lt;/s&amp;gt; test yourself, try either the [[mega construction]] or the [[Challenges]] articles.&lt;br /&gt;
&lt;br /&gt;
[[File:FunComic.png|thumb|right|Fun in Dwarf Fortress]]&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Wild===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  [[grizzly bear|The]] [[elephant|obvious]] [[cougar|threats]] aside, some [[creature]]s with benign [[unicorn|natures]], [[carp|names]], or [[giant sponge|descriptions]] can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and switch to the &amp;quot;Others&amp;quot; tab to see what's sharing your map.  Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
Outdoor [[titan]]s and other [[megabeast]]s are a later stage hazard.&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[giant cave spider]]s and [[blind cave ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to become complacent.&lt;br /&gt;
&lt;br /&gt;
====Magma and its denizens====&lt;br /&gt;
[[Magma]] by itself is dangerous enough to destroy a fortress that fails to contain it properly, but magma sources are also home to [[fire imp|many]] [[fire man|dangerous]] [[magma crab|creatures]] that can destroy buildings, kill even the most skilled soldiers, and spread destruction throughout your fortress. While careful designs using [[fortification]]s, [[magma-safe]] [[floor grate]]s, and [[magma-safe]] [[bridge]]s can mitigate much of the danger, magma remains a prime source of [[fun]] even in experienced fortresses.&lt;br /&gt;
&lt;br /&gt;
====Evil Biomes====&lt;br /&gt;
Evil [[surroundings]] are more inhospitable than ever.  If it's not the [[Undead|zombies]] that kill all your dwarves, then it's their freshly animated body parts hungry for revenge.  Or vile weather that makes dwarves caught in it vomit to death.  Or, worst of all, an evil cloud that drifts by your settlement and starts a zombie plague in your population.  &lt;br /&gt;
&lt;br /&gt;
When embarking on an evil biome, it's a fairly good idea to skip a [[meat industry]] of any kind.  Though meat obtained from [[butcher|butchering]] doesn't rise up, hair, skin and bones are fully capable of turning to kill you - and bringing [[hunter]]s in your party is near-suicidal.  Embarking with a [[military]] is a must, if you want to stand any chance against the zombies.  Of course, if things are ''really'' bad outside (for example, the aforementioned thralling clouds), you're best off just sealing yourself inside forever and never turning back.  As with cavern wildlife, a row of [[cage trap]]s is a great boon to the safety of your fortress.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. You===&lt;br /&gt;
Sometimes you bring it on yourself. &lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarf|dwarves]] due to starvation.  As dwarves begin to starve, they will become [[hungry]], then [[starving]].  This will cause them first to slow down all work, and then to become very [[unhappy]].  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a [[tantrum spiral|terminal hissy fit]].&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  If your [[farm]]s aren't doing the job and a [[caravan|trade caravan]] is months away, try [[butcher]]ing your [[domestic animal]]s, [[plant gathering|gathering plants]], [[hunting]] local wildlife, and [[cook]]ing any excess [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must gather or [[farm]] certain plants to then [[brew]] those in a [[still]] with an empty [[barrel]]—it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer. A dwarf would rather die than lower themselves to drinking from a [[mug]] (though it doesn't stop them being produced by the tonne in your [[workshop]]s).&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Sometimes you just can't help but take a drink, and when you think it's safe, WHAM. Watch out for [[giant sponge]]s...&lt;br /&gt;
&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
[[Rain]] will refill stagnant [[pool]]s of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun.]]&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as down, and up to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately—create a [[civilian alert]] and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with [[magma]].  This is even more [[fun]], and even harder to recover from.  Magma doesn't rise as aggressively (via [[pressure]]) as water, and can be [[pump]]ed out with [[magma-safe]] equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Diggor Mortis&amp;quot;) ====&lt;br /&gt;
i.e., no [[pick]]s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''&lt;br /&gt;
&lt;br /&gt;
Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelting|smelted]] to make [[metal]] for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing.  There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have [[ore]] or [[bar]]s to create a [[Arms industry|weapons-grade metal]] (other than silver), and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal.  You might get lucky with a [[caravan]] - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your [[outpost liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.&lt;br /&gt;
&lt;br /&gt;
If you have [[axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the [[Metal#Weapon_and_armor_quality|raw material]] to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: [[Arms industry]]&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society===&lt;br /&gt;
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], no-[[quality]] bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a [[tantrum spiral]] and the loss of the entire fortress. Immigrants are typically [[marriage|married]], often with [[children]] in tow, and are primed and ready to start pumping out even more babies. This means that the loss of one dwarf is likely to lead to a whole family of very unhappy dwarves, and potentially a tantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a [[justice]] system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammerer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
====Mandates====&lt;br /&gt;
While it doesn't happen often, those [[Noble]]s' mandates can occasionally cause your fortress to come to a halt, especially if they decide to imprison a dwarf that's fairly essential to your fortress, or if they for some reason decide that a dwarf deserves a hammering. This can lead to your dwarf's death, which, as noted above, can cause a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
Then, there's also points at which, when trying to fulfill a mandate, you run into some rather nasty problems. This could lead to any of the other problems, such as a cave in killing your miner (If you're not paying attention!) running into HFS, or accidentally mining out a new tunnel to the surface that you don't close, and lets in a horde of goblins.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Rogues====&lt;br /&gt;
With DF2012 have come the additions of several [[night creature]]s that can potentially undo a fortress from within.  A werebeast raid can not only bring trouble if you're lacking of a military, but its cursed bite can make more of its kind from your population.  If you see a civilian survive a werebeast attack, you might be in for a surprise when he suddenly turns into a ravenous monster at the full moon and starts killing everything around him. &lt;br /&gt;
&lt;br /&gt;
Vampires are a much more insidiously dangerous threat, as they hide themselves among the peasantry and may kill dozens of dwarves without being caught—and if they do, they might succeed at framing an essential member of your fortress into getting the hammer.  As can be seen, this can easily lead into a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Goblins, Humans, Elves...===&lt;br /&gt;
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven [[ambush]]ers alike will infiltrate your map and charge into your fortress after they are discovered. They will retreat after suffering enough casualties or waiting around several seasons. Elves still arrive with caravans, and goblins can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
[[Siege]]s can be quite devastating to a fortress, but unlike most of the other ways of losing, they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not be able to sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandated goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]] and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. Better build indoor refuse piles away from trafficked areas. Unless an [[well|interior water supply]] was established (or you find water in caverns) your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====Hidden Fun Stuff====&lt;br /&gt;
&lt;br /&gt;
Hidden fun stuff awaits those who delve too deeply and too greedily. Due to the concentrated amounts of [[fun]], HFS has been the downfall of many a fortress. &lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Player ===&lt;br /&gt;
Mod too much and the human caravan that comes in could spontaneously combust.  Or just crash your game.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Boredom===&lt;br /&gt;
Sometimes a fort's downfall comes not from fire and [[Fun]], but by the player deciding that enough's enough, and it's time to give in.&lt;br /&gt;
&lt;br /&gt;
====Have I Won Yet?====&lt;br /&gt;
Even the most well-managed of forts will eventually fall. And if they don't, then what? Once you've fended off [[goblin]]s, [[bronze colossus|bronze colossuses]] and [[HFS|other fun things]], what's left to challenge your might defenses and legendary champions?&lt;br /&gt;
&lt;br /&gt;
Eventually boredom takes its toll and you either hit abandon, or ease up on the impregnable defenses and effectively engineer your own doom.&lt;br /&gt;
&lt;br /&gt;
====The Tantrum Fizzle====&lt;br /&gt;
So your dwarves are too busy punching each other to do any work, and the casualties are mounting while the goblins just point and laugh. Think the final chapter of your fort's saga will be a short one? Don't be so sure. Sometimes a little old-fashioned anarchy is enough to cripple a fortress, but not destroy it.&lt;br /&gt;
&lt;br /&gt;
With good defenses and enough supplies, a well-managed fortress can run quite a while without any player input. And when you find this out the hard way, a few in-game months of fistfights might not be entertaining enough to offset the fact that you're not able to actually DO anything. If things don't calm down (or explode hilariously) soon enough, that &amp;quot;abandon fort&amp;quot; option will look awfully tempting...&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Loci&amp;diff=196386</id>
		<title>User talk:Loci</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Loci&amp;diff=196386"/>
		<updated>2014-02-05T22:39:40Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Recent changes to the exploratory mining page */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've been seeing your edits on the recent changes page for a while now.  Good job. :-) [[User:Emufarmers|Emufarmers]] 08:22, 6 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the information regarding creating new pages.  I have removed my question from [[Dwarf Fortress Wiki:Centralized Discussion#Content|where I posted it]] and will add a Wiki Editing section to the [[Frequently Asked Questions|FAQ]]. [[User:13thEssence|13thEssence]] 00:30, 5 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Creature Type Pages==&lt;br /&gt;
Are those supposed to be stub articles, or did you mean to create them as categories? --[[User:Quietust|Quietust]] 22:28, 19 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Mainly I created them as stub articles so I would have somewhere to link the &amp;quot;interesting&amp;quot; attributes in the creature info box. That way the info box can just say &amp;quot;No Stun&amp;quot; with a link to more information if the user desires, but without cluttering up the info box with excessive common knowledge. While I also considered adding these tags as categories to the proper creature pages, I haven't put in the time to make that all work yet. --[[User:Loci|Loci]] 22:35, 19 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Eh, I tried to set up categories for the various &amp;quot;interesting&amp;quot; attributes, but the creature pages would display the categories without actually being assigned to the categories. Presumably it was a problem with transclusion depth, or formatting, or something. Someone more familiar with the system could probably get it to work, but I didn't feel like spending any more time on the problem so I removed the categories. --[[User:Loci|Loci]] 12:39, 20 December 2012 (UTC)&lt;br /&gt;
:::That's because you were just inserting '''page links''' - if you wanted to put them in categories, you should've used &amp;lt;nowiki&amp;gt;[[Category:DF2012:whatever]]&amp;lt;/nowiki&amp;gt; rather than just &amp;lt;nowiki&amp;gt;[[whatever]]&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 13:52, 20 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Not quite. I actually had added the categories using the &amp;lt;nowiki&amp;gt;{{Category|foo}}&amp;lt;/nowiki&amp;gt; template, but removed them because they didn't work. Your links aren't working for me, either. When I click on [[:Category:DF2012:Flying]], for instance, I get ''&amp;quot;This category currently contains no pages or media.&amp;quot;'' If, however, I add the category template &amp;lt;nowiki&amp;gt;{{Category|Flying}}&amp;lt;/nowiki&amp;gt; to a creature page directly, the creature shows up on the category page. However, I certainly don't want to modify each and every creature page individually, so any workable solution has to be based on a template transcluding data from the creature /raws. If the creature pages won't register in the categories, I'd rather have the links to the &amp;quot;stub articles&amp;quot; than links to non-functional categories. --[[User:Loci|Loci]] 14:24, 20 December 2012 (UTC)&lt;br /&gt;
:::::Using {{tl|Category|foo}} will include it in the category and {{tl|Catlink|foo}} will make an actual link appear on the page - if you want both to happen, then you need to use both of those (see {{tl|attrib proc}} which I just recently modified). --[[User:Quietust|Quietust]] 14:50, 20 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::If you click on [[:Category:DF2012:Flying]], you will find that the majority of creatures with flying are *not* currently included. This is exactly the same problem I ran into with my revision [http://dwarffortresswiki.org/index.php?title=Template:Attrib_proc&amp;amp;oldid=179580 179580], which looks remarkably similar to your revsion [http://dwarffortresswiki.org/index.php?title=Template:Attrib_proc&amp;amp;oldid=179609 179609]. In short, the creature pages show the category links, but aren't actually added to the category until the creature page is edited directly (the three flying creatures currently listed in the category have all been edited since your change). That means the categories won't be complete until *every* creature page with an ability has been edited (or the category lists are administratively regenerated), which is why I chose to revert the categories and just link to an ability page. --[[User:Loci|Loci]] 23:15, 1 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::Well, it was empty... then when I edited [[Giant bat]] it was added to the category page (even though I didn't edit the creatureinfo box). I only added a sentence about how much [[fun]] giant bats are to see what would happen. Strange that just editing a page would add it to a category... --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 02:47, 13 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::Yep; that's exactly the problem I ran into. For a technical explanation: whenever a template is edited, the wiki software queues up jobs to automatically &amp;quot;regenerate&amp;quot; all the pages that include that template. As those jobs are processed, the pages should pick up new categories from the template. Unfortunately, the wiki software is not handling this specific case correctly--it appears that the raws are not being transcluded correctly during the regeneration, leading the conditional logic to conclude that no creature has the [FLIER] tag. When users edit the creature pages, though, the categories ''are'' regenerated correctly because the raws ''are'' transcluded correctly. I'm still looking for a solution to resolve the automatic regeneration problem, but since it only happens in the server's back-end processing it's hard to pin down. --[[User:Loci|Loci]] 08:47, 13 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::::: Wow, I just noticed you said pretty much exactly what I said in the post before. Anyway, I noticed [[Template:Creaturelookup/0]] is using &amp;quot;/raw&amp;quot; as the path to raws. Maybe the wiki software isn't resolving this path correctly (which could be hard to track down, like you said in the section below). --[[User:Lethosor|Lethosor]] ([[User_talk:Lethosor|talk]]) 21:04, 13 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Regenerating cached categories ==&lt;br /&gt;
&lt;br /&gt;
I will reset the caches this weekend. --[[User:Briess|Briess]] 09:48, 6 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! --[[User:Loci|Loci]] 16:02, 6 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It appears that the pages still aren't being categorized--the jobs are likely stuck in the [http://www.mediawiki.org/wiki/Manual:Job_queue Job Queue] (currently [http://dwarffortresswiki.org/api.php?action=query&amp;amp;meta=siteinfo&amp;amp;siprop=statistics 730 jobs]  waiting). [http://www.mediawiki.org/wiki/Manual:RunJobs.php Manually running the queue] will hopefully put everything in the proper categories. --[[User:Loci|Loci]] 21:35, 7 January 2013 (UTC)&lt;br /&gt;
::I simply forgot to clear the appropriate caches.  The full job queue is run on a scripting server every 30 seconds, that estimate is always wrong. --[[User:Briess|Briess]] 21:19, 10 January 2013 (UTC)&lt;br /&gt;
::For context, a single page rebuild creates about 100 jobs in the queue, so the expected number of jobs for this reset should be in the 10k-100k range. --[[User:Briess|Briess]] 21:20, 10 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Alright; sorry for the confusion. --[[User:Loci|Loci]] 21:43, 10 January 2013 (UTC)&lt;br /&gt;
::::No worries.  The refresh cycle is running now and will take between 6-10 hours to complete. --[[User:Briess|Briess]] 21:45, 10 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just an update - clearing the cache failed because of some silly issues with the way mediawiki creates jobs.  We will need to null edit every page in order to get things working properly again.  I will probably set up a bot to do this for us. --[[User:Briess|Briess]] 05:48, 11 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That, sadly, does not sound like a very workable solution. When I changed the formatting in one of the templates, all the categories were emptied again. So all the creature pages would probably have to be null-edited again after every change to any template on the creature pages. Unless the bot can be fully automated, the categories are practically guaranteed to be incomplete. In light of these problems it would perhaps be best to scrap the categories entirely. --[[User:Loci|Loci]] 19:03, 25 January 2013 (UTC)&lt;br /&gt;
:: Let's not do that yet.  I'm planning on upgrading mediawiki again shortly, and I believe there are fixes to this issue in newer versions of the software. --[[User:Briess|Briess]] 01:26, 26 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I did some experimentation on this problem; the automatic regeneration ''is'' running, but it appears that the creature raws are not being transcluded correctly during the regeneration, which prevents detection of the necessary tags. I believe the #df_raw function is not correctly returning the raws when executed from the context of the job queue process--is that something you could take a look at? Alternately, is this code available somewhere I could take a look at it? Unfortunately, since this is probably DFwiki-specific code, I doubt a Mediawiki update will fix it. --[[User:Loci|Loci]] 09:12, 13 February 2013 (UTC)&lt;br /&gt;
:[https://github.com/quietust/DFRawFunctions] is the repo. --[[User:Briess|Briess]] 06:34, 14 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thank you. While I don't see any significant problems in the code, I do see several paths that could lead #df_raw to return without the raws. You suggested above that the job queue is running on a separate server. Are the two config variables $wgDFRawEnableDisk and $wgDFRawPath setup correctly on this server? You might also try setting the correct values in DFRawFunctions.php directly, in case the global config values aren't being applied when the job queue is run. Whichever user is running to process the job queue needs to have read permissions to the raws directory and all files and subdirectories inside. That user may also need directory-list/execute permissions on those directories as well. --[[User:Loci|Loci]] 17:11, 14 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
&lt;br /&gt;
Thanks for fixing up the issues with namespaces and large/gigantic variations (although I must admit, &amp;quot;Tis&amp;quot; is pretty interesting). I tried adding spaces to [[:Template:Creature/basename]], but I'm unsure if #mreplace is aware of spaces. It looks like the variations don't show up on [[DF2012:Giant mantis]] (although I neglected to see if they did before, but they probably didn't, since Giant mantis man and Giant giant mantis don't exist). The link is still incorrect on [[:Template:Creature/variation links]], however. Also, I created [[:Template:Creature/exists]] as a potential replacement for #ifexists (which is &amp;quot;expensive&amp;quot; - the examples at [[:Template:Creature/variation links]] list an expensive function count of 68/100). A DFRaw function should do the trick, but I have yet to find a working solution. The problem I ran into previously was how the raws of base creatures contain no references to variations. I suppose, as a workaround, we could have a script build a cache-type template (probably run outside of the wiki and generating template code), but it would likely break easily with updates and take up a lot of space for a template. --{{User:Lethosor/sig}} 22:55, 5 March 2013 (UTC)&lt;br /&gt;
:Note: [[DF2012:Giant tortoise man]] does display variation links, but none to itself. --{{User:Lethosor/sig}} 22:56, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I wouldn't worry about the expensive function count--each invocation only uses 4, but the 17 examples on the template page are the reason why that particular page is so high. In normal use, each creature page should only need 4 (actually 6 since creature/variation uses 2 as well). I have an idea to override the variations output which should make it possible to &amp;quot;special case&amp;quot; around the bugs. Really, &amp;quot;Large&amp;quot; and &amp;quot;Gigantic&amp;quot; could be handled as special cases too, since there are only a few of them. I'll see if I can get that working here shortly. --[[User:Loci|Loci]] 23:19, 5 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Double Redirects ==&lt;br /&gt;
&lt;br /&gt;
I'll take a look and see what broke there.  It used to work properly but something got finagled at some point. --[[User:Briess|Briess]] 18:24, 10 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image Issues ==&lt;br /&gt;
&lt;br /&gt;
Should be fixed now.  Thanks for the heads up. --[[User:Briess|Briess]] 20:40, 2 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wow; that was fast! Thank you for your dedication to the Dwarf Fortress Wiki. --[[User:Loci|Loci]] 20:47, 2 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creature categories ==&lt;br /&gt;
&lt;br /&gt;
In case you haven't noticed, the recent upgrade seems to have fixed the issue with the categories ([[:Category:DF2012:Exotic pet]] lists 273 creatures). --{{User:Lethosor/sig}} 12:58, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They worked briefly, but sadly they're now broken again in a new way: [[:Category:DF2012:Exotic pet]] currently includes [[Cat]], [[Dog]], [[Dwarf]], and all other creatures that use the attribute template. So we traded empty categories for incorrectly-filled categories, resulting in equally worthless information. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:39, 13 April 2013 (UTC)&lt;br /&gt;
::Just a sec, I've started the repair process there -- for future reference, when this happens, just do a null edit of [[Template:Creaturelookup/0]] (that is, an edit that doesn't change anything), and the wiki software will automatically fix this, though it might take a little while (incidentally, it wasn't the update that fixed it, it was me, using this trick) --[[User:Zzedar|Zzedar]] ([[User talk:Zzedar|talk]]) 20:55, 13 April 2013 (UTC)&lt;br /&gt;
:::I also started rerunning all the category regeneration, so it should be super fixed. :) --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 21:00, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Excellent! That appears to have fixed it. I don't know why my change to [[Template:Attrib proc]] wouldn't cause the same regeneration, but I'm just glad to finally have useful categories. Now we finally have a list of all the critters with [[:Category:DF2012:Shell|shells]] and [[:Category:DF2012:Syndrome|syndromes]]. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:17, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[DF:Next]] ==&lt;br /&gt;
&lt;br /&gt;
I have no idea why I created that. I might have thought it would be useful in a template, but right now it's only used on [[Special:WhatLinksHere/Dwarf_Fortress_Wiki:Next|2 content pages]]. The only reason I can think of is that it could help detect things that need updating once the next version is actually released, but that can probably be accomplished with a search. Personally, I agree that &amp;quot;the next version&amp;quot; is clearer than &amp;quot;DF2013&amp;quot;. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:36, 4 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Recent changes to the exploratory mining page ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;(Recent changes page lurker)&amp;lt;/sub&amp;gt; Why did you remove the reference to the &amp;quot;Pinwheel Shafts&amp;quot; from that page? Seemed quite appropriate and non-harmful. Also, if you could link any research you point out in the text (mainly about FPS death, which I believe should go to a new, separate section but within the same topic), that would be great.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 22:39, 5 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_screen&amp;diff=196374</id>
		<title>Military screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_screen&amp;diff=196374"/>
		<updated>2014-02-05T19:56:45Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: fixing redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:military interface]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Underworld&amp;diff=196132</id>
		<title>v0.34:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Underworld&amp;diff=196132"/>
		<updated>2014-02-04T05:54:58Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: /* Hell itself */  - Adding &amp;quot;factual&amp;quot; information about Eerie Glowing Pits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
==Reaching Hell==&lt;br /&gt;
Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi molten rock, which cannot be cleared by digging but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. There are three ways through the impassible layer:&lt;br /&gt;
 &lt;br /&gt;
'''Digging through an adamantine vein:''' [[raw adamantine|Adamantine]] veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into Hell. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow center of a vein has the same effect as breaching into Hell, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow center is located a different height - the risk is all part of the [[fun]].&lt;br /&gt;
Note that adamantine veins always seem to end in mid air, so once you breached the final layer you face a horde of demons which hovers directly below your feet.&lt;br /&gt;
&lt;br /&gt;
'''Entering a demonic fortress:''' These fortresses are found once per map tile, as frequent as the old [[40d:Eerie glowing pit|eerie glowing pits]]. They also go right through to Hell, however they are defended by undead creatures and demons on the lower levels. [[Demonic fortress|See the full page for more details]].&lt;br /&gt;
&lt;br /&gt;
'''Tunneling through semi molten rock:''' A new method has been discovered that allows your dwarves to engineer a convoluted system involving controlled cavern collapsing and exploiting the odd behavior of a [[semi-molten rock|magma flow]] tile. Not only does it allow access to Hell, you can further exploit the Magma Flow tile to dig through Eerie Pits, duplicate any type of stone (including raw adamantine) and [[Slade|mine slade]]. The whole thing is documented and explained in this [http://www.bay12forums.com/smf/index.php?topic=108189.0 Forum Thread].&lt;br /&gt;
&lt;br /&gt;
==Hell itself==&lt;br /&gt;
&lt;br /&gt;
[[File:eerie_cavern.png]]&lt;br /&gt;
&lt;br /&gt;
You will receive the above announcement upon piercing Hell. One frame later, you will get a second announcement: &amp;quot;Horrifying screams come from the darkness below!&amp;quot; At this point a massive number of [[demon]]s will be spawned - though the number is not fixed, the demons will likely fill many pages on the Units screen. You'd do well to prepare for the worst. If there are multiple adamantine pillars present on the map, only one will trigger the invasion when breached. Thus, it's possible to descend into Hell 'safely' if you guess a right pillar. &lt;br /&gt;
&lt;br /&gt;
Hell takes the shape of a large open cavern made of [[slade]]. It expands out in all directions without bound with a height varying between 1 and 4 z. Its rough floor slopes up and down, making it possible to walk around and explore should you get an adventurer down there. In the floor are glowing cracks that shine purple light up into the main cavern of Hell - whence comes this light, mortal minds dare not speculate.&lt;br /&gt;
&lt;br /&gt;
Those cracks are referred to in-game as an Eerie Glowing Pit. They are, as the name says, pits - falling into them is deathly, as it sends any creature (and item) to an unknown realm (short story, they die). As such, some precaution should be taken when engaging enemies near them, as they usually charge against any creature near them. Floors can be built over them. Deconstructing them will reveal the pits.&lt;br /&gt;
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In Hell proper, demons spawn on the edges much like animals do on the surface; demons thus spawned will be content to meander Hell without going out of their way to extinguish all life they can reach. It is yet unclear whether the number of demons is finite; in information exported from the legends screen, the population of demonic species is listed as &amp;quot;unnumbered,&amp;quot; a descriptor usually reserved for ants, worms, and other omnipresent vermin.&lt;br /&gt;
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If you dig down through a hollow adamantine pillar, but had previously blocked off the particular hallway with a drawbridge and raise it, you can discover the location of all adamantine on the map with no negatives.&lt;br /&gt;
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{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Eerie_glowing_pit&amp;diff=196131</id>
		<title>Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Eerie_glowing_pit&amp;diff=196131"/>
		<updated>2014-02-04T05:26:08Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: fixing redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Hell]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Body_part&amp;diff=196130</id>
		<title>Body part</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Body_part&amp;diff=196130"/>
		<updated>2014-02-04T04:28:48Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: fixing redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Body_parts]]&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Barony_appointment.PNG&amp;diff=196128</id>
		<title>File:Barony appointment.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Barony_appointment.PNG&amp;diff=196128"/>
		<updated>2014-02-04T00:44:54Z</updated>

		<summary type="html">&lt;p&gt;Doktoro Reichard: (adding more text)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This picture details the process by which a colony becomes a barony. The first action an outpost liaison does after the mayor interacts with the liaison is the one on the top. Selecting the first option will entail (after some time) the 2nd screen, where you can pick from a list of candidates. You can pick any number of candidates.&lt;br /&gt;
Some time after the liaison leaves, the colony is promoted to barony.&lt;br /&gt;
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After the promotion takes place, and in the next year (assuming your fortress follows all requirements), it will show the last screen.&lt;/div&gt;</summary>
		<author><name>Doktoro Reichard</name></author>
	</entry>
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