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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-07T15:44:04Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Mod&amp;diff=311072</id>
		<title>Mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mod&amp;diff=311072"/>
		<updated>2025-10-11T03:00:53Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* Publishing on Steam Workshop */ Note that the blank/empty upload issue can be fixed by including a preview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For/see|information on making mods|[[Modding]]}}&lt;br /&gt;
&lt;br /&gt;
A '''mod''' (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to complete overhauls.&lt;br /&gt;
&lt;br /&gt;
== Downloading mods ==&lt;br /&gt;
&lt;br /&gt;
Mods can be acquired using the [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] (if using the Steam version), a manual download from [[Bay 12 Forums]] or third party websites (like [https://dffd.bay12games.com/ DFFD]), or by [[Modding|creating]] one yourself. &lt;br /&gt;
&lt;br /&gt;
Users of the Steam version can subscribe to mods on the Steam Workshop, once the download is complete they will be available when creating a new world automatically. Otherwise, manually download the mod, then place the mod zip file or the unzipped mod folder into the ''Dwarf Fortress'' [[mod folder]] (if this folder doesn't exist, you can create it.)  You can have more than one mod in the mod folder, including different versions of the same mod. The game will detect all mods that are properly made in this folder and let the user select which mods to play (see below.)&lt;br /&gt;
&lt;br /&gt;
== Enabling/installing mods ==&lt;br /&gt;
[[File:Ui-p-mod-selection.png|thumb|world generation mod menu]] &lt;br /&gt;
&lt;br /&gt;
Mods are enabled per world. When [[World generation|creating a world]] and choosing its initial parameters, if you have a mod available, there should be a '''Mods''' button at the bottom of the screen. Pressing this will let you select which mods you'd like to enable and what the load order should be. You should put mods at the end of the mod list after the vanilla objects if you don't have any further information, so that they can reference vanilla objects after those are loaded.&lt;br /&gt;
&lt;br /&gt;
Some mods might depend on other mods which have to be loaded before, refer to the mod description for information about that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;&amp;quot; style=&amp;quot;padding: 0.8em 1em; margin: 0.5rem 0; background: #fcf8e3; border-left: 5px solid #aa6708;&amp;quot;&amp;gt;&lt;br /&gt;
* Mods are enabled per world, and cannot be disabled afterwards, however, it is possibly to manually modify the game file, as we did in previous versions, by applying the mods directly to &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/data/vanilla&amp;lt;/code&amp;gt;. Be aware, this method has the disadvantage of being a permanent change for all worlds, and may break your game. &lt;br /&gt;
&lt;br /&gt;
* Unlike the previous versions of ''Dwarf Fortress'', mods no longer live inside [[save]] and must be installed on every computer where saves using those mods are going to be loaded. Once a world is created that uses mods, the game will copy the relevant mods to the &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/data/installed_mods&amp;lt;/code&amp;gt; folder. That is the version that the game actually uses. Installed mods will now show in the main menu-&amp;gt;mods screen as 'installed'.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Updating/missing mods ==&lt;br /&gt;
[[File:mod_version_v50_prompt.png|thumb|possible update message]]&lt;br /&gt;
If a [[save]] is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen.&lt;br /&gt;
&lt;br /&gt;
If a save is using a mod that is missing, the player will be prompted about this when a save is loading. When this happens, try to reinstall the mods, either by manually downloading them again, or in the case of Steam Workshop, making sure you are subscribed and if you are, by unsubscribing and subscribing again.&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
{{main|Modding}}&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.)&lt;br /&gt;
&lt;br /&gt;
=== Mod format===&lt;br /&gt;
&lt;br /&gt;
Mods contain an [[info.txt file]] and either an &amp;quot;objects&amp;quot; folder or a &amp;quot;graphics&amp;quot; folder (or both.) All of the vanilla objects in the game use this format too. Your mod folder should look something like this:&lt;br /&gt;
&lt;br /&gt;
 [[File:Folder-orange.svg|20px|link=]] Mod Name&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] info.txt&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] preview.png&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] objects&lt;br /&gt;
  └ [[File:Folder.svg|20px|link=]] graphics&lt;br /&gt;
&lt;br /&gt;
=== Mod info ===&lt;br /&gt;
{{main|Mod info token}}&lt;br /&gt;
&lt;br /&gt;
Each mod must have an &amp;lt;code&amp;gt;info.txt&amp;lt;/code&amp;gt; at the root of your mod folder. It has a few fields defining basic metadata information about the mod and can be edited using any text editor (like notepad++). See Example:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[ID:wiki_example]&lt;br /&gt;
[NAME:Wiki Example Mod]&lt;br /&gt;
[NUMERIC_VERSION:5001]&lt;br /&gt;
[DISPLAYED_VERSION:50.01]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5001]&lt;br /&gt;
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:50.01]&lt;br /&gt;
[AUTHOR:Dwarf Fortress Wiki]&lt;br /&gt;
[DESCRIPTION:This is an example mod. This text shows up in-game.]&lt;br /&gt;
&lt;br /&gt;
[STEAM_TITLE:Wiki Example Mod]&lt;br /&gt;
[STEAM_DESCRIPTION:This text shows up on Steam Workshop.]&lt;br /&gt;
[STEAM_TAG:mod] &lt;br /&gt;
[STEAM_KEY_VALUE_TAG:test:stuff]&lt;br /&gt;
[STEAM_METADATA:metadata test]&lt;br /&gt;
[STEAM_CHANGELOG:Made some changes. Shown in 'Change Notes' tab.]&lt;br /&gt;
&lt;br /&gt;
[STEAM_FILE_ID:#########]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only &amp;lt;code&amp;gt;ID&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;NAME&amp;lt;/code&amp;gt; are required to appear in the in-game mod menu.&lt;br /&gt;
&lt;br /&gt;
STEAM tags are only used by Steam. &lt;br /&gt;
* The &amp;lt;code&amp;gt;STEAM_FILE_ID&amp;lt;/code&amp;gt; used to identify the mod in the Workshop. This is automatically managed when uploading to Steam the first time, and required if you wish to update an existing Steam Workshop mod. &lt;br /&gt;
* The &amp;lt;code&amp;gt;STEAM_TAG&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;STEAM_KEY_VALUE_TAG&amp;lt;/code&amp;gt; are used by Steam's search engine for categorization. You can use as many entries as you want, use a separate tag for each one.&lt;br /&gt;
* You can also create a thumbnail for your mod, by creating an image called &amp;lt;code&amp;gt;preview.png&amp;lt;/code&amp;gt; in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to Steam Workshop. The image should be less than 1MB in size.&lt;br /&gt;
&lt;br /&gt;
=== Objects and graphics folder ===&lt;br /&gt;
&lt;br /&gt;
A mod folder can contain an &amp;lt;code&amp;gt;objects&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;graphics&amp;lt;/code&amp;gt; folder. These are where all the [[raw file]]s or [[graphics]] for the mod go (exactly the same as objects from previous versions of Dwarf Fortress) allowing you to tweak or add new content for the game. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with. See [[modding]] for more information.&lt;br /&gt;
&lt;br /&gt;
The graphics filenames are not important; furthermore, they can be arbitrarily nested into other sub-folders to help you organize your mod content.&lt;br /&gt;
&lt;br /&gt;
== Publishing mods ==&lt;br /&gt;
&lt;br /&gt;
There are two official platforms for publishing ''Dwarf Fortress'' mods, recommended because it's easy for people to find them there. These are [https://steamcommunity.com/app/975370/workshop/ the Steam Workshop] and [https://dffd.bay12games.com/ the Dwarf Fortress File Depot (DFFD)].&lt;br /&gt;
&lt;br /&gt;
=== Publishing on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
To upload a mod to Steam Workshop, you need to add STEAM tags to the &amp;lt;code&amp;gt;info.txt&amp;lt;/code&amp;gt; file (see above.) Afterward, you put the unzipped mod folder in the &amp;quot;&amp;lt;code&amp;gt;mods/mod_upload&amp;lt;/code&amp;gt;&amp;quot; folder. Then select Mods from the title menu, and upload your mods using the button you'll see there. Other Steam users will be able to subscribe to your mod immediately once it is uploaded.&lt;br /&gt;
&lt;br /&gt;
Once the upload process is completed successfully, you'll find a &amp;lt;code&amp;gt;[STEAM_FILE_ID:#########]&amp;lt;/code&amp;gt; appended to your info.txt. Make sure this entry is included for future uploads if you want to make changes to your mod and have it overwrite the existing entry on the workshop. Otherwise you'll create a new entry every time you upload.&lt;br /&gt;
&lt;br /&gt;
If you have problems with blank or empty mods uploading, adding a preview.png file (as detailed [[Mod#Mod_info|above]]) may fix this problem.&lt;br /&gt;
&lt;br /&gt;
=== Publishing on DFFD ===&lt;br /&gt;
&lt;br /&gt;
In addition to Steam Workshop, it is recommended you upload your mod to DFFD. This allows people who play ''[[Classic|Dwarf Fortress Classic]]'', or ''[[Premium]]'' via Itch.io, to also download and play your mod. To publish/upload a file to DFFD you first need to create an account.&lt;br /&gt;
&lt;br /&gt;
For legal reasons, mods that contain graphics derived from the ''Premium'' graphics should not be uploaded outside Steam Workshop. For this reason, you might want to separate your mod into two parts: the first without graphics, which is uploaded to both DFFD and Steam Workshop, and the second with ''only'' the graphics, uploaded only to Workshop. Of course, this is not an issue if your graphics are not based off the ''Premium'' ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[ru:Mod]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=302890</id>
		<title>Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=302890"/>
		<updated>2024-08-15T04:19:37Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Fix weight of the sun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Distinguish|Slate}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{stonelookup/0|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough down into [[adamantine]] veins, large, demonic caverns made of slade will open up and spew forth demons. [[Underworld spire]]s and [[vault]]s are also made entirely of slade. &lt;br /&gt;
&lt;br /&gt;
Slade is '''very''', '''''very''''' heavy{{verify}} – according to the density specified in the raws (200 grams per cubic centimeter, 33% higher than the density of the core of the sun!), a single boulder weighs around '''20 metric tons'''; by comparison, an equivalent volume of freshly mined [[native platinum|platinum nuggets]] only weighs around 2.1 metric tons (and takes a ''very'' long time to haul) - this makes slade around ''9.348 times as dense as platinum'', and thus the heaviest material in the game.&lt;br /&gt;
&lt;br /&gt;
It is not possible to mine through slade walls. You can still [[obsidian]]-cast them and then mine that, but this will not yield any slade boulders.&lt;br /&gt;
&lt;br /&gt;
It is possible to use weapons made out of this extremely dense material in Arena mode – tests show that weapons and armor made out of this superdense rock are at least comparable to, if not stronger than even adamantine. In fortress mode, it is possible to obtain slade bars by embarking on a [[vault]] and deconstructing the vertical [[bars]] within. Through a [[strange mood]] slade weapons can be created.&lt;br /&gt;
&lt;br /&gt;
Slade has a natural immunity to [[dragonfire]] since it does not have a specific heat or any state change temperatures defined in the raws.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It may be interesting to note that our friends at Wikipedia also believe [http://en.wikipedia.org/wiki/Slade] Slade to be a hard rock and a heavy metal.&lt;br /&gt;
[[File:slade_trading_preview.png|thumb|603px|center|The insanely high weight seen during [[trading]].]]&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Although slade is not intended to be diggable, it can be channeled through floors from above, leaving the wall underneath it.{{bug|708}}&lt;br /&gt;
* Jewelers may randomly try to cut slade, despite not finding any of it on the map.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_layers&amp;diff=302825</id>
		<title>Stone layers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_layers&amp;diff=302825"/>
		<updated>2024-08-08T02:12:00Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* In real life */ De-wikilink two words - &amp;quot;inside&amp;quot; and &amp;quot;outside&amp;quot; in this context have literally nothing to do with tile attributes and in this case is just overlinking.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Stone layers illustration.png|thumb|miner mockup]]&lt;br /&gt;
&lt;br /&gt;
There are four types of '''stone layers''' in ''Dwarf Fortress'', very much based on real-life geology ([[#In real life|see below]]). [[Stone]] layers are roughly homogeneous layers of rock, composed of the same kind of stone, that usually contain different ores. Each stone layer has its distinct markers and qualities; sometimes a clear dividing line can be drawn between two [[biome]]s from the stone layers underneath, sometimes not. Digging deeper, or into another local biome, will reveal differences between the layers' contents and a progression from sedimentary down to igneous.  The changes are usually quite sharp; fifteen layers may be mostly [[quartzite]], but the next thirty may be dominated by [[gabbro]]. &lt;br /&gt;
&lt;br /&gt;
Three-dimensional variance is planned for the future, but for now, changes between stone layers also mark changes in [[ore]] and [[gem]] content.&lt;br /&gt;
&lt;br /&gt;
== Soil ==&lt;br /&gt;
[[File:stone_layers_prev.jpg|thumb|301px|right|Cliff walls with stone layers.]]&lt;br /&gt;
{{main|Soil}}&lt;br /&gt;
Most maps have at least one layer of [[soil]] at the very top, although this layer may actually run the gamut from completely non-existent to ten or more layers deep. Note that on mountainous terrain soil tends to accumulate near edges; thus you can have partial soil &amp;quot;layers&amp;quot; down the side of the mountain for quite a few z-levels.&lt;br /&gt;
&lt;br /&gt;
Soil is important for three reasons: it is easily [[farming|farmed]] (not requiring [[irrigation]] like stone does), it is easily [[miner|mined]] (taking less time than stone), and it does not leave any loose [[stone]] behind when mined. Soil layers can contain [[clay]] and [[sand]], if your biome has any, as well as a high chance of being an [[aquifer]], if your biome has one. Soil layers do not contain ores or gems, and '''at least one layer of soil''' is necessary to easily establish farming. It's ''not'' recommended you establish your main fortress in soil, as it cannot be [[smoothing|smoothed]] or [[engraving|engraved]] to make it visually appealing/more valuable.&lt;br /&gt;
&lt;br /&gt;
== Sedimentary ==&lt;br /&gt;
{{main|Sedimentary layer}}&lt;br /&gt;
The [[sedimentary layer]] has an 80% chance of being the first stone layer that appears after any soil, including any [[lignite]] or [[bituminous coal]], if you are lucky enough to have some. [[Iron]] [[ore]] and all but one of the [[flux]]es is common here as well, making the sedimentary layer make-or-break for [[steel]] production. Note that this layer and the igneous extrusive are mutually exclusive, and will never be found in one place. Sedimentary layers are generally where the bulwark of the fortress will find itself, will contain most of the ores marked on the [[embark]] screen as &amp;quot;shallow metals&amp;quot;, and is a good choice for [[exploratory mining]].&lt;br /&gt;
&lt;br /&gt;
Note, however, that it is poor in [[gem]] content - those found in sedimentary layers are generally less valuable than those further down. Some types of sedimentary rock may contain an aquifer.&lt;br /&gt;
&lt;br /&gt;
Common stone types: [[sandstone]], [[limestone]], [[shale]]&lt;br /&gt;
&lt;br /&gt;
== Igneous extrusive ==&lt;br /&gt;
{{main|Igneous extrusive layer}}&lt;br /&gt;
&lt;br /&gt;
In certain regions, igneous extrusive layers replace the sedimentary layers, but when present, are not limited to the topmost layers, and can appear anywhere except the bottom-most layer. Although being made of different rocks, they are similar to sedimentary layers, with the exception being that they often indicate the presence of [[magma]] above the [[magma sea]] itself. This is always the topmost layer near [[volcano]]es; the biggest stumbling block is that its presence means that the biome rarely contains any flux.&lt;br /&gt;
&lt;br /&gt;
Common stone types: [[basalt]], [[rhyolite]]&lt;br /&gt;
&lt;br /&gt;
== Metamorphic ==&lt;br /&gt;
{{main|Metamorphic layer}}&lt;br /&gt;
&lt;br /&gt;
Can appear at any level, except the bottom-most layer, or above any sedimentary layer. Contains a small variety of [[vein]] ores, moderately valuable gems, and possibly can be [[marble]], the one non-sedimentary flux stone. Less likely to provide iron than sedimentary, containing only small clusters of hematite or magnetite.&lt;br /&gt;
&lt;br /&gt;
Common stone types: [[schist]], [[gneiss]]&lt;br /&gt;
&lt;br /&gt;
== Igneous intrusive ==&lt;br /&gt;
{{main|Igneous intrusive layer}}&lt;br /&gt;
&lt;br /&gt;
Igneous intrusive layers can appear at any level, except the top-most, or above any sedimentary, and the deepest and often the thickest layer will always be igneous intrusive, just above the [[magma]] sea or [[semi-molten rock]]. Gems here are generally the most valuable, on average, with the most valuable of them all, colored diamonds, found in [[kimberlite]] in [[gabbro]] layers.&lt;br /&gt;
&lt;br /&gt;
Common stone types: [[granite]], [[gabbro]]&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
&lt;br /&gt;
Being modelled on basic geology, much of the way stone layers work in ''Dwarf Fortress'' also applies to our planet: At the surface of the world, there's a thin covering of [[soil]], a soft mixture of minerals (the building blocks of stones), small rocks ([[sand]], [[silt]], [[clay]] etc.), liquids, living things and so on. Below that there's a [[sedimentary layer]] of stones; these are made of particles of minerals, organic detritus and other stuff, which, after tumbling around, end up settling down below (&amp;quot;sedimenting&amp;quot;). Those grains and particles are then glued together into new rocks (&amp;quot;cemented&amp;quot;) by various processes; for example, by mineral growth of substances carried by water (similar to how stalactites grow).&lt;br /&gt;
&lt;br /&gt;
Below the sedimentary layer, the rocks are subjected to heat from below, and pressure, stretching etc. from the movement of continental plates. Those forces transform them into different kinds of rocks, called [[Metamorphic layer|metamorphic]].&lt;br /&gt;
&lt;br /&gt;
Further down, as things get hotter still, rocks melt into [[magma]], which may get forced upwards, filling and often widening cracks. If the magma escapes the heat, it may cool and harden while still underground, forming the [[igneous intrusive]] (&amp;quot;fiery inside&amp;quot;) rocks. If the magma rises all the way up to the surface and is expelled by a [[volcano]], we call it lava. The lava cools down into [[igneous extrusive]] (&amp;quot;fiery outside&amp;quot;) layers, which in DF replace the sedimentary layers in some [[biome]]s near volcanoes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Magma sea]]&lt;br /&gt;
* [[Alluvial layer]]&lt;br /&gt;
* [[Z-axis]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone Layers|*}}&lt;br /&gt;
[[ru:Stone layers]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=295929</id>
		<title>Dark fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=295929"/>
		<updated>2023-11-11T18:30:32Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: While this is obviously undesired behavior, it's a stretch to call it an actual bug, as it's merely the natural consequence of having to process a lot of entities' actions at once while processing power is limited. Also notes that fast mounts will help with the lag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for [[Dwarf fortress mode]].''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:dark_fortress_preview.png|thumb|300px|right|A mountain not worth climbing.]]&lt;br /&gt;
[[File:Dark_fortress_map_43.png|thumb|300px|A map of a well-developed dark fortress, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Main tower&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(128,128,128)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Watch tower&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,30,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Subterranean work pits&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(20,50,40)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Subterranean living pits]]&lt;br /&gt;
&lt;br /&gt;
'''Dark fortresses''' are [[site]]s created by [[goblin]] civilizations. They, along with [[dark pits]], take the form of simple towers surrounded by sprawling networks of trenches. The starting dark fortresses are marked as {{Raw Tile|Π|5:0:1}}, while subsequent ones are marked as {{Raw Tile|Π|0:0:1}} on the world map.&lt;br /&gt;
&lt;br /&gt;
Most of the population of a dark fortress is found at the top of the towers. The towers also have downward stairs, which lead to the underground part of the fortress, consisting of so-called &amp;quot;pits&amp;quot; (not to be confused with [[dark pits]]). These pits come in two variants: &amp;quot;living pits&amp;quot; consisting of corridors and small rooms, and &amp;quot;work pits&amp;quot; consisting of large halls which may contain [[troll]]s, goods and goblin skeletons. Supposedly, the living pits are used as [[bedroom|dwellings]], while the work pits are used as [[industry|industrial]] areas and [[tomb|burial grounds]].&lt;br /&gt;
&lt;br /&gt;
The main difference between dark fortresses and dark pits is the presence of a fortress structure in the middle of the site. Dark fortresses tend to be more developed and populated sites than dark pits, leading to more trenches, watchtowers and more interconnections between the towers through underground areas. Dark fortresses may also be built around a [[underworld spire|certain structure]] of foreign origin.&lt;br /&gt;
&lt;br /&gt;
The central dark fortress structure contains a throne room on the top, a few maze-like floors leading up to the throne, the ground floor and 2-4+ subterranean maze-like prison floors that may contain [[children]] who were [[thief|snatched]]. Often, some of the up/down stairs between prison floors are hidden under switches. Like dark pits, the structure and the areas near the entrances may be host to a number of [[troll|trolls]] and [[beak dog|beak dogs]].&lt;br /&gt;
&lt;br /&gt;
Visiting well-developed dark fortresses and pits in adventure mode can result in extreme lag because of the masses of denizens that can rank in the thousands. The lag and impact on FPS can be drastically reduced by sleeping in the fortress (or outside) until it's nighttime and most of the creatures are asleep. Changing to a faster gait or being on a fast mount will also help because it reduces the amount of calculations other creatures make before it's your turn again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dark pit 1.png|Trenches surrounding the watchtowers&lt;br /&gt;
Dark pit 2.png|The top of a watchtower&lt;br /&gt;
Dark pit 3.png|Main tower ground level&lt;br /&gt;
Dark pit 5.png|Small living pit area&lt;br /&gt;
Dark pit 6.png|Work pits&lt;br /&gt;
Dark pit 7.png|Below work pits&lt;br /&gt;
Dark pit 8.png|Living pits&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Potentially connected sites ==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
The initial dark fortresses {{Raw Tile|Π|5:0:1}} have an [[underworld spire]] below them, connecting the tower to the underworld itself. These fortresses were created in a time before time and are constructed out of [[slade]] instead of a common stone type.&lt;br /&gt;
&lt;br /&gt;
A huge open circular stairway makes up most of the spire. This stairway is generally split into two or three multi-level floors, but sometimes up to six or seven. Sometimes these glitch open to the caverns or magma sea. Below the stairway are the underworld entryway levels. If there is an underworld gate it will be here. Sometimes it is glitched into a wall of slade. After the underworld gate come the very lowest series of rooms, which eventually open up directly into the [[underworld]]. There are lots of up/down stair mazes before you reach the actual exit to the underworld.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dark_Fortress_guide.png|A short guide describing the parts of a dark fortress with underworld spire.&lt;br /&gt;
Dark pit 4.png|The underworld gate&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = umom geshud | elvish = mari abeco | goblin = ustro snusp | human = tuth thrathdad}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Name&amp;diff=295779</id>
		<title>Name</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Name&amp;diff=295779"/>
		<updated>2023-11-01T05:53:58Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* Name basics */ Remove strange &amp;quot;but&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
'''Names''' are what individual creatures are known by. Creatures in [[civilization]]s that can speak are given names upon birth; most other creatures must be named by such a civilization. Any creature that receives a name becomes a [[historical figure]], which means the game will keep track of it as it loads (and offloads) the world.&lt;br /&gt;
&lt;br /&gt;
== Name basics ==&lt;br /&gt;
&lt;br /&gt;
Every member of a civilization has at least two names: a first name and a last name, which are given at birth, and are quite random. Unlike most real names, neither name is inherited from the parents.&lt;br /&gt;
&lt;br /&gt;
The first name typically is a single word of the civilization's [[language]]. It appears that first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The last name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The last name is translated to English in several places, such as looking at the creature's profile screen. Words relating to the creature's civilization's selected symbols are more likely to appear in the creature's last name.&lt;br /&gt;
&lt;br /&gt;
Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named, not the working animals of traders.  &lt;br /&gt;
&lt;br /&gt;
Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak in [[Creature_token#UTTERANCES|utterances]] will likewise have untranslatable names that appear to be gibberish.&lt;br /&gt;
&lt;br /&gt;
== Dwarven first names ==&lt;br /&gt;
&lt;br /&gt;
Dwarven first names come from a combination of symbol sets, as defined in the [[raw file]]s; entity_default.txt and [[Language#language_SYM.txt|language_SYM.txt]].&lt;br /&gt;
:175 Dwarf names = (ARTIFICE ∪ [[Language SYM.txt/Earth|EARTH]]) \ (DOMESTIC ∪ SUBORDINATE ∪ FLOWERY ∪ NEGATOR ∪ NEGATIVE ∪ UGLY ∪ EVIL)&lt;br /&gt;
First names also need to have [THE_NOUN_SING] in their language_words.txt entry. This filters out an additional 10, leaving a total of 165 valid names.{{cite forum|172960.0}}{{verify}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Dwarven First Names&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Literal English Translation&lt;br /&gt;
|-&lt;br /&gt;
| Aban || Construct&lt;br /&gt;
|-&lt;br /&gt;
| Adil || Wall&lt;br /&gt;
|-&lt;br /&gt;
| Alåth || Bolt&lt;br /&gt;
|-&lt;br /&gt;
| Amost || Town&lt;br /&gt;
|-&lt;br /&gt;
| Asmel || Merchant&lt;br /&gt;
|-&lt;br /&gt;
| Asob || Board&lt;br /&gt;
|-&lt;br /&gt;
| Ast || Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Astesh || Cudgel&lt;br /&gt;
|-&lt;br /&gt;
| Asën || Gravel&lt;br /&gt;
|-&lt;br /&gt;
| Athel || Ring&lt;br /&gt;
|-&lt;br /&gt;
| Atír || Dye&lt;br /&gt;
|-&lt;br /&gt;
| Atîs || Stake&lt;br /&gt;
|-&lt;br /&gt;
| Avuz || Mine&lt;br /&gt;
|-&lt;br /&gt;
| Ber || Earth&lt;br /&gt;
|-&lt;br /&gt;
| Besmar || Pulley&lt;br /&gt;
|-&lt;br /&gt;
| Bim || Sling&lt;br /&gt;
|-&lt;br /&gt;
| Bomrek || Whip&lt;br /&gt;
|-&lt;br /&gt;
| Bëmbul || Mechanism&lt;br /&gt;
|-&lt;br /&gt;
| Catten || Channel&lt;br /&gt;
|-&lt;br /&gt;
| Cerol || Lens&lt;br /&gt;
|-&lt;br /&gt;
| Cilob || Roof&lt;br /&gt;
|-&lt;br /&gt;
| Cog || Boot&lt;br /&gt;
|-&lt;br /&gt;
| Dakost || Floor&lt;br /&gt;
|-&lt;br /&gt;
| Dastot || Sword&lt;br /&gt;
|-&lt;br /&gt;
| Datan || Iron&lt;br /&gt;
|-&lt;br /&gt;
| Deduk || Manor&lt;br /&gt;
|-&lt;br /&gt;
| Degël || Galley&lt;br /&gt;
|-&lt;br /&gt;
| Deler || Steel&lt;br /&gt;
|-&lt;br /&gt;
| Dodók || Clasp&lt;br /&gt;
|-&lt;br /&gt;
| Domas || Guild&lt;br /&gt;
|-&lt;br /&gt;
| Doren || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| Ducim || Work&lt;br /&gt;
|-&lt;br /&gt;
| Dumat || Roughness&lt;br /&gt;
|-&lt;br /&gt;
| Dumed || Fortification&lt;br /&gt;
|-&lt;br /&gt;
| Dîshmab || Rampart&lt;br /&gt;
|-&lt;br /&gt;
| Dôbar || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Edzul || Vestibule&lt;br /&gt;
|-&lt;br /&gt;
| Edëm || Key&lt;br /&gt;
|-&lt;br /&gt;
| Endok || Attic&lt;br /&gt;
|-&lt;br /&gt;
| Eral || Vessel&lt;br /&gt;
|-&lt;br /&gt;
| Erib || Gorge&lt;br /&gt;
|-&lt;br /&gt;
| Erush || Handle&lt;br /&gt;
|-&lt;br /&gt;
| Eshtân || Smith&lt;br /&gt;
|-&lt;br /&gt;
| Etur || Boulder&lt;br /&gt;
|-&lt;br /&gt;
| Fath || Sack&lt;br /&gt;
|-&lt;br /&gt;
| Feb || Arrow&lt;br /&gt;
|-&lt;br /&gt;
| Fikod || Glaze&lt;br /&gt;
|-&lt;br /&gt;
| Geshud || Fortress&lt;br /&gt;
|-&lt;br /&gt;
| Goden || Rope&lt;br /&gt;
|-&lt;br /&gt;
| Id || Rock&lt;br /&gt;
|-&lt;br /&gt;
| Iden || Paddle&lt;br /&gt;
|-&lt;br /&gt;
| Ilral || Treaty&lt;br /&gt;
|-&lt;br /&gt;
| Imush || Dike&lt;br /&gt;
|-&lt;br /&gt;
| Ineth || City&lt;br /&gt;
|-&lt;br /&gt;
| Ingish || Bodice&lt;br /&gt;
|-&lt;br /&gt;
| Inod || Gate&lt;br /&gt;
|-&lt;br /&gt;
| Kadol || Hatchet&lt;br /&gt;
|-&lt;br /&gt;
| Kadôl || Gem&lt;br /&gt;
|-&lt;br /&gt;
| Kel || Metal&lt;br /&gt;
|-&lt;br /&gt;
| Kib || Net&lt;br /&gt;
|-&lt;br /&gt;
| Kikrost || Stockade&lt;br /&gt;
|-&lt;br /&gt;
| Kivish || Lancer&lt;br /&gt;
|-&lt;br /&gt;
| Kogan || Boat&lt;br /&gt;
|-&lt;br /&gt;
| Kogsak || Palisade&lt;br /&gt;
|-&lt;br /&gt;
| Kol || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| Kosoth || Palace&lt;br /&gt;
|-&lt;br /&gt;
| Kulet || Abbey&lt;br /&gt;
|-&lt;br /&gt;
| Kumil || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Kûbuk || Lance&lt;br /&gt;
|-&lt;br /&gt;
| Led || Rack&lt;br /&gt;
|-&lt;br /&gt;
| Libash || Axe&lt;br /&gt;
|-&lt;br /&gt;
| Likot || Ink&lt;br /&gt;
|-&lt;br /&gt;
| Limul || Gold&lt;br /&gt;
|-&lt;br /&gt;
| Litast || Torch&lt;br /&gt;
|-&lt;br /&gt;
| Logem || Paint&lt;br /&gt;
|-&lt;br /&gt;
| Lokum || Spear&lt;br /&gt;
|-&lt;br /&gt;
| Lolor || Letter&lt;br /&gt;
|-&lt;br /&gt;
| Lorbam || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lòr || Tool&lt;br /&gt;
|-&lt;br /&gt;
| Mafol || Chamber&lt;br /&gt;
|-&lt;br /&gt;
| Mebzuth || Oar&lt;br /&gt;
|-&lt;br /&gt;
| Medtob || Blockade&lt;br /&gt;
|-&lt;br /&gt;
| Melbil || Tome&lt;br /&gt;
|-&lt;br /&gt;
| Meng || Lash&lt;br /&gt;
|-&lt;br /&gt;
| Mestthos || Citadel&lt;br /&gt;
|-&lt;br /&gt;
| Minkot || Corridor&lt;br /&gt;
|-&lt;br /&gt;
| Mistêm || Portal&lt;br /&gt;
|-&lt;br /&gt;
| Moldath || Avalanche&lt;br /&gt;
|-&lt;br /&gt;
| Momuz || Crypt&lt;br /&gt;
|-&lt;br /&gt;
| Monom || Paper&lt;br /&gt;
|-&lt;br /&gt;
| Mosus || Room&lt;br /&gt;
|-&lt;br /&gt;
| Mörul || Page&lt;br /&gt;
|-&lt;br /&gt;
| Mûthkat || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Nil || Hammer&lt;br /&gt;
|-&lt;br /&gt;
| Nish || Trade&lt;br /&gt;
|-&lt;br /&gt;
| Nomal || Staff&lt;br /&gt;
|-&lt;br /&gt;
| Obok || Pillar&lt;br /&gt;
|-&lt;br /&gt;
| Oddom || Cloister&lt;br /&gt;
|-&lt;br /&gt;
| Olin || Tongs&lt;br /&gt;
|-&lt;br /&gt;
| Olon || Gear&lt;br /&gt;
|-&lt;br /&gt;
| Onget || Turquoise&lt;br /&gt;
|-&lt;br /&gt;
| Onol || Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Rakust || Tomb&lt;br /&gt;
|-&lt;br /&gt;
| Ral || Silver&lt;br /&gt;
|-&lt;br /&gt;
| Reg || Glove&lt;br /&gt;
|-&lt;br /&gt;
| Rigòth || Craft&lt;br /&gt;
|-&lt;br /&gt;
| Rimtar || Castle&lt;br /&gt;
|-&lt;br /&gt;
| Rith || Bell&lt;br /&gt;
|-&lt;br /&gt;
| Rovod || Arch&lt;br /&gt;
|-&lt;br /&gt;
| Rîsen || Coal&lt;br /&gt;
|-&lt;br /&gt;
| Sarvesh || Furnace&lt;br /&gt;
|-&lt;br /&gt;
| Sazir || Bridge&lt;br /&gt;
|-&lt;br /&gt;
| Shem || Plank&lt;br /&gt;
|-&lt;br /&gt;
| Shorast || Wire&lt;br /&gt;
|-&lt;br /&gt;
| Sibrek || Salve&lt;br /&gt;
|-&lt;br /&gt;
| Sigun || Tour&lt;br /&gt;
|-&lt;br /&gt;
| Sodel || Shield&lt;br /&gt;
|-&lt;br /&gt;
| Solon || Flag&lt;br /&gt;
|-&lt;br /&gt;
| Stinthäd || Theater&lt;br /&gt;
|-&lt;br /&gt;
| Stodir || Volcano&lt;br /&gt;
|-&lt;br /&gt;
| Stukos || Razor&lt;br /&gt;
|-&lt;br /&gt;
| Stâkud || Machine&lt;br /&gt;
|-&lt;br /&gt;
| Såkzul || Trumpet&lt;br /&gt;
|-&lt;br /&gt;
| Tekkud || Pick&lt;br /&gt;
|-&lt;br /&gt;
| Thob || Girder&lt;br /&gt;
|-&lt;br /&gt;
| Tholtig || Barricade&lt;br /&gt;
|-&lt;br /&gt;
| Thîkut || Book&lt;br /&gt;
|-&lt;br /&gt;
| Tirist || Rim&lt;br /&gt;
|-&lt;br /&gt;
| Tobul || Canyon&lt;br /&gt;
|-&lt;br /&gt;
| Tosid || Armor&lt;br /&gt;
|-&lt;br /&gt;
| Tulon || Road&lt;br /&gt;
|-&lt;br /&gt;
| Tun || Door&lt;br /&gt;
|-&lt;br /&gt;
| Ubbul || Vault&lt;br /&gt;
|-&lt;br /&gt;
| Udib || Syrup&lt;br /&gt;
|-&lt;br /&gt;
| Udil || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| Unib || Rag&lt;br /&gt;
|-&lt;br /&gt;
| Urdim || Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[Urist]] || Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Urvad || Seal (art)&lt;br /&gt;
|-&lt;br /&gt;
| Ushat || Basement&lt;br /&gt;
|-&lt;br /&gt;
| Ustuth || Fence&lt;br /&gt;
|-&lt;br /&gt;
| Uvash || Arena&lt;br /&gt;
|-&lt;br /&gt;
| Uzol || Oil&lt;br /&gt;
|-&lt;br /&gt;
| Vabôk || Orb&lt;br /&gt;
|-&lt;br /&gt;
| Vucar || Urn&lt;br /&gt;
|-&lt;br /&gt;
| Vutok || Figure&lt;br /&gt;
|-&lt;br /&gt;
| Zan || Artifact&lt;br /&gt;
|-&lt;br /&gt;
| Zaneg || Relic&lt;br /&gt;
|-&lt;br /&gt;
| Zas || Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Zasit || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Zefon || Fountain&lt;br /&gt;
|-&lt;br /&gt;
| Zon || Helm&lt;br /&gt;
|-&lt;br /&gt;
| Zuglar || Ship&lt;br /&gt;
|-&lt;br /&gt;
| Zulban || Banner&lt;br /&gt;
|-&lt;br /&gt;
| Zuntîr || Anvil&lt;br /&gt;
|-&lt;br /&gt;
| Zutthan || Treasury&lt;br /&gt;
|-&lt;br /&gt;
| Äs || Cave&lt;br /&gt;
|-&lt;br /&gt;
| Åblel || Bust&lt;br /&gt;
|-&lt;br /&gt;
| Èrith || Labor&lt;br /&gt;
|-&lt;br /&gt;
| Èzum || Hame&lt;br /&gt;
|-&lt;br /&gt;
| Îton || Hall&lt;br /&gt;
|-&lt;br /&gt;
| Ïngiz || Ceiling&lt;br /&gt;
|-&lt;br /&gt;
| Ïteb || Post&lt;br /&gt;
|-&lt;br /&gt;
| Ònul || Mirror&lt;br /&gt;
|-&lt;br /&gt;
| Ùshrir || Quake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epithets ==&lt;br /&gt;
&lt;br /&gt;
When a creature scores five notable kills (typically creatures belonging to a civilization, but also any creature that has scored a notable kill itself), it is given an epithet by its civilization. The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish, such as &amp;quot;the Hardy Ring-Cobra of Dashing&amp;quot;. On occasion, the epithet can be [[Main:Cacame Awemedinade|surprisingly apt]]. The epithet is translated in the same places the creature's second name is translated.&lt;br /&gt;
&lt;br /&gt;
== Animal and megabeast names ==&lt;br /&gt;
&lt;br /&gt;
Animals who are not pets can gain a name by acquiring notable kills or becoming an enemy of a civilization. The language of the animal's name is determined by the civilization that named it, though the relationship is not always straightforward--a wild [[crundle]] that kills an elven-named forgotten beast at a dwarven site may receive an elven name, for instance. Most animals who acquire a name in [[world generation]] do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in [[fortress mode]] by killing your dwarves, invaders, or uninvited guests, or in [[adventurer mode]] by killing your adventurers or members of their parties.&lt;br /&gt;
&lt;br /&gt;
[[Megabeast]]s acquire names in an unusual fashion - all megabeasts have at least one to four names. Unlike other creatures, megabeasts (obviously) do not have a parent civilization, and instead appear to gain their original names from the first civilization they have contact with. In most cases, they gain epithets from conflict with others  - ergo, megabeasts with only one or two names have likely led uneventful lives.&lt;br /&gt;
&lt;br /&gt;
== Other names/false identities ==&lt;br /&gt;
On occasion, your dwarves will decide to give names to the creatures inhabiting the area around a fortress. It appears that only creatures who can talk will get names; additionally, the creature must remain on the map for an extended period of time - any creature that can speak, such as a [[snailman]] who has become stuck in a ditch, can be given a name. Other than that, the impetus for naming creatures is murky - some creatures are named after only a few seasons, while others may go unnamed for decades. It may be that a creature must be in the preferences of a dwarf (*) to receive a name, or the naming may occur randomly.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s near [[elf|elven]] settlements may also be named, though this currently has no known effect.&lt;br /&gt;
&lt;br /&gt;
Some creatures assume false identities, usually for nefarious purposes - currently, those are [[agent]]s and [[vampire]]s. They usually can't be confronted in fortress mode, but when they die, their actual name will be displayed in the unit list. In adventure mode, if you correctly call out a vampire, they will reveal their identity. You may also assume multiple false identities yourself, if you wish to game the [[rumor]] system. In Legends mode, all [[historical figure]]s are displayed under their real names.&lt;br /&gt;
Interrogation can also reveal any false names the target knows, either their own or those of other members of organisations they're a part of.&lt;br /&gt;
&lt;br /&gt;
(*)  ''elf, human''&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Language]]&lt;br /&gt;
** [[Names_and_symbols|Names and symbols]]&lt;br /&gt;
** [[Civilization]]&lt;br /&gt;
** [[Language token]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kab&lt;br /&gt;
| elvish  = sofi&lt;br /&gt;
| goblin  = osnuk&lt;br /&gt;
| human   = ucim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Name]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=295763</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=295763"/>
		<updated>2023-10-30T17:31:34Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* &amp;quot;Best&amp;quot; skills */ Artifact traps will still jam. Sourced, just to make sure this doesn't keep cropping up. Source is .47 - if anyone wants to grab .50+ (or even just not a reddit link) that would be preferred, but this is fine for now.&lt;/p&gt;
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{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Artwork by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else - they will not stop to eat, drink, or sleep - pretty much the ''only'' thing that can pause a 'mooded' dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
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Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.&lt;br /&gt;
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==Overview==&lt;br /&gt;
[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally, one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
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A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
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At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
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A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
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=== In fortress mode ===&lt;br /&gt;
[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]&lt;br /&gt;
# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
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===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
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== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
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{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
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A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
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When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
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This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
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[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
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=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
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Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.&lt;br /&gt;
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* [[Weaponsmith]] is one of the &amp;quot;best&amp;quot; skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, and an artifact lever or trap in a room will make its value skyrocket (even if not connected to anything!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).&lt;br /&gt;
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.&lt;br /&gt;
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society.&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
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== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
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=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
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This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
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=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
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Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
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=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
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Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
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Possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
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A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
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=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
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A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
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Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
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Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
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If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
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=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
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Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
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==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
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== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material! &lt;br /&gt;
&lt;br /&gt;
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} – {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items, such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as Goblinite) do ''not'' count as smelted. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations – most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey – &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive – &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed – &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre – &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell – &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mined-out rock ''does'' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; – actually the sum of all items by type ''and'' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; ''cannot'' enter moods. Incidental military skills make no difference – eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' – Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 &amp;quot;tickets&amp;quot;, but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burned in what is believed to have been the world's hottest fire – a fire so hot that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial ''immunity to insanity'' – even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarves entering a strange mood when isolated (e.g. on a stepladder) cause severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
* If the dwarf starts constructing the artifact and is scared off by a hostile creature before completion, they may become stuck. {{bug|9833}} Removing the floors around them, then dropping an item on them should cause them to dodge, fall, and return to the workshop.{{cite forum|161598}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed. Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow. If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away. It is also possible that the desired cloth has been partially consumed in order to make wound dressings.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=295722</id>
		<title>Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=295722"/>
		<updated>2023-10-25T15:23:16Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note that FBs provide a *stack* of shells instead of just one shell. Possibly based on body size, needs concrete details. Also note that mussels and the like *will* go extinct eventually and suggest player plan for this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[File:Shells.jpg|thumb|right|Assorted shells]]&lt;br /&gt;
{{catbox}}&lt;br /&gt;
A '''shell''' is a hard external covering used by certain creatures for defense.&lt;br /&gt;
&lt;br /&gt;
As obtaining shells implies killing the creature that created it (like [[mussel]]s), elves stop trading with you if you offer any item crafted from shells.&lt;br /&gt;
&lt;br /&gt;
==Acquiring shells==&lt;br /&gt;
In most cases, they are acquired as part of your [[fishing]] industry: dwarves may catch shelled [[vermin]] critters such as [[turtle]]s, [[oyster]]s, and [[mussel]]s, which produce a shell when processed at a [[fishery]]. These creatures will also leave behind their shells if left to rot long enough after being caught. They may also be obtained from [[butcher]]ing a few land animals, such as [[armadillo]]s, [[desert tortoise]]s, [[giant animal|giant]] forms of many shell-bearing vermin, and, with luck, [[forgotten beast|certain]] [[titan|fun]] [[demon|creatures]].&lt;br /&gt;
&lt;br /&gt;
Be aware that shells cannot easily be acquired via [[trading]] – any non-caged turtles, crustaceans, or shellfish purchased from traders have already been processed and had their shells removed. As a result, fortresses with no naturally occurring above ground fishing sites can struggle to acquire shells. This can cause problems if a shell-preferring [[strange mood|moody]] dwarf requests shells as a material. To avoid the risk of dwarves attempting to make impossible artifacts, you can catch pond turtles by having [[fisherdwarf|fisherdwarves]] fish in an outdoor [[pond]]. As long as there is a population of pond turtles in the area, your fisherdwarves will eventually catch some, which can be shelled in a [[fishery]]. Alternatively, you may be able to [[animal training|capture]] or trade for tortoises, armadillos, or other '''non-vermin''' shell-bearing creatures for the purposes of animal husbandry. Procedurally-generated creatures that have shells will also provide a stack of shells{{verify}} when butchering - if this is your only source of shells, be sure to save them for strange moods.&lt;br /&gt;
&lt;br /&gt;
Whichever process you use will likely take a significant amount of time, so make sure you do it ''before'' the strange mood strikes.&lt;br /&gt;
&lt;br /&gt;
Also, be aware that, due to a bug, fishing will eventually cause an [[extinction]] of shell-bearing fish. This process can take years, or even decades, depending on how aggressively your fort fishes, but will always happen eventually. If your economy relies on trading shells and shell crafts, or you wish to have some for a strange mood, you should plan ahead for this eventuality.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Shells can be worked by a dwarf with the [[bone carver]] [[skill]]. They can be used for many of the same purposes as [[bone]], such as in making [[crafts]], [[decoration]]s, and cheap, lightweight, low-defense [[armor]] ([[leggings]], [[gauntlet]]s, and [[helm]]s only). Notably, unlike bones, they cannot be used to produce [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Shells can be stored in a [[stockpile#Refuse|refuse stockpile]]. Stored shells will decay over time due to [[vermin]], but even a small fishing industry can produce many shells very quickly. As such, having a bone carver on hand to convert them to trade goods can be an effective way to generate wealth early on; even though shells have a low innate material value, quantity can win out over quality here. Also, shell armor is better than nothing and doesn't slow down your military like metal armor does – consider producing some early on if you can't immediately acquire metal armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
{{mod|section}}&lt;br /&gt;
In previous versions, shells were frequently requested by [[strange mood|moody]] dwarves, and difficult if not impossible to obtain. As of the current version, only dwarves with a [[preference]] for shells will demand them for artifacts. Shells are still hard to come by, though, so players occasionally mod the game to make sure their fortress will have shells available.&lt;br /&gt;
&lt;br /&gt;
=== Adding shells to existing creatures ===&lt;br /&gt;
The combination of the common requirement for shells during strange moods, the bug that causes shell-producing fish to be unavailable in many maps, and the inability to trade for shells may lead to unresolvable strange moods.  It is possible to modify the raws to allow other creatures to produce shells, if the player is so inclined:&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/creature_domestic.txt, find &amp;quot;[CREATURE:COW]&amp;quot;&lt;br /&gt;
#Alter the [BODY] section to include &amp;quot;:SHELL&amp;quot; i.e., [BODY:QUADRUPED_HOOF:TAIL:2EYES:SHELL:BRAIN...]&lt;br /&gt;
#Add the [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_MATERIALS] section&lt;br /&gt;
#Add the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_TISSUES] section&lt;br /&gt;
#Add the [BODY_DETAIL_PLAN:SHELL_POSITIONS] tag to the creature&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of creature_domestic.txt contained in your saves folder, as each game has its own copies of the raws.&lt;br /&gt;
&lt;br /&gt;
Slaughtering a cow should now produce a &amp;quot;Stray Cow shell&amp;quot; usable by dwarves stuck in strange moods.&lt;br /&gt;
Pay attention, that editing creature after creating world may cause later crashes when changing game's version. In fact, after porting the save to the modified version, the game will crash every time your dwarves try picking up the skeleton that previously had shell. It's '''strongly''' recommended to use the second way, as it doesn't add any new body part to creatures, but only adds a new way of using an already existing body part, which is much less crash provoking.&lt;br /&gt;
&lt;br /&gt;
=== Enabling other materials to be used in moods ===&lt;br /&gt;
If you don't want to add shells to existing creatures, you can enable other materials, like [[hoof|hooves]] or [[ivory]], to be used in strange moods instead of shells. The only effect is that the materials will be available for moods, you won't be able to e.g. make shell crafts of them.&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/material_template_default.txt look up the material you want to enable, for example [MATERIAL_TEMPLATE:HOOF_TEMPLATE]&lt;br /&gt;
#Add the [SHELL] tag to the material&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of material_template_default.txt contained in your saves folder. The change won't affect body parts that are already lying around, but will affect newly created body parts from butchered creatures.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kerlîg&lt;br /&gt;
| elvish  = caraca&lt;br /&gt;
| goblin  = åtsnusm&lt;br /&gt;
| human   = luthi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Shell]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=295719</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=295719"/>
		<updated>2023-10-25T01:35:15Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* Varieties */ Use correct image for shell opal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional|16:42, 13 January 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:gem_sprite_preview.png|right]]Small clusters of rough '''gems''' can be found almost anywhere while [[mining]]. After they have been mined by a [[miner]] and cut by a [[gem cutter]], a [[gem setter]] can use them to [[encrust]] [[furniture]], [[crafts]], and [[ammunition]]. In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Cut gems''' can also be used to create [[window]]s and are often required as a source material for [[legendary artifact]]s. Gem-encrusted [[weapon]]s and [[armor]] can be found in-game, but cannot be made in fortress mode.  Stones, except the various types of clay, can also be cut into gems.&lt;br /&gt;
&lt;br /&gt;
There are a total of 130 different kinds of gems, 127 excluding the three kinds of [[glass]]. Of these, 57 are ornamental, 58 semi-precious, 4 precious and 8 rare.&lt;br /&gt;
&lt;br /&gt;
A large variety of cut gems can be brought by and requested from the dwarven caravan. You cannot import rough gems with the exception of raw [[glass]], which human and dwarven caravans can bring. &lt;br /&gt;
&lt;br /&gt;
Exactly 5% of all rough gems will be cut into a single [[Useless_crap|craft]] or '''large gem''' (with 1 craft for every 8 large gems), and the same occurs with raw glass (but with different ratios - 33% of all jobs, producing 11 crafts for every 16 large gems). Note that these will ''replace'' a cut gem and cannot be used to encrust goods. The value of such crafts can easily reach hundreds, even several thousand in the case of valuable gems and good craftsdwarfship. A dwarf in the throes of a [[strange mood]] can take a single gem and cut it into a [[legendary artifact]] known as a &amp;quot;perfect gem&amp;quot; - this is simply a special name for an artifact large gem.&lt;br /&gt;
&lt;br /&gt;
Large gem production is bugged as of v50.07, and large gems can only be produced when specifying a gem type (see [http://www.bay12forums.com/smf/index.php?topic=180920.msg8452014#msg8452014 the forum post] for more information).&lt;br /&gt;
&lt;br /&gt;
If you have any bags of sand, you can also manufacture [[Glass|raw glass]], which is the same as a lower-value, uncut gem.&lt;br /&gt;
&lt;br /&gt;
[[Gizzard stone]]s are found as a by-product when butchering some animals, and can be used like cut gems. Only a few animal species give gizzard stones, but each member of such a species butchered will yield one, which can lead to a decent supply when you manage to set up an [[ostrich]] or [[elk bird]] farm.&lt;br /&gt;
&lt;br /&gt;
A killed [[amethyst man]] will, logically, drop a rough amethyst, but amethyst men are fairly rare.  Forgotten beasts made of gem will leave a [[corpse]], in some cases weighing thousands of Urists, but the corpse cannot be cut into gems or used in any other way.&lt;br /&gt;
&lt;br /&gt;
You can also direct your dwarves to cut stone, [[shell]], [[horn]] and [[teeth|ivory]] into a '''large gem''' which can be done at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Gems have a base [[value]] of 6 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 20. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 20 times the gem type's value multiplier - see [[gem cutting]] and [[gem setting]]. Large gems have a base value of 10, and can also have a [[quality]] modifier which increases value.&lt;br /&gt;
&lt;br /&gt;
To give an example, a rough green zircon will be worth (6×20=) 120☼, a cut green zircon (20×20=) 400☼ and a masterwork large green zircon (10×20×2+30=) 430☼.&lt;br /&gt;
&lt;br /&gt;
Dwarves who have preferences for certain gems and colors will have a higher-value perception of the items and walls encrusted with, or painted in, them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the premium version of the game, you can also quickly identify low-value uncut gems from the higher-value counterparts by the way they appear in-game - lower-value gems are smaller and do not have as many spikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Gems.png|High value and low value gems]]&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head|class=wikitable}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[green glass]]|value=2|color={{Raw Tile|☼♦|2:0}} dark green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[clear glass]]|value=5|color={{Raw Tile|☼♦|3:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:0&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[crystal glass]]|value=10|color={{Raw Tile|☼♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[amber opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_amber_opal_sprite.png]] [[File:cut_amber_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[aventurine]]|value=3|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_aventurine_sprite.png]] [[File:cut_aventurine_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[banded agate]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_banded_agate_sprite.png]] [[File:cut_banded_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bloodstone]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} sea green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bloodstone_sprite.png]] [[File:cut_bloodstone_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[blue jade]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_jade_sprite.png]] [[File:cut_blue_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bone opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bone_opal_sprite.png]] [[File:cut_bone_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[brown jasper]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_jasper_sprite.png]] [[File:cut_brown_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[carnelian]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} rust&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_carnelian_sprite.png]] [[File:cut_carnelian_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[cherry opal]]|value=10|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cherry_opal_sprite.png]] [[File:cut_cherry_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysocolla]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysocolla_sprite.png]] [[File:cut_chrysocolla_sprite.png]]|fwhere=[[Malachite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysoprase]]|value=2|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoprase_sprite.png]] [[File:cut_chrysoprase_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[citrine]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_citrine_sprite.png]] [[File:cut_citrine_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[clear tourmaline]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_tourmaline_sprite.png]] [[File:cut_clear_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[dendritic agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_dendritic_agate__sprite.png]] [[File:cut_dendritic_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fire agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_agate_sprite.png]] [[File:cut_fire_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fortification agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cardinal&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fortification_agate_sprite.png]] [[File:cut_fortification_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gold opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_gold_opal_sprite.png]] [[File:cut_gold_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gray chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} gray&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_gray_chalcedony_sprite.png]] [[File:cut_gray_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[jasper opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_jasper_opal_sprite.png]] [[File:cut_jasper_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lace agate]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lace_agate_sprite.png]] [[File:cut_lace_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lapis lazuli]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lapis_lazuli_sprite.png]] [[File:cut_lapis_lazuli_sprite.png]]|fwhere=[[Igneous intrusive]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lavender jade]]|value=2|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} heliotrope&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_lavender_jade_sprite.png]] [[File:cut_lavender_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_opal_sprite.png]] [[File:cut_milk_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk quartz]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_quartz_sprite.png]] [[File:cut_milk_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moonstone]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_moonstone_sprite.png]] [[File:cut_moonstone_sprite.png]]|fwhere=[[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[morion]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morion_sprite.png]] [[File:cut_morion_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss agate]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_agate_sprite.png]] [[File:cut_moss_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} moss green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_opal_sprite.png]] [[File:cut_moss_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_opal_sprite.png]] [[File:cut_onyx_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_sprite.png]] [[File:cut_onyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[picture jasper]]|value=3|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_picture_jasper_sprite.png]] [[File:cut_picture_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pineapple opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pineapple_opal_sprite.png]] [[File:cut_pineapple_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pink jade]]|value=2|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_jade_sprite.png]] [[File:cut_pink_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pipe opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pipe_opal_sprite.png]] [[File:cut_pipe_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[plume agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_plume_agate_sprite.png]] [[File:cut_plume_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_opal_sprite.png]] [[File:cut_prase_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} spring green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_sprite.png]] [[File:cut_prase_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pyrite]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} silver&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pyrite_sprite.png]] [[File:cut_pyrite_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[resin opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_resin_opal_sprite.png]] [[File:cut_resin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rock crystal]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rock_crystal_sprite.png]] [[File:cut_rock_crystal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rose quartz]]|value=3|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rose_quartz_sprite.png]] [[File:cut_rose_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sardonyx]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sardonyx_sprite.png]] [[File:cut_sardonyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sard]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} mahogany&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sard_sprite.png]] [[File:cut_sard_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[schorl]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} taupe dark&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_schorl_sprite.png]] [[File:cut_schorl_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[shell opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_shell_opal_sprite.png]] [[File:cut_shell_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[smoky quartz]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} olive&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_smoky_quartz_sprite.png]] [[File:cut_smoky_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sunstone]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} pumpkin&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_sunstone_sprite.png]] [[File:cut_sunstone_sprite.png]]|fwhere=[[Basalt]], [[Gneiss]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tiger iron]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tiger_iron_sprite.png]] [[File:cut_tiger_iron_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tigereye]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tigereye_sprite.png]] [[File:cut_tigereye_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tube agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tube_agate_sprite.png]] [[File:cut_tube_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[turquoise]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_turquoise_sprite.png]] [[File:cut_turquoise_sprite.png]]|fwhere=[[Igneous extrusive]], [[Kaolinite]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[variscite]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_variscite_sprite.png]] [[File:cut_variscite_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wax opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wax_opal_sprite.png]] [[File:cut_wax_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_chalcedony_sprite.png]] [[File:cut_white_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white jade]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_jade_sprite.png]] [[File:cut_white_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wood opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} dark brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wood_opal_sprite.png]] [[File:cut_wood_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[yellow jasper]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_jasper_sprite.png]] [[File:cut_yellow_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[alexandrite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_alexandrite_sprite.png]] [[File:cut_alexandrite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[almandine]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_almandine_sprite.png]] [[File:cut_almandine_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[amethyst]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} amethyst&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_amethyst_sprite.png]] [[File:cut_amethyst_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[aquamarine]]|value=20|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} aquamarine&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_aquamarine_sprite.png]] [[File:cut_aquamarine_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[bandfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} pearl&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_bandfire_opal_sprite.png]] [[File:cut_bandfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black opal]]|value=30|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_opal_sprite.png]] [[File:cut_black_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black pyrope]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_pyrope_sprite.png]] [[File:cut_black_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black zircon]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_zircon_sprite.png]] [[File:cut_black_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[blue garnet]]|value=30|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_garnet_sprite.png]] [[File:cut_blue_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[brown zircon]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} light brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_zircon_sprite.png]] [[File:cut_brown_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cat's eye]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cats_eye_sprite.png]] [[File:cut_cats_eye_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[chrysoberyl]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} chartreuse&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoberyl_sprite.png]] [[File:cut_chrysoberyl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cinnamon grossular]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cinnamon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_cinnamon_grossular_sprite.png]] [[File:cut_cinnamon_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[claro opal]]|value=20|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_claro_opal_sprite.png]] [[File:cut_claro_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear garnet]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_garnet_sprite.png]] [[File:cut_clear_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear zircon]]|value=25|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_zircon_sprite.png]] [[File:cut_clear_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[crystal opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_crystal_opal_sprite.png]] [[File:cut_crystal_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[demantoid]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_demantoid_sprite.png]] [[File:cut_demantoid_sprite.png]]|fwhere=[[Chromite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[fire opal]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_opal_sprite.png]] [[File:cut_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[golden beryl]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_golden_beryl_sprite.png]] [[File:cut_golden_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[goshenite]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_goshenite_sprite.png]] [[File:cut_goshenite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green jade]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_jade_sprite.png]] [[File:cut_green_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green tourmaline]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_tourmaline_sprite.png]] [[File:cut_green_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green zircon]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_zircon_sprite.png]] [[File:cut_green_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[harlequin opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_harlequin_opal_sprite.png]] [[File:cut_harlequin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[heliodor]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_heliodor_sprite.png]] [[File:cut_heliodor_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[honey yellow beryl]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_honey_yellow_beryl_sprite.png]] [[File:cut_honey_yellow_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[indigo tourmaline]]|value=25|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} indigo&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_indigo_tourmaline_sprite.png]] [[File:cut_indigo_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[jelly opal]]|value=15|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_jelly_opal_sprite.png]] [[File:cut_jelly_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[kunzite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} fuchsia&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_kunzite_sprite.png]] [[File:cut_kunzite_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[levin opal]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_levin_opal_sprite.png]] [[File:cut_levin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[light yellow diamond]]|value=30|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_light_yellow_diamond_sprite.png]] [[File:cut_light_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[melanite]]|value=15|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_melanite_sprite.png]] [[File:cut_melanite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[morganite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} lilac&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morganite_sprite.png]] [[File:cut_morganite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[peridot]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_peridot_sprite.png]] [[File:cut_peridot_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pinfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pinfire_opal_sprite.png]] [[File:cut_pinfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink garnet]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_garnet_sprite.png]] [[File:cut_pink_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink tourmaline]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_tourmaline_sprite.png]] [[File:cut_pink_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[precious fire opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_precious_fire_opal_sprite.png]] [[File:cut_precious_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[purple spinel]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} purple&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_purple_spinel_sprite.png]] [[File:cut_purple_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red beryl]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_beryl_sprite.png]] [[File:cut_red_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red flash opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_flash_opal_sprite.png]] [[File:cut_red_flash_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red grossular]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red pyrope]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red spinel]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red tourmaline]]|value=15|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_tourmaline_sprite.png]] [[File:cut_red_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red zircon]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_zircon_sprite.png]] [[File:cut_red_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rhodolite]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} puce&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_rhodolite_sprite.png]] [[File:cut_rhodolite_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rubicelle]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rubicelle_sprite.png]] [[File:cut_rubicelle_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tanzanite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tanzanite_sprite.png]] [[File:cut_tanzanite_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topazolite]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topazolite_sprite.png]] [[File:cut_topazolite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topaz]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} goldenrod&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topaz_sprite.png]] [[File:cut_topaz_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tsavorite]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tsavorite_sprite.png]] [[File:cut_tsavorite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[violet spessartine]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_violet_spessartine_sprite.png]] [[File:cut_violet_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[white opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_opal_sprite.png]] [[File:cut_white_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow grossular]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_grossular_sprite.png]] [[File:cut_yellow_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow spessartine]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_spessartine_sprite.png]] [[File:cut_yellow_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow zircon]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_zircon_sprite.png]] [[File:cut_yellow_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[emerald]]|value=40|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} emerald&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_emerald_sprite.png]] [[File:cut_emerald_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[faint yellow diamond]]|value=40|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_faint_yellow_diamond_sprite.png]] [[File:cut_faint_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[ruby]]|value=40|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_ruby_sprite.png]] [[File:cut_ruby_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[sapphire]]|value=40|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sapphire_sprite.png]] [[File:cut_sapphire_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[black diamond]]|value=60|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_diamond_sprite.png]] [[File:cut_black_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[blue diamond]]|value=60|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_diamond_sprite.png]] [[File:cut_blue_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[clear diamond]]|value=60|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_diamond_sprite.png]] [[File:cut_clear_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[green diamond]]|value=60|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_diamond_sprite.png]] [[File:cut_green_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[red diamond]]|value=60|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_diamond_sprite.png]] [[File:cut_red_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star ruby]]|value=60|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_ruby_sprite.png]] [[File:cut_ruby_sprite.png]]|fwhere=[[Ruby]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star sapphire]]|value=60|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_sapphire_sprite.png]] [[File:cut_star_sapphire_sprite.png]]|fwhere=[[Sapphire]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[yellow diamond]]|value=60|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_diamond_sprite.png]] [[File:cut_yellow_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
See [https://spreadsheets.google.com/spreadsheet/ccc?key=0Auy0R4dx5JF6dEdwQ3B5WkdCeUp0SjZYSl9vc3lteFE&amp;amp;hl=en_US#gid=0 here] or [https://spreadsheets.google.com/spreadsheet/ccc?key=0ApoOG6GC8_0RdHR5QkNDZlYwa1RYeUpCSzJSNUZIRkE&amp;amp;hl=en_US here] for a sortable, print-friendly spreadsheet with all gems and their values.&lt;br /&gt;
&lt;br /&gt;
See [[Gem/Textlist|here]] for a text list of rough gems sorted alphabetically by variety.&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[Fire|ignite]] if they come into contact with [[magma]], and can burn for the better part of a year before finally [[wear]]ing away.&lt;br /&gt;
&lt;br /&gt;
== Gem cuts ==&lt;br /&gt;
&lt;br /&gt;
Finished gems have a particular cut, which doesn't affect the gem's value. A gem may appear to have multiple cuts, such as a &amp;quot;square brilliant&amp;quot; or &amp;quot;tapered baguette&amp;quot; cut, but these combinations are actually distinct cuts (judging by the game's raws). Some gem cuts are also known as &amp;quot;cabochons&amp;quot;, which have a basic &amp;quot;shape&amp;quot; cut typically as a rounded, polished stone. Gizzard stones do not have cuts. &lt;br /&gt;
&lt;br /&gt;
List of cuts:&lt;br /&gt;
{{Columns-list|colwidth=15em|&lt;br /&gt;
* baguette cut&lt;br /&gt;
* briolette cut&lt;br /&gt;
* cushion ... cabochon&lt;br /&gt;
* cushion cut&lt;br /&gt;
* emerald cut&lt;br /&gt;
* marquise cut&lt;br /&gt;
* octagon cut&lt;br /&gt;
* oval ... cabochon&lt;br /&gt;
* oval cut&lt;br /&gt;
* pear cut&lt;br /&gt;
* point cut&lt;br /&gt;
* radiant cut&lt;br /&gt;
* rectangular ... cabochon&lt;br /&gt;
* rose cut&lt;br /&gt;
* round brilliant cut&lt;br /&gt;
* round ... cabochon&lt;br /&gt;
* single cut&lt;br /&gt;
* square brilliant cut&lt;br /&gt;
* square cut&lt;br /&gt;
* table cut&lt;br /&gt;
* tapered baguette cut&lt;br /&gt;
* trillion cut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Large gems (the finished good) are referred to as a singular version of their material such as &amp;quot;large single cut clear zircon&amp;quot; or &amp;quot;large cushion moonstone cabochon&amp;quot;. Cut gems (the most common output of gem cutting which is used for decorating) are referred to as a plural version of their material such as &amp;quot;round brilliant cut peridots&amp;quot; or &amp;quot;cushion green diamond cabochons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Rare gems ==&lt;br /&gt;
[[Faint yellow diamond]]s only appear in [[kimberlite]] (which, itself, only appears in [[gabbro]] layers) and [[sapphire]]s and [[ruby|rubies]] only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds, and in the gem-encrusted walls on the bottom-most cavern layer. [[Star sapphire]]s and [[Star ruby|star rubies]] only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
All precious and rare gems may also be found in [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
Gems&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Sprite&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼♦|2:0}}||[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼♦|3:0}}||[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼♦|7:1}}||[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]||rough [[rock crystal]] + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the [[glassmaking]] [[labor]] designated, and, just like working [[metal]], it also requires [[fuel]] (either [[coke]] or [[charcoal]]) at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].  Like all gems, raw glass has no [[quality]] modifiers.  Note that cut rock crystals can't be used to make crystal glass objects.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  See [[glass]] and [[glass industry]] for more information.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
A gem is a [[Stone|mineral]] (or a mineral-like material) admired by a culture, often due to their beauty and durability (resistance to scratches), so that they have economic value in and of themselves.&lt;br /&gt;
                                                                                    &lt;br /&gt;
Most gems are made of the same basic minerals found in common rocks; but their atoms are arranged into ordered patterns, called '''crystals''', with drastic consequences to their appearance and material properties.  For example, the same mineral quartz that looks so unremarkable in [[quartzite]] may form the strikingly geometric, beautifully translucent [[Rock crystal|rock crystals]], if it has the space to grow up slowly – in a crack or cavity within [[granite|granite rock]], for example.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kwarcyt osadowy 1.jpg|Quartzite, an unremarkable stone.&lt;br /&gt;
File:QuartzVug.jpg|Rock crystal growing inside a rock cavity. These are made of the same basic stuff as quartzite, only better arranged.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each particular crystal has a stable angle between its faces, depending on the underlying atomic structure; quartz is hexagonal, while [[rock salt]] is cubic.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Close packing.svg|Hexagonal (left) and cubic (right) patterns of ordered mineral growth.&lt;br /&gt;
File:Rough rock crystals.JPG|Rough rock crystals (quartz).&lt;br /&gt;
File:Quartztaille.jpg|A large rock crystal, cut in an emerald-cut shape. Expert [[Gem cutter|gem cutters]] will work with the natural planes of the crystal's structure, making them shiny and reflective.&lt;br /&gt;
File:Salt crystals, Kuyalnik.JPG|Cubic [[rock salt]] crystals (click to embiggen).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A more drastic (and famous) example is carbon.  The organic content of sedimentary rocks like [[bituminous coal]] may be pressured and heated into honeycomb [[Layer|layers]], forming the [[metamorphic]] stone [[graphite]] (which we use in pencils, and dwarves use for long-lasting fires).  That very same carbon may be shaped, with more pressure and less heat (when, for example, stricken by a meteorite), into the nested cubes known as [[Diamond|diamonds]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Coal bituminous.jpg|[[Bituminous coal]], aka dead swamp stuff. Mostly carbon.&lt;br /&gt;
File:Diamond and graphite without structures.jpg|[[Diamond|Rough diamonds]] and [[graphite]], also carbon.&lt;br /&gt;
File:Graphit gitter.png|Internal structure of graphite; honeycomb patterns layered in sheets.&lt;br /&gt;
File:Diamond cubic animation.gif|Complex cubic internal structure of diamonds.&lt;br /&gt;
File:Brillanten.jpg|[[Gem cutting|Round brilliant cut]] diamonds.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some non-mineral materials that have been sometimes considered &amp;quot;gems&amp;quot; include organic products like [[amber]], [[coral]], and [[pearl]]; and rocks (bundles of multiple minerals) like [[jet]], [[green jade|jade]] and [[lapis lazuli]].  Of these, pearl only exists in DF as a placeholder, coral and amber in the most rudimentary of forms; but not as gemstones.  Jet counts as a [[stone|regular stone]] in DF, while jade (in various colors) and lapis lazuli are gemstones.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kadôl&lt;br /&gt;
| elvish  = eruwa&lt;br /&gt;
| goblin  = straza&lt;br /&gt;
| human   = ves&lt;br /&gt;
}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Gems|0}}&lt;br /&gt;
[[ru:Gem]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=295715</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=295715"/>
		<updated>2023-10-24T20:09:40Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* Simple tracks */ rm outdated information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:minecart_sprite_preview.png|right]]A '''minecart''' is a [[tool]] intended for [[hauling]]. It can be made of [[wood]] at a [[carpenter's workshop]] or 2 bars of [[metal]] at a [[metalsmith's forge]] (using the [[Blacksmith|blacksmithing]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows (minecarts have a size of 4000) and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track.{{cite forum|109460/3289070}} However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
[[File:Leitnagel Hund.png|thumb|Minecarts]]Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart, there are several preconditions that need to be met. First of all, you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move, you also need to carve (with {{Menu icon|v|t}}) or construct (with {{Menu icon|b|n|k}}) a track, which could be as simple as a straight line. Finally, you need to construct stops on your track (with {{Menu icon|b|n|K}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{Menu icon|H}} hauling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either pushed (a dwarf stands at a stop and gives the cart a single push) or guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items are to be transported, you can add conditions specifying: (1) which kind of items are to be loaded and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have a [[Size|size capacity]] of 50,000 – five times the capacity of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| minecarts&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand]] [[bags]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller.{{bug|6296}} However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| iron minecart&lt;br /&gt;
| 314Γ&lt;br /&gt;
| 1698Γ (83 marble blocks)&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| copper minecart&lt;br /&gt;
| 357Γ&lt;br /&gt;
| 1682Γ (10 obsidian boulders)&lt;br /&gt;
|-&lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (83 gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] ([[Strange mood|moods]] only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
Minecart tracks are made up of contiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These directions dictate which directions a minecart on a given tile may move from that tile. For example, a Track NE (northeast) tile allows a minecart on it to move either north or east from its present position. Therefore, if you want your minecart to move east along a straight piece of track, then return west using that same track, you would need to use EW tracks so that the cart could travel east initially, then return west over the same track. Excluding designs in which the cart will &amp;quot;jump&amp;quot; tracks via a drop or other ramp, tracks must be valid end to end to work for most looped or straight-track applications. A single east only track tile in your line of east-west tracks will cause any route using the track to fail the moment it tries to go the wrong way over that tile. Minecart tracks can be built in two ways: Engraved/carved or constructed. A given minecart track need not use engraved or constructed elements exclusively, as the two methods can be used interchangeably depending on the needs of a given section of track. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{menu icon|v|t}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. Once a track has been engraved, it's important to check the track directions for each tile in the route carefully to make sure no mistakes were made by yourself or the game's track engraving logic. &lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{menu icon|b|n|k}}. This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level – this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly, however, the wall must stay there permanently — removing it will disconnect the track.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
The track and ramp must be constructed together as a Track/Ramp from the construct track menu ({{K|b}} {{K|C}} {{K|T}}). When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
 ══▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions) causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
A hauling route is a list of directions describing how and under what conditions a minecart will move. The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
A route defines the path a minecart will take along a track, as well as under what conditions it will move or stop moving. A route is made up of stops. Stops are precisely what they sound like, a position on the track at which you want a minecart to stop. A minecart track might use as little as a single stop for a looped track, which will serve as both a starting and stopping point for the cart, or it could contain many stops, perhaps to load supplies or wait for a bridge to be manually lowered, before reaching its destination or returning to its starting point. It is important to note that you only need to place stops on a route where you actually want the cart to stop and wait for some action to occur. They are not needed to help navigate the cart along the track beyond telling it where on the track to stop.&lt;br /&gt;
&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Stops ====&lt;br /&gt;
Stops are the individual waypoints that make up a hauling route. A given stop consists of the location of a tile, as well as conditions describing when, where, and how a cart should be moved after being stopped at that tile. Stops can be created from within the {{k|h}}auling menu, by placing the cursor over a tile and hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. A minecart will begin its route at the first stop created, and continue through each subsequent stop, being guided, pushed, or ridden from each stop to the next depending on the conditions specified. In many basic minecart applications, the cart will end up at the same stop it began at, though this is not always the case. It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow, including if the minecart does not stop on the stop after it is pushed/ridden.&lt;br /&gt;
&lt;br /&gt;
Once a stop has been placed, it is given a default set of conditions under which to move the minecart if it is stopped there. Each new stop gets the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as you place additional stops, the display will show paths between the stops you have defined. However, this is '''not''' necessarily the actual route the minecart will take once the route is in operation. For example, if a route were defined with two stops at opposite ends of a track with many twists and turns, a line will be drawn directly between those stops to show the order in which they will be visited. These route lines may crisscross all over the tracks, but so long as the track is valid end to end, the cart will follow the track from one stop to the next, even across twists, turns, and z-level changes. Route stops, which are the steps that make up a route, should not be confused with physical Track Stops, described below.&lt;br /&gt;
&lt;br /&gt;
Note that setting a stop on a sloped track may cause the minecart to roll away, preventing it from being properly loaded.&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. The cart will then be filled by items present in its various linked stockpiles in preference to other items. Note that bins should be used with caution in stockpiles that are linked to minecarts. Bins cause problems when used with the &amp;quot;Desired Items&amp;quot; list in a stop's conditions. For example, if a minecart is set to accept only granite blocks, and to depart north when it is 100% full of granite blocks, it will not depart if any of those granite blocks are in bins, even if bins are also included in the desired items list. Two solutions to this problem exist as of v0.40.24. First, bins can be disallowed in stockpiles that are linked to stops. Alternatively, bins '''can''' be used in conjunction with minecarts provided that the minecart's departure conditions use only &amp;quot;any items&amp;quot; instead of &amp;quot;desired items.&amp;quot; This option can be toggled in the advanced conditions menu for a stop, accessible via the {{key|C|}} key. The cart's contents can still be controlled by specifying what items are allowed in the linked stockpile.&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# An initial departure direction (NSEW). Note that this defines the initial direction of movement only. Even if a track includes many turns, as long as the initial movement direction is valid the cart will follow the minecart track thereafter.&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart once it is full of items from its linked stockpiles, regardless of type.&lt;br /&gt;
&lt;br /&gt;
=== Track Stops ===&lt;br /&gt;
A Track Stop, not to be confused with a route stop, is an optional, single-tile construction which serves two purposes. First, it can be used to cancel a cart's momentum in order to slow or stop it as it passes over the Track Stop. This might be necessary if a cart were pushed down a series of ramps to its destination. Second, a Track Stop can cause a cart to automatically dump its contents as it passes over the Track Stop. Track Stops are constructed via {{menu icon|b|n|K}}, and must be constructed atop an existing piece of track. If a Track Stop has been set to automatically dump a cart's contents, the cart will dump its contents in the direction indicated when it passes over the Track Stop. Depending on the friction settings chosen for the Track Stop, the cart might then stop after dumping, or it might continue on its route to another destination.&lt;br /&gt;
&lt;br /&gt;
Track Stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a Track Stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  '''Take care not to set Track Stops at a loading site to dump their contents''', or dwarves will never be able to fill the cart. It will dump any contents the moment they are loaded.&lt;br /&gt;
&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1-v50.03.png|200px|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2-v50.03.png|200px|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3-v50.03.png|200px|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed (Under &amp;quot;Constructions&amp;quot;) next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4-v50.03.png|200px|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5-v50.03.png|200px|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6-v50.03.png|200px|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|H}}auling menu. Press 'Add New Route' to begin defining a route. Select 'Add a stop' then click the track next to the input stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7-v50.03.png|200px|Route definition, in progress.]]&lt;br /&gt;
| [[File:minecart-example-8-v50.03.png|400px|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Select 'Add a stop' again then click the stop next to the output stockpile define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9-v50.03.png|200px|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10-v50.03.png|400px|Route definition, two stops.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At this point, the route has been positioned, but they haven't been ''defined'' yet.&lt;br /&gt;
&lt;br /&gt;
Click the Minecart icon for the route (not the stop) and assign a minecart to the route.&lt;br /&gt;
&lt;br /&gt;
Select the minecart icon for the first stop to select what items will be hauled to the minecart. By default no items will be hauled to the minecart. As we've set the input stockpile to only take blocks from the workshop, you can either set to to accept blocks, or set it to accept all items.&lt;br /&gt;
&lt;br /&gt;
Click the stockpile icon for the first stop, select the &amp;quot;take from&amp;quot; icon (middle button) and select the input stockpile.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-11-v50.03.png|350px|Set the stockpile.]]&lt;br /&gt;
&lt;br /&gt;
Select the Conditions button ('''&amp;lt;&amp;gt;=≠''') for the first stop and check out the defaults. For the first stop, these are largely fine however you should change the direction button for all the conditions so the minecart goes the correct direction when it's ready.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-11.1-v50.03.png|350px|Set the direction.]]&lt;br /&gt;
&lt;br /&gt;
Select Conditions for the second stop. These need to be changed so the minecart is returned to the start immediately. Erase the bottom two conditions, change the direction to point back to the stop, and then finally click the '''&amp;gt;=''' button so it changes to '''&amp;lt;='''. This will make it so the cart is returned regardless of how full it is (which is good, as it'll always be empty!)&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-11.2-v50.03.png|350px|Fix the conditions for the second stop.]]&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
If the route has any issues, you'll see a red ! on the minecart in the route screen. Be aware that this appears initially until the minecart is put in place. If your route is correctly set up, your dwarves carry items to the cart and the percentage will change on the route screen.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-12-v50.03.png|frame|Route with an issue.]]&lt;br /&gt;
| [[File:minecart-example-13-v50.03.png|frame|Cart correctly getting filled up.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|H}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Game cannot find a path for ''guiding'' the cart without carrying. The game checks for haul route validity assuming the cart will be guided. This warning will be shown when the path crosses impassable tiles, requires a dwarf to carry the cart, or is not fully guidable.&lt;br /&gt;
:** If your cart path relies upon advanced tricks like deliberate falling into pits or ignoring floor types, even a path designed entirely as you intended will still trigger the yellow warning. If the route is working as intended, you can safely ignore this warning.&lt;br /&gt;
:* Invalid departure direction in one or more conditions for the stop. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
:* Track stop built on trackless tile. Track stops must be built on tiles where tracks already exist to be usable.&lt;br /&gt;
:* Discontinuous track. If the route indicator seems to draw between your first and last stop, this is the cause. Make sure destinations are linked by track to both directions, and that there are no sneaky gaps in the tracks. &lt;br /&gt;
:** ''Ramps''' are notorious for their finicky use. It is recommended to check every ramp to confirm no unintended one-way ramps remain.&lt;br /&gt;
:** To carve a two-way track on a (natural) ramp, you must designate the ramp ''and one square beyond'' in the direction you want the track to go.&lt;br /&gt;
:** Ramps '''must''' have a solid wall on the side opposite to the track (&amp;quot;behind&amp;quot; the ramp), or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The wall can be natural or constructed.&lt;br /&gt;
:* Discrepancies in desired/kept item configurations.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Stop not set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
:* Take conditions and stockpile contents do not overlap.&lt;br /&gt;
:* Track stop is set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping. (Alternatively, with [[DFHack]] you can modify &amp;quot;Dump on arrival&amp;quot; to &amp;quot;No&amp;quot; using the {{key|q}} menu without rebuilding the stop.)&lt;br /&gt;
:* Minecart itself is designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves fill the minecart properly, but will not move it thereafter.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Minecart contains items not listed as desired on its current stop. Check minecart contents using the {{key|k}} and {{key|z}} keys and ensure that all items in the cart are desired items.&lt;br /&gt;
:* Minecart contain desired items ''in bins''. Minecarts seem to have problems realizing that they are in fact full of desired items if some of those items are in bins, even if bins are also among the desired items for that stop. '''This cannot be solved by adding the appropriate bins to the stop's desired items.''' Either disallow bins in stockpiles you intend to load minecarts from, or set the departure conditions to rely only on percentage of total load rather than percentage of desired items using the advanced conditions menu ({{key|C}} key).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves repeatedly attempt to load the minecart, but no items are ever loaded into it.&lt;br /&gt;
&lt;br /&gt;
:;Possible Causes:&lt;br /&gt;
:* Track Stop set to dump used as a loading site. Every time a dwarf places an item into a cart resting on such a track stop, the item will be immediately dumped, causing unlimited, useless cart loading jobs. Autodumping Track Stops should never be used at a loading site.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
:* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride (dwarves guiding minecarts will ignore traffic restrictions), as well as by [[pasture|pasturing]] domestic animals and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps building a [[statue]] on the tracks. Other options include adding single-tile holes (minecarts moving at reasonable speed will jump the gap), vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). In thoughts screen, dwarves will admire track stops as traps.&lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally track stops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Quantum_stockpile#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full &amp;quot;highest&amp;quot; (50000) speed roller to full &amp;quot;highest&amp;quot; speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
tracks: full:&lt;br /&gt;
  ║       ║&lt;br /&gt;
 ═╗═     ═╢═&lt;br /&gt;
  ║       ║ &lt;br /&gt;
&lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and S exit W. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level by exploiting a design oversight in a phenomenon called &amp;quot;impulse ramps&amp;quot;. A track ramp which has at least one wall/fortification and exactly one other connection will ''always'' accelerate a cart towards the other connection, no matter where the cart enters the tile from. This means carts can be accelerated even if the cart doesn't actually change z-level at all; ramps don't actually impart any downward velocity even when making cart descend. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲▲▲▲▲▲▲▲▲▲═   ═╚╚╚╚╚╚╚╚╚╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast—more than one tile every step. If it enters from the right, then it will bounce back impulsed by the ramp if it's going slow enough.&lt;br /&gt;
&lt;br /&gt;
As another oddity, carts coming from ramps will in some cases &amp;quot;teleport&amp;quot; through most of the next tile. This is called the &amp;quot;checkpoint effect&amp;quot;, and is explained in detail in the Physics section, below. This negates the deceleration of the next tile if it is a ramp &amp;quot;angled&amp;quot; in a different direction. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Examples of impulse elevators:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
 z +0   z +1   z +2   z +3   z +4   z +5   z +6   z +7   z +8   z +9&lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 ░▼░░   ░░╗░   ░╔▼░   ░▼░░   ░░░░   ░╔╝░   ░▼▼░   ░░░░   ░░╗░   ░╔▼░ &lt;br /&gt;
 ░╔╝░   ░▼▼░   ░░░░   ░╚░░   ░▼╝░   ░░▼░   ░╚░░   ░▼╝░   ░░▼░   ░░░░ &lt;br /&gt;
 ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░   ░░░░ &lt;br /&gt;
 &lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that these impulse elevators, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts, or cause other unexpected or undesired behaviors.&lt;br /&gt;
&lt;br /&gt;
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0     z +1     z +2     z +3&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
 ░░░░░░   ░╔╔═░░   ░░▼▼╗░   ░░░░░░&lt;br /&gt;
 ░║░░░░   ░▼░░░░   ░░░░╗░   ░░░░▼░&lt;br /&gt;
 ░╚░░░░   ░▼░░░░   ░░░░║░   ░░░░▼░&lt;br /&gt;
 ░╚▼▼░░   ░░░░░░   ░░░░░░   ░░═╝╝░&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═,╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, if you want to have a cart following a below-derail speed, the following track works well:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░░░░░   ░══░░   ░▼▼║░   ░░░▼░&lt;br /&gt;
 ░║░░░   ░▼░░░   ░░░║░   ░░░▼░&lt;br /&gt;
 ░║▼▼░   ░▼░░░   ░░░░░   ░░══░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
In this elevator, the cart collides with the walls in the corners, but then realigns on the ramp, picks up speed, checkpoints through the next ramp, and slams into the next wall.  It is slower (10 ticks per floor) but produces reliable speeds, and will exit the impulse elevator at little more than push speeds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As tracks are constructions or tile features, [[door]]s and other furniture can be built on them. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A ════┤≡════ B&lt;br /&gt;
┤ : roller pushing to East&lt;br /&gt;
≡ : door&lt;br /&gt;
}}&lt;br /&gt;
The roller pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building an &amp;quot;inverted&amp;quot; corner as illustrated below.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B             B&lt;br /&gt;
      ║     -&amp;gt;      ║&lt;br /&gt;
      ║             ║&lt;br /&gt;
  ════╚═══      ════├════&lt;br /&gt;
 A        C    A         C&lt;br /&gt;
├ : roller pushing to West.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    B ╥&lt;br /&gt;
      ║&lt;br /&gt;
      ║&lt;br /&gt;
 ╞════╝ ════╡&lt;br /&gt;
 A     D    C&lt;br /&gt;
}}&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
}}&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗ -&amp;gt; derailing&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗O&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O : wall/column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed, as illustrated in these three examples:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 while standing still or moving at speeds of at most 10000. Loading fluids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to &amp;quot;submerge&amp;quot; it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip does it).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance.{{cite forum|109460/3377228}} Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots, unless they're on a ramp. [[Bridge]]s can also be used, as they function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past &amp;quot;blocked&amp;quot; ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp. The cart will stall and roll back towards the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track. The dwarf will remain at the first stop, ready for a new job.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding it to the next stop.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Guide}}: the dwarf will steadily walk the cart to its destination while seemingly ignoring all laws of physics. &lt;br /&gt;
&lt;br /&gt;
While being guided by a dwarf, minecarts will:&lt;br /&gt;
*Ignore the weight of any and all items inside. &lt;br /&gt;
*Ignore active working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will ascend ramps with ease like a crundle scaling a cliff.&lt;br /&gt;
&lt;br /&gt;
Because of these quirks, minecarts being guided will always move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
It also means for simple non-powered rail systems, &amp;quot;Guide&amp;quot; is the recommended method of transport despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 A &amp;lt;-&amp;gt; B    A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B          B                     B &lt;br /&gt;
    ║          ║                     ║ &lt;br /&gt;
 A══╝       A══╩══C               A══╬╗&lt;br /&gt;
            You can only go A-&amp;gt;B     ╚╝&lt;br /&gt;
  Works     when the cart          Works     &lt;br /&gt;
            is in Guide mode.       &lt;br /&gt;
}}&lt;br /&gt;
In the second example above, a cart &amp;quot;pushed&amp;quot; from B will go over the junction and roll off into the unknown south.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scenes ===&lt;br /&gt;
&lt;br /&gt;
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:&lt;br /&gt;
&lt;br /&gt;
The minecart has 3 variables for velocity. Velocity can be thought of as tiles per 100000 ticks, so a velocity of one hundred thousand means a cart travels one tile per tick. By going down a large number of ramps, a maximum velocity of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.{{cite forum|137557/5145499}} (See [[#Perfectly Elastic Collisions|Perfectly Elastic Collisions]].)&lt;br /&gt;
&lt;br /&gt;
Every tick the cart adjusts sub-tile position units by the amount of their velocity, as well as adjusts velocity depending on current tile (speed is reduced by the &amp;quot;friction&amp;quot; of the tile, or accelerated if going &amp;quot;down&amp;quot; a ramp). On flat (non-ramp) tiles, the cart will move to the next tile when the sub-tile position goes 50000 away from the centre of the tile, denoted by the no-fraction integer value - tile 15 e.g. has its centre at the exact value 15 and its borders at co-ordinates 14.5 and 15.5. &lt;br /&gt;
&lt;br /&gt;
Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can travel about four times the distance before coming to a stop when going in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the middle of the next tile in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will directly give a cart the roller's set speed (minus friction) and the cart starts accumulating distance from its standing position. When a cart leaves a ramp it will emerge after one tick at the very end of the next regular tile. &lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Water of depth 7/7 provides a friction of about 10000 per step. Maximum-depth magma causes at least as much friction, possibly more. This higher friction may not apply to very slow-moving carts.&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, again, that nearly all of these values are applied ''per tick'', rather than ''per tile''.  The exceptions are curves, which is 1k deceleration per direction change at the end of the tile, and rollers, which ''set'' the speed every tick. This makes rollers particularly useful in high-deceleration situations, such as underwater, but require that ''nearly every tile'' in such high-deceleration situations have a roller.&lt;br /&gt;
&lt;br /&gt;
A cart heading up a ramp can experience deceleration on multiple ticks, (and stays on the tile more ticks the slower it is going, resulting in greater deceleration,) and as such, a cart leaving a &amp;quot;Highest Speed&amp;quot; roller with 50k velocity will not be able to climb 10 consecutive straight ramps, since they are ''not'' &amp;quot;5k deceleration each&amp;quot;.  In fact, the first ramp not on a roller will be -15k velocity, and, depending slightly upon other factors of &amp;quot;remainder&amp;quot; x position, the second may completely cancel forward momentum, and send it rolling back down, where it will bounce off the roller repeatedly.  Using rollers to power carts up ramps reliably requires rollers every other un-rollered ramp.   Fortunately, rollers can be built upon ramps, themselves, which allows for rollers to only need to be built every other floor.  (Exploiting the [[#Checkpoint Effect|checkpoint effect]] can allow one to bypass this requirement.)&lt;br /&gt;
&lt;br /&gt;
There are two important speed values which affect carts' behaviour:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Derailing&amp;quot; can happen when a cart moves at speeds in excess of 50000 - carts will ignore track corners unless forced to obey them by walls or other obstacles blocking the straight path.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;shotgun&amp;quot; effect takes place when a collision changes a cart's movement speed by more than 55000: loaded carts subject to such a change eject their contents, which then keep on moving in a ballistic trajectory, in the direction and at the speed the cart had before the collision (with a small random vector added). This effect entirely rides on the amount of speed ''change'' - a speeding cart crashing into a wall can be subject to it just as well as a standing cart accelerated by a speedy cart smacking into it. It can even happen when two relatively slow-moving carts (down to speeds below 20000 in extreme cases) collide head-on.&lt;br /&gt;
&lt;br /&gt;
=== Sub-tile Positions and Velocity ===&lt;br /&gt;
Carts store six values that are unique to them.  Three sub-tile position values, and three velocity values.  (X, Y, and Z.)&lt;br /&gt;
&lt;br /&gt;
Note that the Z position and velocity only matter when a cart is in flight.  (See [[#Falling|Falling]] and [[#Cart Jumps|Cart Jumps]].)&lt;br /&gt;
&lt;br /&gt;
Each non-ramp tile is functionally composed of 100,000 individual minimal-length positions ''within'' the tile in both dimensions. When a cart has velocity, it is added or subtracted from the current position every tick, and then a friction force is applied to the cart.  &lt;br /&gt;
&lt;br /&gt;
In essence, every sub-tile position unit is a decimal value of a tile, 0.00001 tiles, in a game that largely prefers integer values.  &lt;br /&gt;
&lt;br /&gt;
The exact cart coordinates shown e.g. by a DFHack script must be rounded arithmetically (up or down to the nearest integer) to find the current tile: a cart in the centre of a tile will be at sub-tile zero in all directions, and it will cross into the next tile when subtile value is more than 50 000 higher or lower than the full number.&lt;br /&gt;
&lt;br /&gt;
When carts move beyond the borders of a tile, they physically move a tile on the map, and start at the far end of the sub-tile position the next tile. (I.E., traveling West, a cart that starts a tick 15,000 X away from the border and has an X velocity of -20,000 will move -5000 X past the adjacent border of the next tile in direction -X. It will also lose 10 velocity in that tick due to friction with the track if it is on a track, or 100 velocity if it is on regular ground, or no velocity if it is airborne.) &lt;br /&gt;
&lt;br /&gt;
Ramp tiles are longer, approximately 141,420{{cite forum|157627/0}} in the direction where it &amp;quot;slants downward&amp;quot;, (to approximate a 45 degree slope, it is square root of two times longer,) with a centre-to-border distance of 70,710.  Because of this, a cart with no velocity dropped from a hatch will land at the center of a tile, 70,710 away from the tile's borders in both directions, and will start rolling in the ramp's &amp;quot;downward&amp;quot; direction, picking up the ramp's acceleration (4890 per tick in the direction of the ramp's &amp;quot;downward&amp;quot; direction) every single tick, then moving that sub-tile amount every tick. (This results in a cart that takes 5 ticks of acceleration to leave its ramp - 6 ticks overall - and to leave the ramp with about 23k velocity, slightly more than a push.) When it enters another ramp ''facing the same direction downwards'', a cart will start at the -70710 or +70710 position, and have twice as far to travel.  This means that if a cart enters a ramp from the side, it will gain twice the momentum of simply starting at the midpoint of a ramp.  &lt;br /&gt;
&lt;br /&gt;
Note that passing from one direction of ramp to another or to flat terrain causes unintuitive behavior, &amp;quot;teleporting&amp;quot; to the end of another tile in what is called the &amp;quot;[[#Checkpoint Effect|checkpoint effect]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note, however, that all sub-tile positions are carried over from tile-to-tile.  This separate tracking of velocity and position between X and Y can lead to problems with diagonal motion:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  z-1&lt;br /&gt;
▒║▒ ▒▒▒&lt;br /&gt;
═▼═ ▒╬▒&lt;br /&gt;
▒ ▒ ▒║▒&lt;br /&gt;
▒   : Wall&lt;br /&gt;
═, ║ : Track &lt;br /&gt;
╬  : Track and Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart is passing West-to-East over this setup, the valid ramp to the South will apply &amp;quot;Southward&amp;quot; acceleration to the cart (-Y velocity) as it passes through the ramp tile.  Assuming it only spends two ticks in that tile, it will have gained a lasting -5k Y velocity, which will still apply motion Southward.  If the cart continues travelling over straight track for another ten steps, it will have accumulated enough Southward motion to try to move a tile South, even if all tracks are facing East-West. &lt;br /&gt;
&lt;br /&gt;
A single tile spent on the ramp will not grant lasting southward motion, because the acceleration will be neutralised through the checkpoint effect when the cart leaves the ramp again, but the cart will be displaced about 5k sub-tiles southward, which can cause it to gain more or less speed than an undisplaced cart when meeting another south- or north-accelerating ramp.&lt;br /&gt;
&lt;br /&gt;
'''Non-curving tracks do not correct this motion'''.  &lt;br /&gt;
&lt;br /&gt;
They don't &amp;quot;tip back over&amp;quot; without adjustments in the track.  Any value of sideways motion on tracks larger than 990 will lead to a derailment. (Lower values will be nullified by friction before they are enough to lead to derailment, but there is currently no way to apply such a small amount of velocity.)  &lt;br /&gt;
&lt;br /&gt;
If the tile to the South is a wall at that point, it will be considered a collision with a wall that ''halts all motion''.  If the tile is open, the cart will simply leave the track and travel over the terrain beside it. In almost any circumstance, this is undesirable behavior.  &lt;br /&gt;
&lt;br /&gt;
The only way to appropriately deal with this is to either cancel out this behavior with an equal amount of acceleration in the opposite direction, or to take a curve. &lt;br /&gt;
&lt;br /&gt;
Note, again, that sub-track position is saved in both directions, so when a cart approaches a curve, it will already have a shorter or longer distance past the curve when it makes the turn.  &lt;br /&gt;
&lt;br /&gt;
Curves are applied at the end of a tile.  If a cart is moving East, and approaches a North-West track corner at 30k velocity, and friction is eliminated for the purposes of a cleaner demonstration, then when it enters the tile on the western (X coordinate) border of the tile, but in a central North-South (Y) orientation (sub-tile -50k X and 0 Y due to arithmetic rounding), it will then move 30k East (+X) the next tick, and be at -20k X sub-tile position, and 0 Y sub-tile position.  Next tick, it is at +10k X sub-tile position, and 0k Y sub-tile position.  Two more ticks would take it to +70k X, but that's past the tile border, so it stops at 50k, turns (and thus loses 1k velocity, but translates the rest from X-velocity to Y-velocity) and travels another 20k.  It is now at 0k X sub-tile position, and -20k Y sub-tile position (i.e. it's re-set from the end to the middle of the tile with respect to the X co-ordinate).  Next tick, it travels at 29k velocity North, and so moves to 0k X sub-tile position, and +9k Y sub-tile position.  Then in two more turns, it leaves to the North.  &lt;br /&gt;
&lt;br /&gt;
In the case of diagonal motion due to having velocities in X and Y at the same time, it is critical which tile the cart actually tries to enter next. Only if the path into that tile is blocked by the corner branches will the cart take the corner and rewrite its velocity, otherwise it leaves the corner tile without changes to its motion. If the cart is redirected by the corner, all sideways velocity is lost, as forwards velocity ''overwrites'' sideways velocity in a curve.  If, in that example in the paragraph above, the cart entered at -50k X sub-tile position with 30k X velocity, and 40k Y sub-tile position and -1k Y velocity, it would take that &amp;quot;curve&amp;quot; (or rather, redirection of velocity) on the fourth turn, while it is at 37k Y sub-tile position to start with, and then move to -53k Y sub-tile position at the end of that tick.  It would then move to -26k Y sub-tile position in the following turn, and take 3 turns to clear the tile.&lt;br /&gt;
&lt;br /&gt;
But, most importantly, it would be centered in the X sub-tile position, and all sideways velocity is safely removed.&lt;br /&gt;
&lt;br /&gt;
There are two common ways to gain sideways velocity: Rollers facing perpendicular to the cart's travel path (which, as covered above, are almost always a bad idea, as it is easier to push ''against'' the travel direction of a cart into a curve, which redirects all velocity in the new direction,) and [[#Corner Ramp Derail|corner ramps]], and require a curved track to compensate for sideways velocity within a few tiles.&lt;br /&gt;
&lt;br /&gt;
=== Track Direction Irrelevance ===&lt;br /&gt;
Carts that are traveling independently (that is, not guided) only care that tracks ''are'' on the tile, not which direction the tracks actually move.  Tracks respect only curves (with two exits) and ramps.  &lt;br /&gt;
&lt;br /&gt;
This means, for example, that the following tracks, when a (non-guided) cart travels from West-to-East, are functionally identical in effect:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
A════════════B    A╬║╚╔╣╩╦╠╥╨╞╡B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is because so far as the cart is concerned, only valid ramps and curves with two exits where there is no exit in the path they are traveling matters.  &lt;br /&gt;
&lt;br /&gt;
Hence, if a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
In fact, in a track designed for pushes or rides, a &amp;quot;║&amp;quot;, a &amp;quot;╦&amp;quot;, a &amp;quot;╬&amp;quot;, and a &amp;quot;╥&amp;quot; are ''only different in appearance'', and are ignored by an unguided cart, which will continue in its current direction, regardless of the track.  For any purpose but guided tracks, ''only curves and ramps matter at all''.  &lt;br /&gt;
&lt;br /&gt;
Tracks like T-junctions, however, ''are'' respected by dwarves guiding carts, who will lift and carry carts if they cannot find a valid track to their destination, and can choose to follow any orthogonal direction at a four-way junction in much the same way as they normally pathfind.  What this functionally means is that T and four-way junctions ''only guide dwarves hauling a cart, not carts, themselves''.&lt;br /&gt;
&lt;br /&gt;
Carts only check for curves when they are halfway through a tile.  When they get there, they look to see if their path has no exit.  (That is, if it is traveling East, it checks if there is an East exit.) If there is, it ignores all other track directions, and keeps traveling.  If there is not, it checks to see if there are only two exits to the track, and if one of those directions was the direction it &amp;quot;came from&amp;quot;.  (That is, if traveling West from the East, it checks if there is a valid exit to the West, and if not, if there is an East exit and EITHER a North or South exit.) If there is not, it ignores the track anyway, and keeps on traveling as though it were still on track.  &lt;br /&gt;
&lt;br /&gt;
If there is a curve the cart will respect, it checks for derailment.  Carts derail if their speed is higher than 50k.  Carts at this critical speed will then check for blockages of their forward path.  If there is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway.  Derailing carts do not &amp;quot;[[#Cart Jumps|jump]]&amp;quot; unless they hit completely untracked tile or an invalid ramp, but simply ignore the layout of the tracks entirely.  With invalid ramps, this means not respecting the ramp, and likely results in collision with a wall, zeroing of all velocity, and a cart that requires manual retrieval. &lt;br /&gt;
&lt;br /&gt;
If the cart is traveling at a speed that will not derail, or is forced to turn by a supporting wall, it will subtract 1000 from the &amp;quot;forwards&amp;quot; velocity of the cart, and redirect all forward velocity to the direction of the curve.  This change in the direction of velocity ''overwrites'' any &amp;quot;diagonal&amp;quot; velocity, which can prevent diagonal velocity derailments, but any perpendicular velocity is not preserved, and is instead discarded.&lt;br /&gt;
&lt;br /&gt;
=== Valid and Invalid Ramps ===&lt;br /&gt;
Ramps are functionally defined for cart purposes as being a tile which exerts an acceleration force upon its &amp;quot;downward slope&amp;quot;, and which allows connection to tracks a z-level above or below.  This downward slope requires a cart to have at least one track branch touching a wall tile and one ''and exactly one'' carved exit to the tile that is the &amp;quot;bottom&amp;quot; of the ramp. Ramps accelerate carts in this &amp;quot;downward&amp;quot; direction (possibly leading to [[#Corner Ramp Derail|diagonal movement]]), and the deceleration of an &amp;quot;uphill&amp;quot; ramp is actually just the acceleration being applied against the direction of a cart's movement.  &lt;br /&gt;
&lt;br /&gt;
This is where players can find an exploit in the behavior of ramps - if there are ''two'' &amp;quot;downhill&amp;quot; exits to a ramp (such as a &amp;quot;T junction&amp;quot; on a ramp where only one exit faces a wall), then the ramp provides no acceleration ''or'' deceleration, allowing carts to travel up ramps without any loss of momentum except for the standard &amp;quot;flat track&amp;quot; deceleration, because as far as the cart is concerned, the track ''is'' flat.  (A T junction is also not a curve, so the track is considered flat and straight no matter what direction the cart is traveling.) &lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved when there are ''no'' &amp;quot;downhill&amp;quot; exits to a ramp.  This may be the case if you have, for example, an East-West track with a one-tile channel with a ramp in it.  The cart will travel through the &amp;quot;dip&amp;quot; with no change in velocity.  It can also be the case if you abuse the [[#Track Direction Irrelevance|Track Direction Irrelevance]], and set only exits ''up'' the ramp, and none leading ''down'' the ramp.  For example, if a cart is traveling from West to East up a slope, only carving East exits on each tile of ramp will make the cart travel up the ramp, and then recognize the tile it is on as being a &amp;quot;flat&amp;quot; tile, thus ignoring any deceleration from traveling uphill.  &lt;br /&gt;
&lt;br /&gt;
Note that this effect only reliably occurs at below-derail speeds as the cart will treat the ramp as an invitation for a ramp jump otherwise. (This almost always results in a collision with a wall that will stop forward progress.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
While airborne, carts do not feel the effects of friction in any horizontal direction, and will continue until they strike an obstacle.  Carts that land on tracks instantly re-rail themselves regardless of track directionality.  &lt;br /&gt;
&lt;br /&gt;
Falling carts accelerate similarly to the way that a ramp will accelerate a cart in a special z-only velocity that only applies to airborne carts. (Actually, since a tile is notionally 1.5 times as high as it is wide/long, acceleration due to gravity in freefall appears slightly ''slower'' than ramp acceleration, since it has to move the cart (or any other object) a greater distance.) Ramp acceleration, while it logically should be partially z-directional, is only recorded as x- or y-directional, and there is no translation of z-directional velocity upon landing.  Landing carts zero out their vertical velocity upon landing, even when landing on ramps, although carts that had horizontal momentum while falling preserve it.&lt;br /&gt;
&lt;br /&gt;
This means a cart falling onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}} As a consequence, the fall damage to passengers is also negated.&lt;br /&gt;
&lt;br /&gt;
Carts falling onto a floor can, however, cause damage to creatures ''one tile below the floor''.  This can be used in an [[exploit]] called a &amp;quot;thumper&amp;quot;, where carts are caused to repeatedly fall on a floor above an entrance to the fort, inflicting significant damage (as though it were a collision) on those below the cart.&lt;br /&gt;
&lt;br /&gt;
=== Cart Jumps ===&lt;br /&gt;
Carts that cross off of &amp;quot;up&amp;quot; ramps relative to their current direction of travel, which do not have a ceiling above them, are traveling above derail speed, and do not have valid ramp track before them can translate a portion of their horizontal velocity into vertical velocity, causing a cart to be projected into the air until vertical velocity is negated and overcome by the gravitational acceleration. Because downwards acceleration is applied per-tick, this creates a reasonable facsimile of the parabolic motion of an actual object rolled up a ramp and launched with significant speed. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0             z0 hiding ramps  z+1 A          z+1 B (hidden ramp)&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒   ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═▲▲▲▲▲══▲▒▲═   ═╚╚╚╚╚═══▒══      ▼▼▼▼▼  ▼═▼       ▼▼▼▼▼  ▼╚▼ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
═ : track &lt;br /&gt;
▲  : Ramp&lt;br /&gt;
}}&lt;br /&gt;
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.) &lt;br /&gt;
&lt;br /&gt;
Carts that are traveling at derail velocity will also start &amp;quot;jumping&amp;quot; from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length. &lt;br /&gt;
&lt;br /&gt;
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.&lt;br /&gt;
&lt;br /&gt;
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp &amp;quot;tricks&amp;quot; the cart into thinking it has already started going downhill. &lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
Skipping causes significant friction on the cart, and even a cart going at max speed from ramps can only make about 50 tiles without requiring re-acceleration.  (Carts that decelerate enough that they do not trigger the skipping effect will, of course, sink.)&lt;br /&gt;
&lt;br /&gt;
=== Corner Ramp Derail ===&lt;br /&gt;
&lt;br /&gt;
Corners on upward ramps can cause diagonal movement, forcing a derail even if the cart has a wall next to it, which will force a stop when it touches a wall that forces dwarves to manually reset the cart.  &lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that a cart, after turning the bend in the track and entering e.g. a flat tile, will be subject to the checkpoint effect which applies 5k acceleration opposed to the last amount of ramp acceleration it received. Since the cart has just passed a corner, this compensatory speed adjustment now goes to the &amp;quot;outside&amp;quot; of the corner and creates enough lateral velocity to carry the cart off the track after eleven steps. (Down corner ramps do not have this problem, as the downward direction is in line with the past-corner movement direction and the checkpoint effect works on the only remaining movement vector.) &lt;br /&gt;
&lt;br /&gt;
There are two fixes to this problem.  One is to simply not put corners on up ramps.  The other is to &amp;quot;cancel&amp;quot; the lateral speed after a cart has passed the ramp, either by sending the cart through another corner or by putting a high-friction track stop on the exit tile. In the latter case, the cart will lose 10000 speed in the desired direction, but the same speed loss will apply to the undesired lateral speed, nullifying it.&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Effect ===&lt;br /&gt;
The checkpoint effect, [http://www.bay12forums.com/smf/index.php?topic=144328.0 explained in depth by Larix], is an odd and highly exploitable feature of ramps where minecarts &amp;quot;teleport&amp;quot; through the next tile of track, ignoring nearly all minecart physics (except that they stop at all walls or other obstacles and only respect curves with no backing wall and invalid ramps if they are below derail speed) and passing through that tile in just a single tick, and to the very end of the next tile.&lt;br /&gt;
&lt;br /&gt;
This effect occurs when a cart leaves a downward ramp for any other direction of tile. (This includes ramps which accelerate in different directions, even a ramp which goes from accelerating East to accelerating North due to a bend in a chain of standard down ramps in a curve.) This allows, for example, two valid straight ramps directly next to one another with a cart dropped onto one or the other with no momentum to have the cart pick up acceleration going &amp;quot;down&amp;quot; the ramp as normal, but then flying up through the &amp;quot;up&amp;quot; ramp it travels into with no loss of momentum, as though it had come from an impulse ramp.  If the two ramps had at least one space of distance between them, and then a cart were dropped in, the cart would instead &amp;quot;rock&amp;quot; back and forth between the two ramps.  &lt;br /&gt;
&lt;br /&gt;
This seems to be because ramps have a slightly longer length than regular tiles - 141,420, rather than 100,000 distance. When this &amp;quot;snaps back&amp;quot; after a ramp, it seems to project the cart suddenly further along the track, making it jump a tile ahead even when otherwise moving at relatively low speeds.&lt;br /&gt;
&lt;br /&gt;
This [[bug]] is the cause of a ''wide array'' of unexpected behavior among people who do not take this bug into account.  It causes derailments or failure to climb up seemingly valid impulse elevators.  In general, it makes a system that behaves extremely counter-intuitively, and operates ''any time a cart encounters a valid ramp''.  At the same time, when its effect is accounted for, it is highly exploitable: It causes &amp;quot;perpetual motion devices&amp;quot; using no power when two opposing ramps are placed next to one another, since the &amp;quot;uphill&amp;quot; effect of the opposing ramp is ignored, preventing deceleration.&lt;br /&gt;
&lt;br /&gt;
Another useful thing to note about this exploit is that carts traveling at no less than 71,000 or so speed (enough to travel half a ramp tile in a single tick) can travel through every tile in just one tick at no change in velocity as long as the tiles alternate between impulse ramp or actual down ramp and any other tile type.  The cart checkpoints through the non-down-ramp tiles, and can pass through the (impulse) down ramp tiles in a single tick, before they can actually start gaining momentum.  &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒    ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲═▲═▲═▲═▲═   ═╚═╚═╚═╚═╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart enters from the West at less than 72,000 speed, some of those ramps will cause Eastward acceleration.  &lt;br /&gt;
&lt;br /&gt;
This means that an impulse ramp not contiguous to other impulse ramps has a top speed of around 75k:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
▒╔═╗▒ ▒╔═╗▒&lt;br /&gt;
▒╚▲╝▒ ▒╚╗╝▒&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This setup makes a cart that travels clockwise at a speed that fluctuates around 75k velocity.  If the cart has more than 72k velocity, it fails to accelerate in the ramp, as it leaves the ramp in a single turn due to checkpointing to the halfway point.  After that, the curves sap 1k velocity, and every tick saps 10 velocity.  &lt;br /&gt;
&lt;br /&gt;
Two contiguous impulse ramps with a same-facing &amp;quot;downwards slope&amp;quot;, however, do not suffer the checkpoint effect in the second tile, giving functionally triple the space to accelerate.  This means it will add velocity (at the standard rate of 4.9k per tick) up to a maximum speed of 216k. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
▒╔══╗▒ ▒╔══╗▒&lt;br /&gt;
▒╚▲▲╝▒ ▒╚╗╗╝▒&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This example results in a cart moving three times as fast as the previous cart.&lt;br /&gt;
&lt;br /&gt;
Three successive ramps results in the highest attainable speeds.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that only consecutive ramps should be used for high acceleration, but singleton ramps can be used to have speeds that are somewhat regulated.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a &amp;quot;stacking&amp;quot; tile already occupied by other carts and will spend that time &amp;quot;hanging&amp;quot; in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler.&lt;br /&gt;
&lt;br /&gt;
=== Perfectly Elastic Collisions ===&lt;br /&gt;
Minecart collisions are perfectly elastic, meaning that not only do minecarts not take damage, but that two carts that are rolling which have frontal collisions of near-similar speed, and where one cart is no more than twice the mass of the other cart, will result in a billiard-ball-like effect of the lighter cart bouncing off the heavier cart with a proportional speed increase dependent upon the relative momentum behind the heavier cart.  &lt;br /&gt;
&lt;br /&gt;
Using this trick with carts already at the 270,000 maximum speed from ramps can result in &amp;quot;supersonic&amp;quot; carts traveling at speeds in the millions (travelling a dozen tiles per tick), but where they are suddenly subject to 10,000 units of &amp;quot;terminal velocity&amp;quot; friction per tick.  [http://www.bay12forums.com/smf/index.php?topic=137557.0 Thread with SCIENCE here].&lt;br /&gt;
&lt;br /&gt;
While hypothetically capable of launching a minecart into orbit when used in conjunction with a ramp, no cargo can be contained in the launched cart, as the collisions will force ejections of the cargo.  Your &amp;quot;unwilling volunteer&amp;quot; [[goblin]] space pioneers will simply become paste underneath the wheels of an extreme high-speed cart.&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[Quantum stockpile|quantum stockpiles]], [[garbage disposal]]s, [[Water_wheel#Micro_Water_Reactor|water reactors]], and [[portable drain]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.&lt;br /&gt;
Minecarts can be [[Trap_design#Minecarts|used as weapons]], or as (hopefully non-fatal) triggers to restart stalled [[healthcare]]. They can also  be used to time/control game events, either using a basic [[repeater]] or much more advanced [[minecart logic]].&lt;br /&gt;
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
A pressure plate can be used as automatic and more precise custom &amp;quot;launch when full enough&amp;quot; system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}&lt;br /&gt;
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. Minecart riders can also [[Swimming#Minecart_training|train swimming]] and [[Megaprojects#Surveillance_Track|detect ambushers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Simple Example Layouts ==&lt;br /&gt;
&lt;br /&gt;
=== 2-way Minecart Route ===&lt;br /&gt;
[[File:Simple2wayminecart.PNG|500px|Simple 2-way Minecart Route]]&lt;br /&gt;
&lt;br /&gt;
This is an example of how a 2 way route can be established. &lt;br /&gt;
* Stop 1 is non dumping, frictionless (Feeder Stockpile from North in this example)&lt;br /&gt;
* Stop 2 friction and dump (dumps South in this example)&lt;br /&gt;
* Stop 3 is non dumping, frictionless (Feeder Stockpile from North in this example)&lt;br /&gt;
* Stop 4 friction and dump (dumps South in this example)&lt;br /&gt;
&lt;br /&gt;
Now you create a Route hauling your desired items from Stop 1 to Stop 2 . Immediately guide the empty cart to Stop 3 (because the stop has no friction, a kicked cart will overshoot the stop).&lt;br /&gt;
Haul desired items from Stop 3 to Stop 4. Immediately guide the empty Cart to Stop 1.&lt;br /&gt;
&lt;br /&gt;
=== Automated Minecart Funicular (Elevator that also goes sideways)===&lt;br /&gt;
This is an example to set up stone delivery from multiple Z levels with a common set of tracks while automatically returning the cart to where it is supposed to go. In this example, the South track goes upwards towards the drop off point, the North track goes downwards for cart return. &lt;br /&gt;
The design pictured consists of the following:&lt;br /&gt;
[[File:MinecartFunicular.gif|frame|left]]&lt;br /&gt;
* Two ramps next to a wall spaced one tile apart&lt;br /&gt;
* Tracks on top of the ramps to make an inclined track&lt;br /&gt;
* A 3X1 channel dug down next to the ramps on the side opposite the wall&lt;br /&gt;
* 2 gear assemblies, one between the ramps, one over the middle channel&lt;br /&gt;
* Rollers on the upward track pointing towards the wall (South ramp in this example)&lt;br /&gt;
* A hatch over the channel next to your downwards ramp (North ramp in this example)&lt;br /&gt;
* A wall diagonally adjacent to the to the upwards channel&lt;br /&gt;
* Tracks leading from the hatch to the single wall&lt;br /&gt;
* A wall next to the curved section of track&lt;br /&gt;
* A pressure plate set to trigger on minecarts on the track underneath the minecart. Link the pressure plate to the hatch&lt;br /&gt;
* Set up a minecart route with one stop where the minecart is. Set the condition to kick the minecart in the direction of the channel with any condition and contents you wish&lt;br /&gt;
* Each subsequent level needs to be shifted one tile in the direction of the ramp down&lt;br /&gt;
{{clear}}&lt;br /&gt;
The unloading level just needs to pass the cart over a track stop set to dump in whatever direction you want, then send it back down the return track. It also needs to provide power to the rollers, 12 power is required per level.&lt;br /&gt;
[[File:MinecartFunicularTop.gif|thumb|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
How it works&lt;br /&gt;
* The minecart sitting on the pressure plate keeps the hatch open so that other carts may pass&lt;br /&gt;
* When the cart is off the pressure plate the hatch closes. This causes the cart to pass over the hatch back to its loading position&lt;br /&gt;
[[File:MinecartFunicularHatch.gif|thumb|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. However, it is currently possible to jump out of a moving minecart safely.{{bug|10104}} Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
* When the minecart is on a track, options appear to {{DFtext|Guide}} it in directions that the tracks lead. This moves the cart 1 tile in the direction it is guided. Guiding the cart is the only way to move a minecart from a maximum friction track stop (other than taking it into inventory.)&lt;br /&gt;
&lt;br /&gt;
Minecarts in adventure mode are not restricted by a lack of tracks. However, they are hindered by natural ramps. Attempting to go up a slope will lead up the cart slamming into the wall. The good news is you'll make it over the ramp. The bad news is you likely won't stick the landing.&lt;br /&gt;
&lt;br /&gt;
Note that while carts are a powerful weapon if heavy and fast enough, they have their limits, and a collision can sharply reduce the speed of a cart depending on what you hit, potentially enough to eject the rider. Trying to run over a human will send them flying, while trying to ram a dragon will not end well.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The &amp;quot;How Does Minecart&amp;quot; Thread] by '''Girlinhat''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''. (Images recovered from wayback machine and posted here: https://imgur.com/gallery/LpRsDwO)&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.&lt;br /&gt;
* [https://www.youtube.com/watch?v=hctG2dQzHwg Real-life railcarts/conveyor hybrid] which uses similar mechanics.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*If a minecart travelling at high speed hits a wall, it and its contents may go through the wall, or even end up embedded in it.{{bug|5996}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
*Jumping out of a minecart in motion does not lead to injury.{{bug|10104}}&lt;br /&gt;
*Jumping into a stationary minecart can lead to significant injury.{{bug|10229}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_MINECART}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sylvite&amp;diff=295666</id>
		<title>Sylvite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sylvite&amp;diff=295666"/>
		<updated>2023-10-20T23:02:00Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Remove migration notice - appears to be on-par with equivalent articles. Restored to superior, per previous version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sylvite''' is an unremarkable [[stone]] found in large quantities within [[rock salt]]. It is [[fire-safe]], but not [[magma safe]]. &lt;br /&gt;
&lt;br /&gt;
It is red-orange with [[premium]] graphics or yellow with [[classic]] graphics.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
In real life, sylvite is potassium chloride in mineral form, making it a type of [[potash]], and is chiefly used for fertilizer.&lt;br /&gt;
&lt;br /&gt;
[[File:Sylvine.jpg|center|thumb|260px|Sylvite.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=295665</id>
		<title>Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shell&amp;diff=295665"/>
		<updated>2023-10-20T16:00:09Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Expand on and correct paragraphs about acquiring shells, as it contained a notable amount of incorrect information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[File:Shells.jpg|thumb|right|Assorted shells]]&lt;br /&gt;
{{catbox}}&lt;br /&gt;
A '''shell''' is a hard external covering used by certain creatures for defense.&lt;br /&gt;
&lt;br /&gt;
As obtaining shells implies killing the creature that created it (like [[mussel]]s), elves stop trading with you if you offer any item crafted from shells.&lt;br /&gt;
&lt;br /&gt;
==Acquiring shells==&lt;br /&gt;
In most cases, they are acquired as part of your [[fishing]] industry: dwarves may catch shelled [[vermin]] critters such as [[turtle]]s, [[oyster]]s, and [[mussel]]s, which produce a shell when processed at a [[fishery]]. These creatures will also leave behind their shells if left to rot long enough after being caught. They may also be obtained from [[butcher]]ing a few land animals, such as [[armadillo]]s, [[desert tortoise]]s, [[giant animal|giant]] forms of many shell-bearing vermin, and, with luck, [[forgotten beast|certain]] [[titan|fun]] [[demon|creatures]].&lt;br /&gt;
&lt;br /&gt;
Be aware that shells cannot easily be acquired via [[trading]] – any non-caged turtles, crustaceans, or shellfish purchased from traders have already been processed and had their shells removed. As a result, fortresses with no naturally occurring above ground fishing sites can struggle to acquire shells. This can cause problems if a shell-preferring [[strange mood|moody]] dwarf requests shells as a material. To avoid the risk of dwarves attempting to make impossible artifacts, you can catch pond turtles by having [[fisherdwarf|fisherdwarves]] fish in an outdoor [[pond]]. As long as there is a population of pond turtles in the area, your fisherdwarves will eventually catch some, which can be shelled in a [[fishery]]. Alternatively, you may be able to [[animal training|capture]] or trade for tortoises, armadillos, or other '''non-vermin''' shell-bearing creatures for the purposes of animal husbandry. Procedurally-generated creatures that have shells will also provide one when butchering - if this is your only source of shells, be sure to save them for strange moods.&lt;br /&gt;
&lt;br /&gt;
Whichever process you use will likely take a significant amount of time, so make sure you do it ''before'' the strange mood strikes.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Shells can be worked by a dwarf with the [[bone carver]] [[skill]]. They can be used for many of the same purposes as [[bone]], such as in making [[crafts]], [[decoration]]s, and cheap, lightweight, low-defense [[armor]] ([[leggings]], [[gauntlet]]s, and [[helm]]s only). Notably, unlike bones, they cannot be used to produce [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Shells can be stored in a [[stockpile#Refuse|refuse stockpile]]. Stored shells will decay over time due to [[vermin]], but even a small fishing industry can produce many shells very quickly. As such, having a bone carver on hand to convert them to trade goods can be an effective way to generate wealth early on; even though shells have a low innate material value, quantity can win out over quality here. Also, shell armor is better than nothing and doesn't slow down your military like metal armor does – consider producing some early on if you can't immediately acquire metal armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
{{mod|section}}&lt;br /&gt;
In previous versions, shells were frequently requested by [[strange mood|moody]] dwarves, and difficult if not impossible to obtain. As of the current version, only dwarves with a [[preference]] for shells will demand them for artifacts. Shells are still hard to come by, though, so players occasionally mod the game to make sure their fortress will have shells available.&lt;br /&gt;
&lt;br /&gt;
=== Adding shells to existing creatures ===&lt;br /&gt;
The combination of the common requirement for shells during strange moods, the bug that causes shell-producing fish to be unavailable in many maps, and the inability to trade for shells may lead to unresolvable strange moods.  It is possible to modify the raws to allow other creatures to produce shells, if the player is so inclined:&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/creature_domestic.txt, find &amp;quot;[CREATURE:COW]&amp;quot;&lt;br /&gt;
#Alter the [BODY] section to include &amp;quot;:SHELL&amp;quot; i.e., [BODY:QUADRUPED_HOOF:TAIL:2EYES:SHELL:BRAIN...]&lt;br /&gt;
#Add the [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_MATERIALS] section&lt;br /&gt;
#Add the [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] tag to the [BODY_DETAIL_PLAN:STANDARD_TISSUES] section&lt;br /&gt;
#Add the [BODY_DETAIL_PLAN:SHELL_POSITIONS] tag to the creature&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of creature_domestic.txt contained in your saves folder, as each game has its own copies of the raws.&lt;br /&gt;
&lt;br /&gt;
Slaughtering a cow should now produce a &amp;quot;Stray Cow shell&amp;quot; usable by dwarves stuck in strange moods.&lt;br /&gt;
Pay attention, that editing creature after creating world may cause later crashes when changing game's version. In fact, after porting the save to the modified version, the game will crash every time your dwarves try picking up the skeleton that previously had shell. It's '''strongly''' recommended to use the second way, as it doesn't add any new body part to creatures, but only adds a new way of using an already existing body part, which is much less crash provoking.&lt;br /&gt;
&lt;br /&gt;
=== Enabling other materials to be used in moods ===&lt;br /&gt;
If you don't want to add shells to existing creatures, you can enable other materials, like [[hoof|hooves]] or [[ivory]], to be used in strange moods instead of shells. The only effect is that the materials will be available for moods, you won't be able to e.g. make shell crafts of them.&lt;br /&gt;
&lt;br /&gt;
#In raw/objects/material_template_default.txt look up the material you want to enable, for example [MATERIAL_TEMPLATE:HOOF_TEMPLATE]&lt;br /&gt;
#Add the [SHELL] tag to the material&lt;br /&gt;
#If you wish to apply this change to a game in progress, remember to also alter the copy of material_template_default.txt contained in your saves folder. The change won't affect body parts that are already lying around, but will affect newly created body parts from butchered creatures.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kerlîg&lt;br /&gt;
| elvish  = caraca&lt;br /&gt;
| goblin  = åtsnusm&lt;br /&gt;
| human   = luthi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Shell]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fisherdwarf&amp;diff=295663</id>
		<title>Fisherdwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fisherdwarf&amp;diff=295663"/>
		<updated>2023-10-20T15:18:50Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Heavier wikilinking, slightly correct information on fishing industry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 1:0&lt;br /&gt;
| graphic    = [[File:fisherdwarf_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = 107px&lt;br /&gt;
| skill      = Fisherdwarf&lt;br /&gt;
| profession = [[Fishery worker]]&lt;br /&gt;
| job name   = [[Fishing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Fishing&lt;br /&gt;
| workshop =&lt;br /&gt;
* [[Fishery]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Patience&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fisherdwarf''' is the skill associated with the fishing [[labor]]. Fisherdwarves catch [[vermin]] [[Fish|fish]] from available [[water]] sources: [[murky pool]]s, [[brook]]s, [[river]]s, [[lake]]s and the [[ocean]]. &lt;br /&gt;
&lt;br /&gt;
Fisherdwarf [[skill|skill level]] is related to the speed at which the labor is completed. Dwarves can fish through floor [[grate]]s and floor [[bars]].&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves will fish from any water by default. Change this using the [[standing orders]] screen under the Labor menu ({{k|y}}) to toggle between 'prefer [[Fishing_industry#Fishing_Zone|fishing zones]]' (the default) and '[[zone]]-only fishing', which will prevent dwarves from fishing outside of designated areas - this can be useful, for instance, if you have a crocodile-infested river, or a Terrifying ocean, and don't want your fishers wandering into danger. Fisherdwarves often get negative [[thoughts]] from being caught in the rain outside, or being exposed to dead bodies lying underwater, so designating indoors-only fishing areas will prevent this.&lt;br /&gt;
&lt;br /&gt;
Fisherdwarves can produce food, [[shell|craft material]]s, and [[captured live fish|capture]] fish for [[mog juice|extract]] and [[pet]]s for a fortress as part of the [[fishing industry]].&lt;br /&gt;
&lt;br /&gt;
Note that while it is possible to fish from any body of water, what you get will depend on '''where''' the water is - any body of water which is not part of a river, lake, ocean, or cavern layer will always yield ''pond'' fish (i.e. [[turtle]]s). If you want to catch river fish, you must fish from the river's original tiles (or perform some [[DFHack]] trickery to mark your new tiles as being part of the river).{{cite forum|147408/5942325}}&lt;br /&gt;
&lt;br /&gt;
On an ocean embark, if your fisherdwarves are fishing in the caverns, and from a water area that is connected to the side of the map the ocean is on, your dwarves will catch ocean fish, including [[shell]]-bearing [[nautilus]]es. This is because fish are &amp;quot;vermin&amp;quot; meaning they aren't bound by continual existence. As such, a fish that could be on any square can be fished from any other square. An indoor pond on an embark with a river should provide some river fish. It appears that fish-vermin cannot be caught, unless the tile you are fishing from is connected to a &amp;quot;water source&amp;quot; tile on the edge of the map.&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_fishing.jpg|thumb|340px|center|It's reel easy for dwarves to get hooked on fishing.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Sexy-dwarves-united''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== How dwarves fish ==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Fishing requires no equipment, as fisherdwarves have developed a highly superior fishing method: When tasked, the dwarf will go out to a body of water they have picked and wade in, knee deep. The dwarf then simply lowers his prestigious beard into the water and waits. Inevitably, a fish will arrive, attracted by the remains of the dwarf's last meal still lodged in his beard. When the fish makes the fatal error of attempting to acquire this morsel, it is hopelessly entangled. (In some kobold societies, they fish exclusively with nets made from dwarf beard hair.) The only flaw in this method is that devilish [[carp]] have learned to drag dwarves into rivers by their beard. In some instances, when the carp rips out a significant portion of the Fisherdwarf's beard, he will simply allow himself to drown. Most dwarves see this as more honorable than returning home in horrible beardless shame.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=295564</id>
		<title>Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=295564"/>
		<updated>2023-10-15T23:13:15Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Widow(er)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Dwarf cancels task-getting married.png|Now that's a dwarf with priorities.|thumb|right|400px]]&lt;br /&gt;
Two intelligent [[creatures]], including [[dwarf|dwarves]], can get '''married''' after having a romantic [[relationship]] together. Instantly after marriage, those dwarves usually throw a wedding party if there is an available room, such as a [[sculpture garden|statue garden]], or a [[dining room]] marked as a meeting hall. A dwarf whose spouse dies may eventually develop another romantic relationship and marry again. Marrying will give both participating parties very strong positive [[thought]]s, while the death of a spouse will in turn give the widow(er) an unhappy thought. Dwarves will cancel their current [[labor|task]] when getting married.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage announcement.png|543px]]&lt;br /&gt;
== Marriage eligibility == &lt;br /&gt;
In order to be eligible for romantic relationships, dwarves must be [[friend]]s, adults, have a personality that does not prevent romance (extremely low LOVE_PROPENSITY, GREGARIOUSNESS, LUST_PROPENSITY or similar) and must be [[orientation]]-compatible. They must not be too closely related: cousins or other distant relatives can marry, but [[Relationship|siblings]] cannot. They also cannot be too far apart in age: the age difference must be max(10,min(age_1,age_2)/2), i.e. a maximum of 10 years if the younger dwarf is 20 years old or younger, or else half the age of the younger of the two dwarves (so a 100-year-old dwarf can marry someone 50 years older). The age restriction only applies in [[fortress mode]], so incoming pre-generated dwarves (i.e. [[migrant]]s) may have a larger gap between their ages.&lt;br /&gt;
&lt;br /&gt;
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet otherwise. For example, two miners are likely to become romantically involved, especially in a fort with sporadic mining, since they will be &amp;quot;off work&amp;quot; at the same time and spend that time together frequently.&lt;br /&gt;
&lt;br /&gt;
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will then socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become [[friend]]s. Dwarves with too little free time will not have time for romance. Occasionally, a couple may stay in the &amp;quot;Lover&amp;quot; stage perpetually without ever being married or breaking off the relationship.&lt;br /&gt;
&lt;br /&gt;
Many marriages seem to occur during springtime or early summer.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not necessarily marry people of the opposite sex - see the [[orientation]] article for more details. However, they will only marry other dwarves, as interspecies romance is not a thing in ''Dwarf Fortress''. The same is true for marriage in all other species.&lt;br /&gt;
&lt;br /&gt;
== Married life ==&lt;br /&gt;
Married dwarves sleep together. Because of this, the couple only requires one [[bed]], and any [[bedroom]] claimed by or assigned to one spouse will automatically be assigned to both.  This also applies to [[table]]s, if they are assigned specifically to a dwarf. Married dwarves also will not let themselves be separated - if you [[expel]] one, their spouse (and entire family) will follow them. If you [[messenger|request]] a married dwarf from your [[holding]]s to come to your fortress, the spouse will automatically be requested as well.&lt;br /&gt;
&lt;br /&gt;
Dwarves may divorce and re-marry - for example, if their former spouse dies. However, although they may occasionally have multiple lovers, they will never marry more than one person at the same time. Marriages ''do'' end if one of the spouses dies, even if they get raised as [[intelligent undead]], in which case their relationship status will be reset to 'Friend'. It is also possible for a divorced couple to re-marry.&lt;br /&gt;
&lt;br /&gt;
In an opposite-sex couple, the wife can become [[children|pregnant]] as a result of socializing with her spouse. Not every interaction will result in pregnancy, so there is some random element involved, but a female dwarf can in principle keep having about one baby a year until she or her husband [[death|dies]], or until the fortress's [[d_init.txt|child limit]] (or strict population cap) is reached. There are no visible signs of pregnancy, and the only effective means of contraception (other than the aforementioned limits) is to keep the spouses from interacting with each other. However, that doesn't mean a pregnancy will always result in a [[baby]]. Pregnancies may end in [[miscarriage]] if the dwarf is starving, dehydrated, sustains an [[wound|injury]], etc., which can lead to [[tantrum]]s from your now-miserable dwarf and possibly a downward spiral of [[fun]].&lt;br /&gt;
&lt;br /&gt;
In the [[Relationship]]s screen ({{k|v}}-{{k|z}}-{{k|r}}), '''Husband''' or '''Wife''' tops the list, followed by [[children]], and then [[deities]].&lt;br /&gt;
&lt;br /&gt;
Some [[noble]] positions, including the [[monarch]], give their &amp;quot;[[consort]]s&amp;quot; an honorary title without any tangible privileges.&lt;br /&gt;
&lt;br /&gt;
== Arranging marriages ==&lt;br /&gt;
[[Image:Honeymoon.png|thumb|right|200px|Pre-honeymoon suites]]&lt;br /&gt;
Dwarves, at least, are quite slow to form close relationships; several years of non-stop socialization may only form one or two romantic couples. For overseers who want children (possibly because their civilization is [[extinct]]), a more proactive approach is often necessary. A good first step is to determine which dwarves are compatible. They must be adults, have personalities conducive to forming relationships, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be [[orientation]]-compatible, and not be too closely related to each other (cousins can marry). Once you have selected couples, the next step is to cause them to idle next to each other as frequently as possible. This can be achieved by assigning them to special &amp;quot;pre-honeymoon&amp;quot; suites containing two [[bed]]s (each defining a [[bedroom]]), enough fancy furniture to make the rooms high-quality, and impassable furniture ([[statue]]s) to prevent the owners from avoiding each other. (Designate the rooms *before* adding the statues, since you can't designate a room through them.) Reduce your chosen dwarves' workloads and disable all [[meeting area]]s (including [[sculpture garden]]s, [[zoo]]s, etc.) to force them to idle in their shared bedroom as much as possible. Note that locking them into the room may be counterproductive since it limits the number of &amp;quot;encounters&amp;quot;. With a proper setup your dwarves should be married in a matter of months.&lt;br /&gt;
&lt;br /&gt;
Those willing to [[Cheating|cheat]] using [[DFHack]] can use the command 'gui/family-affairs' to instantly force a marriage between any two eligible dwarves.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In prior versions, there was a hard limit of 10 years in maximum age difference as a prerequisite for becoming lovers and eventually marrying. Toady eventually extended it because it led to many immortal creatures (such as [[elves]]) never finding a suitable match due to having too dispersed age distribution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Children]]&lt;br /&gt;
* [[Relationship]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Marriage]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=295552</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=295552"/>
		<updated>2023-10-15T17:04:16Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* Varieties */ Note the extreme amount of time diamonds will burn for. Needs exact details, though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional|16:42, 13 January 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:gem_sprite_preview.png|right]]Small clusters of rough '''gems''' can be found almost anywhere while [[mining]]. After they have been mined by a [[miner]] and cut by a [[gem cutter]], a [[gem setter]] can use them to [[encrust]] [[furniture]], [[crafts]], and [[ammunition]]. In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Cut gems''' can also be used to create [[window]]s and are often required as a source material for [[legendary artifact]]s. Gem-encrusted [[weapon]]s and [[armor]] can be found in-game, but cannot be made in fortress mode.  Stones, except the various types of clay, can also be cut into gems.&lt;br /&gt;
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There are a total of 130 different kinds of gems, 127 excluding the three kinds of [[glass]]. Of these, 57 are ornamental, 58 semi-precious, 4 precious and 8 rare.&lt;br /&gt;
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A large variety of cut gems can be brought by and requested from the dwarven caravan. You cannot import rough gems with the exception of raw [[glass]], which human and dwarven caravans can bring. &lt;br /&gt;
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Exactly 5% of all rough gems will be cut into a single [[Useless_crap|craft]] or '''large gem''' (with 1 craft for every 8 large gems), and the same occurs with raw glass (but with different ratios - 33% of all jobs, producing 11 crafts for every 16 large gems). Note that these will ''replace'' a cut gem and cannot be used to encrust goods. The value of such crafts can easily reach hundreds, even several thousand in the case of valuable gems and good craftsdwarfship. A dwarf in the throes of a [[strange mood]] can take a single gem and cut it into a [[legendary artifact]] known as a &amp;quot;perfect gem&amp;quot; - this is simply a special name for an artifact large gem.&lt;br /&gt;
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Large gem production is bugged as of v50.07, and large gems can only be produced when specifying a gem type (see [http://www.bay12forums.com/smf/index.php?topic=180920.msg8452014#msg8452014 the forum post] for more information).&lt;br /&gt;
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If you have any bags of sand, you can also manufacture [[Glass|raw glass]], which is the same as a lower-value, uncut gem.&lt;br /&gt;
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[[Gizzard stone]]s are found as a by-product when butchering some animals, and can be used like cut gems. Only a few animal species give gizzard stones, but each member of such a species butchered will yield one, which can lead to a decent supply when you manage to set up an [[ostrich]] or [[elk bird]] farm.&lt;br /&gt;
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A killed [[amethyst man]] will, logically, drop a rough amethyst, but amethyst men are fairly rare.  Forgotten beasts made of gem will leave a [[corpse]], in some cases weighing thousands of Urists, but the corpse cannot be cut into gems or used in any other way.&lt;br /&gt;
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You can also direct your dwarves to cut stone, [[shell]], [[horn]] and [[teeth|ivory]] into a '''large gem''' which can be done at a [[craftsdwarf's workshop]].&lt;br /&gt;
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== Value ==&lt;br /&gt;
Gems have a base [[value]] of 6 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 20. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 20 times the gem type's value multiplier - see [[gem cutting]] and [[gem setting]]. Large gems have a base value of 10, and can also have a [[quality]] modifier which increases value.&lt;br /&gt;
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To give an example, a rough green zircon will be worth (6×20=) 120☼, a cut green zircon (20×20=) 400☼ and a masterwork large green zircon (10×20×2+30=) 430☼.&lt;br /&gt;
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Dwarves who have preferences for certain gems and colors will have a higher-value perception of the items and walls encrusted with, or painted in, them.&lt;br /&gt;
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In the premium version of the game, you can also quickly identify low-value uncut gems from the higher-value counterparts by the way they appear in-game - lower-value gems are smaller and do not have as many spikes. &lt;br /&gt;
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[[File:Gems.png|High value and low value gems]]&lt;br /&gt;
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== Varieties ==&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head|class=wikitable}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[green glass]]|value=2|color={{Raw Tile|☼♦|2:0}} dark green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[clear glass]]|value=5|color={{Raw Tile|☼♦|3:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:0&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[crystal glass]]|value=10|color={{Raw Tile|☼♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[amber opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_amber_opal_sprite.png]] [[File:cut_amber_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[aventurine]]|value=3|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_aventurine_sprite.png]] [[File:cut_aventurine_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[banded agate]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_banded_agate_sprite.png]] [[File:cut_banded_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bloodstone]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} sea green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bloodstone_sprite.png]] [[File:cut_bloodstone_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[blue jade]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_jade_sprite.png]] [[File:cut_blue_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bone opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bone_opal_sprite.png]] [[File:cut_bone_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[brown jasper]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_jasper_sprite.png]] [[File:cut_brown_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[carnelian]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} rust&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_carnelian_sprite.png]] [[File:cut_carnelian_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[cherry opal]]|value=10|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cherry_opal_sprite.png]] [[File:cut_cherry_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysocolla]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysocolla_sprite.png]] [[File:cut_chrysocolla_sprite.png]]|fwhere=[[Malachite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysoprase]]|value=2|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoprase_sprite.png]] [[File:cut_chrysoprase_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[citrine]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_citrine_sprite.png]] [[File:cut_citrine_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[clear tourmaline]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_tourmaline_sprite.png]] [[File:cut_clear_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[dendritic agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_dendritic_agate__sprite.png]] [[File:cut_dendritic_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fire agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_agate_sprite.png]] [[File:cut_fire_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fortification agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cardinal&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fortification_agate_sprite.png]] [[File:cut_fortification_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gold opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_gold_opal_sprite.png]] [[File:cut_gold_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gray chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} gray&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_gray_chalcedony_sprite.png]] [[File:cut_gray_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[jasper opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_jasper_opal_sprite.png]] [[File:cut_jasper_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lace agate]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lace_agate_sprite.png]] [[File:cut_lace_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lapis lazuli]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lapis_lazuli_sprite.png]] [[File:cut_lapis_lazuli_sprite.png]]|fwhere=[[Igneous intrusive]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lavender jade]]|value=2|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} heliotrope&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_lavender_jade_sprite.png]] [[File:cut_lavender_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_opal_sprite.png]] [[File:cut_milk_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk quartz]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_quartz_sprite.png]] [[File:cut_milk_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moonstone]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_moonstone_sprite.png]] [[File:cut_moonstone_sprite.png]]|fwhere=[[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[morion]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morion_sprite.png]] [[File:cut_morion_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss agate]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_agate_sprite.png]] [[File:cut_moss_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} moss green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_opal_sprite.png]] [[File:cut_moss_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_opal_sprite.png]] [[File:cut_onyx_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_sprite.png]] [[File:cut_onyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[picture jasper]]|value=3|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_picture_jasper_sprite.png]] [[File:cut_picture_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pineapple opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pineapple_opal_sprite.png]] [[File:cut_pineapple_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pink jade]]|value=2|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_jade_sprite.png]] [[File:cut_pink_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pipe opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pipe_opal_sprite.png]] [[File:cut_pipe_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[plume agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_plume_agate_sprite.png]] [[File:cut_plume_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_opal_sprite.png]] [[File:cut_prase_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} spring green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_sprite.png]] [[File:cut_prase_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pyrite]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} silver&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pyrite_sprite.png]] [[File:cut_pyrite_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[resin opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_resin_opal_sprite.png]] [[File:cut_resin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rock crystal]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rock_crystal_sprite.png]] [[File:cut_rock_crystal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rose quartz]]|value=3|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rose_quartz_sprite.png]] [[File:cut_rose_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sardonyx]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sardonyx_sprite.png]] [[File:cut_sardonyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sard]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} mahogany&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sard_sprite.png]] [[File:cut_sard_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[schorl]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} taupe dark&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_schorl_sprite.png]] [[File:cut_schorl_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[shell opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_shell_opal_sprite.png]] [[File:rough_shell_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[smoky quartz]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} olive&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_smoky_quartz_sprite.png]] [[File:cut_smoky_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sunstone]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} pumpkin&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_sunstone_sprite.png]] [[File:cut_sunstone_sprite.png]]|fwhere=[[Basalt]], [[Gneiss]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tiger iron]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tiger_iron_sprite.png]] [[File:cut_tiger_iron_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tigereye]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tigereye_sprite.png]] [[File:cut_tigereye_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tube agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tube_agate_sprite.png]] [[File:cut_tube_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[turquoise]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_turquoise_sprite.png]] [[File:cut_turquoise_sprite.png]]|fwhere=[[Igneous extrusive]], [[Kaolinite]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[variscite]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_variscite_sprite.png]] [[File:cut_variscite_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wax opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wax_opal_sprite.png]] [[File:cut_wax_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_chalcedony_sprite.png]] [[File:cut_white_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white jade]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_jade_sprite.png]] [[File:cut_white_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wood opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} dark brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wood_opal_sprite.png]] [[File:cut_wood_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[yellow jasper]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_jasper_sprite.png]] [[File:cut_yellow_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[alexandrite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_alexandrite_sprite.png]] [[File:cut_alexandrite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[almandine]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_almandine_sprite.png]] [[File:cut_almandine_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[amethyst]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} amethyst&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_amethyst_sprite.png]] [[File:cut_amethyst_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[aquamarine]]|value=20|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} aquamarine&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_aquamarine_sprite.png]] [[File:cut_aquamarine_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[bandfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} pearl&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_bandfire_opal_sprite.png]] [[File:cut_bandfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black opal]]|value=30|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_opal_sprite.png]] [[File:cut_black_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black pyrope]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_pyrope_sprite.png]] [[File:cut_black_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black zircon]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_zircon_sprite.png]] [[File:cut_black_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[blue garnet]]|value=30|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_garnet_sprite.png]] [[File:cut_blue_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[brown zircon]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} light brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_zircon_sprite.png]] [[File:cut_brown_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cat's eye]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cats_eye_sprite.png]] [[File:cut_cats_eye_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[chrysoberyl]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} chartreuse&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoberyl_sprite.png]] [[File:cut_chrysoberyl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cinnamon grossular]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cinnamon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_cinnamon_grossular_sprite.png]] [[File:cut_cinnamon_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[claro opal]]|value=20|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_claro_opal_sprite.png]] [[File:cut_claro_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear garnet]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_garnet_sprite.png]] [[File:cut_clear_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear zircon]]|value=25|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_zircon_sprite.png]] [[File:cut_clear_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[crystal opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_crystal_opal_sprite.png]] [[File:cut_crystal_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[demantoid]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_demantoid_sprite.png]] [[File:cut_demantoid_sprite.png]]|fwhere=[[Chromite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[fire opal]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_opal_sprite.png]] [[File:cut_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[golden beryl]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_golden_beryl_sprite.png]] [[File:cut_golden_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[goshenite]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_goshenite_sprite.png]] [[File:cut_goshenite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green jade]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_jade_sprite.png]] [[File:cut_green_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green tourmaline]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_tourmaline_sprite.png]] [[File:cut_green_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green zircon]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_zircon_sprite.png]] [[File:cut_green_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[harlequin opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_harlequin_opal_sprite.png]] [[File:cut_harlequin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[heliodor]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_heliodor_sprite.png]] [[File:cut_heliodor_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[honey yellow beryl]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_honey_yellow_beryl_sprite.png]] [[File:cut_honey_yellow_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[indigo tourmaline]]|value=25|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} indigo&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_indigo_tourmaline_sprite.png]] [[File:cut_indigo_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[jelly opal]]|value=15|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_jelly_opal_sprite.png]] [[File:cut_jelly_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[kunzite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} fuchsia&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_kunzite_sprite.png]] [[File:cut_kunzite_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[levin opal]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_levin_opal_sprite.png]] [[File:cut_levin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[light yellow diamond]]|value=30|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_light_yellow_diamond_sprite.png]] [[File:cut_light_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[melanite]]|value=15|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_melanite_sprite.png]] [[File:cut_melanite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[morganite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} lilac&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morganite_sprite.png]] [[File:cut_morganite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[peridot]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_peridot_sprite.png]] [[File:cut_peridot_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pinfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pinfire_opal_sprite.png]] [[File:cut_pinfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink garnet]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_garnet_sprite.png]] [[File:cut_pink_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink tourmaline]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_tourmaline_sprite.png]] [[File:cut_pink_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[precious fire opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_precious_fire_opal_sprite.png]] [[File:cut_precious_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[purple spinel]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} purple&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_purple_spinel_sprite.png]] [[File:cut_purple_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red beryl]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_beryl_sprite.png]] [[File:cut_red_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red flash opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_flash_opal_sprite.png]] [[File:cut_red_flash_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red grossular]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red pyrope]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red spinel]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red tourmaline]]|value=15|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_tourmaline_sprite.png]] [[File:cut_red_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red zircon]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_zircon_sprite.png]] [[File:cut_red_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rhodolite]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} puce&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_rhodolite_sprite.png]] [[File:cut_rhodolite_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rubicelle]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rubicelle_sprite.png]] [[File:cut_rubicelle_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tanzanite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tanzanite_sprite.png]] [[File:cut_tanzanite_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topazolite]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topazolite_sprite.png]] [[File:cut_topazolite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topaz]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} goldenrod&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topaz_sprite.png]] [[File:cut_topaz_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tsavorite]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tsavorite_sprite.png]] [[File:cut_tsavorite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[violet spessartine]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_violet_spessartine_sprite.png]] [[File:cut_violet_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[white opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_opal_sprite.png]] [[File:cut_white_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow grossular]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_grossular_sprite.png]] [[File:cut_yellow_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow spessartine]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_spessartine_sprite.png]] [[File:cut_yellow_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow zircon]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_zircon_sprite.png]] [[File:cut_yellow_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[emerald]]|value=40|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} emerald&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_emerald_sprite.png]] [[File:cut_emerald_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[faint yellow diamond]]|value=40|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_faint_yellow_diamond_sprite.png]] [[File:cut_faint_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[ruby]]|value=40|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_ruby_sprite.png]] [[File:cut_ruby_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[sapphire]]|value=40|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sapphire_sprite.png]] [[File:cut_sapphire_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[black diamond]]|value=60|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_diamond_sprite.png]] [[File:cut_black_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[blue diamond]]|value=60|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_diamond_sprite.png]] [[File:cut_blue_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[clear diamond]]|value=60|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_diamond_sprite.png]] [[File:cut_clear_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[green diamond]]|value=60|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_diamond_sprite.png]] [[File:cut_green_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[red diamond]]|value=60|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_diamond_sprite.png]] [[File:cut_red_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star ruby]]|value=60|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_ruby_sprite.png]] [[File:cut_ruby_sprite.png]]|fwhere=[[Ruby]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star sapphire]]|value=60|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_sapphire_sprite.png]] [[File:cut_star_sapphire_sprite.png]]|fwhere=[[Sapphire]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[yellow diamond]]|value=60|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_diamond_sprite.png]] [[File:cut_yellow_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
See [https://spreadsheets.google.com/spreadsheet/ccc?key=0Auy0R4dx5JF6dEdwQ3B5WkdCeUp0SjZYSl9vc3lteFE&amp;amp;hl=en_US#gid=0 here] or [https://spreadsheets.google.com/spreadsheet/ccc?key=0ApoOG6GC8_0RdHR5QkNDZlYwa1RYeUpCSzJSNUZIRkE&amp;amp;hl=en_US here] for a sortable, print-friendly spreadsheet with all gems and their values.&lt;br /&gt;
&lt;br /&gt;
See [[Gem/Textlist|here]] for a text list of rough gems sorted alphabetically by variety.&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[Fire|ignite]] if they come into contact with [[magma]]. They can burn for years before finally [[wear]]ing away.&lt;br /&gt;
&lt;br /&gt;
== Gem cuts ==&lt;br /&gt;
&lt;br /&gt;
Finished gems have a particular cut, which doesn't affect the gem's value. A gem may appear to have multiple cuts, such as a &amp;quot;square brilliant&amp;quot; or &amp;quot;tapered baguette&amp;quot; cut, but these combinations are actually distinct cuts (judging by the game's raws). Some gem cuts are also known as &amp;quot;cabochons&amp;quot;, which have a basic &amp;quot;shape&amp;quot; cut typically as a rounded, polished stone. Gizzard stones do not have cuts. &lt;br /&gt;
&lt;br /&gt;
List of cuts:&lt;br /&gt;
{{Columns-list|colwidth=15em|&lt;br /&gt;
* baguette cut&lt;br /&gt;
* briolette cut&lt;br /&gt;
* cushion ... cabochon&lt;br /&gt;
* cushion cut&lt;br /&gt;
* emerald cut&lt;br /&gt;
* marquise cut&lt;br /&gt;
* octagon cut&lt;br /&gt;
* oval ... cabochon&lt;br /&gt;
* oval cut&lt;br /&gt;
* pear cut&lt;br /&gt;
* point cut&lt;br /&gt;
* radiant cut&lt;br /&gt;
* rectangular ... cabochon&lt;br /&gt;
* rose cut&lt;br /&gt;
* round brilliant cut&lt;br /&gt;
* round ... cabochon&lt;br /&gt;
* single cut&lt;br /&gt;
* square brilliant cut&lt;br /&gt;
* square cut&lt;br /&gt;
* table cut&lt;br /&gt;
* tapered baguette cut&lt;br /&gt;
* trillion cut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Large gems (the finished good) are referred to as a singular version of their material such as &amp;quot;large single cut clear zircon&amp;quot; or &amp;quot;large cushion moonstone cabochon&amp;quot;. Cut gems (the most common output of gem cutting which is used for decorating) are referred to as a plural version of their material such as &amp;quot;round brilliant cut peridots&amp;quot; or &amp;quot;cushion green diamond cabochons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Rare gems ==&lt;br /&gt;
[[Faint yellow diamond]]s only appear in [[kimberlite]] (which, itself, only appears in [[gabbro]] layers) and [[sapphire]]s and [[ruby|rubies]] only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds, and in the gem-encrusted walls on the bottom-most cavern layer. [[Star sapphire]]s and [[Star ruby|star rubies]] only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
All precious and rare gems may also be found in [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
Gems&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Sprite&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼♦|2:0}}||[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼♦|3:0}}||[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼♦|7:1}}||[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]||rough [[rock crystal]] + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the [[glassmaking]] [[labor]] designated, and, just like working [[metal]], it also requires [[fuel]] (either [[coke]] or [[charcoal]]) at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].  Like all gems, raw glass has no [[quality]] modifiers.  Note that cut rock crystals can't be used to make crystal glass objects.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  See [[glass]] and [[glass industry]] for more information.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
A gem is a [[Stone|mineral]] (or a mineral-like material) admired by a culture, often due to their beauty and durability (resistance to scratches), so that they have economic value in and of themselves.&lt;br /&gt;
                                                                                    &lt;br /&gt;
Most gems are made of the same basic minerals found in common rocks; but their atoms are arranged into ordered patterns, called '''crystals''', with drastic consequences to their appearance and material properties.  For example, the same mineral quartz that looks so unremarkable in [[quartzite]] may form the strikingly geometric, beautifully translucent [[Rock crystal|rock crystals]], if it has the space to grow up slowly – in a crack or cavity within [[granite|granite rock]], for example.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kwarcyt osadowy 1.jpg|Quartzite, an unremarkable stone.&lt;br /&gt;
File:QuartzVug.jpg|Rock crystal growing inside a rock cavity. These are made of the same basic stuff as quartzite, only better arranged.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each particular crystal has a stable angle between its faces, depending on the underlying atomic structure; quartz is hexagonal, while [[rock salt]] is cubic.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Close packing.svg|Hexagonal (left) and cubic (right) patterns of ordered mineral growth.&lt;br /&gt;
File:Rough rock crystals.JPG|Rough rock crystals (quartz).&lt;br /&gt;
File:Quartztaille.jpg|A large rock crystal, cut in an emerald-cut shape. Expert [[Gem cutter|gem cutters]] will work with the natural planes of the crystal's structure, making them shiny and reflective.&lt;br /&gt;
File:Salt crystals, Kuyalnik.JPG|Cubic [[rock salt]] crystals (click to embiggen).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A more drastic (and famous) example is carbon.  The organic content of sedimentary rocks like [[bituminous coal]] may be pressured and heated into honeycomb [[Layer|layers]], forming the [[metamorphic]] stone [[graphite]] (which we use in pencils, and dwarves use for long-lasting fires).  That very same carbon may be shaped, with more pressure and less heat (when, for example, stricken by a meteorite), into the nested cubes known as [[Diamond|diamonds]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Coal bituminous.jpg|[[Bituminous coal]], aka dead swamp stuff. Mostly carbon.&lt;br /&gt;
File:Diamond and graphite without structures.jpg|[[Diamond|Rough diamonds]] and [[graphite]], also carbon.&lt;br /&gt;
File:Graphit gitter.png|Internal structure of graphite; honeycomb patterns layered in sheets.&lt;br /&gt;
File:Diamond cubic animation.gif|Complex cubic internal structure of diamonds.&lt;br /&gt;
File:Brillanten.jpg|[[Gem cutting|Round brilliant cut]] diamonds.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some non-mineral materials that have been sometimes considered &amp;quot;gems&amp;quot; include organic products like [[amber]], [[coral]], and [[pearl]]; and rocks (bundles of multiple minerals) like [[jet]], [[green jade|jade]] and [[lapis lazuli]].  Of these, pearl only exists in DF as a placeholder, coral and amber in the most rudimentary of forms; but not as gemstones.  Jet counts as a [[stone|regular stone]] in DF, while jade (in various colors) and lapis lazuli are gemstones.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kadôl&lt;br /&gt;
| elvish  = eruwa&lt;br /&gt;
| goblin  = straza&lt;br /&gt;
| human   = ves&lt;br /&gt;
}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Gems|0}}&lt;br /&gt;
[[ru:Gem]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Training_weapon&amp;diff=295527</id>
		<title>Training weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Training_weapon&amp;diff=295527"/>
		<updated>2023-10-14T02:05:51Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Fix grammar&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
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[[File:training_axe_sprite_preview.png|right]]&lt;br /&gt;
'''Training weapons''' are [[Edge|edgeless]] [[Wood|wooden]] [[Weapon|weapons]] created at a [[carpenter's workshop]]. There are three kinds available; axes, spears, and swords.&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] won't harm each other (or themselves) during [[combat drills]], or [[Training#Sparring_and_demonstration|sparring]] while using [[Metal|metal weapons]], so training weapons are only useful when you have no metal weapon of the kind you'd like your soldiers to train with, and in a few specific circumstances.&lt;br /&gt;
&lt;br /&gt;
Training weapons are virtually useless in [[combat]], so make sure that your soldiers have exchanged them for real weapons before sending them into battle, even if it means using a weapon they are totally unfamiliar with. Their utter uselessness can prove useful for [[live training]], however.&lt;br /&gt;
&lt;br /&gt;
Note that soldiers equipped with training weapons for extended periods of time can grow [[Attachment|attached]] to their worthless wooden weapons. Congratulations - you now have a legendary stick.&lt;br /&gt;
&lt;br /&gt;
Training weapons may also be used as non-lethal equipment for your [[fortress guard]], to avoid them [[Fun|seriously wounding or killing]] [[Justice#Crimes|criminals]], including [[Mandate|mandate violators]]. Though it is unclear how often this happens in ''Dwarf Fortress'' v50.&lt;br /&gt;
&lt;br /&gt;
Training axes cannot be used for [[Wood cutter|cutting down trees]].&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
[[ru:Training weapon]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=295519</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=295519"/>
		<updated>2023-10-13T02:43:22Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* Visitors or immigrants */ Add wikilink&lt;/p&gt;
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[[File:necromancer_sprite_preview.png|right]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]]-users, who raise legions of [[undead]] and seclude themselves in [[Tower_(necromancy)|tower]]s. Most [[creatures]] that are necromancers will have their sprite appear with skin of a pale purple color. [[Animal people]] will appear as they are, with no color palette changes.&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
Necromancers initially begin as normal [[historical figure]]s who are [[Creature_token#MAXAGE|mortal]], [[Creature_token#CAN_SPEAK|can speak]], [[Creature_token#CAN_LEARN| learn]] and are also part of an [[civilization|entity]]; in unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized animal people. At some point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the  {{token|SUPERNATURAL|c}} tag) who has a [[sphere|DEATH sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will reward the worshipper with an artifact [[slab]] containing the secrets of life and death, which is then swiftly claimed by the recipient for diligent learning, thus becoming a necromancer. This original necromancer may then take as apprentice one or more fellow immortality-seekers, who will obtain the knowledge of their master.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of [[immortality]], in that they do not [[age]], need to [[food|eat]], [[thirst|drink]], or require [[sleep]], as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[vampire]]s. Necromancers are still fertile, and in fortress mode, female dwarf necromancers can give birth. Their {{token|ANXIETY_PROPENSITY}} is raised by 50, while their {{token|TRUST}} is lowered by 50, and some necromancer secrets add  {{token|LIKES_FIGHTING}}.&lt;br /&gt;
&lt;br /&gt;
The defining characteristic of necromancers is that they know the secrets of life and death, which gives them extra powers. However, not all secrets are created equal – different secrets will yield different powers.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
[[File:necromancer_preview.jpg|thumb|360px|One of the worst ways to deal with grief.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ChrisCold''&amp;lt;/small&amp;gt;.]]Each secret gives a combination of magical abilities, which come in the form of [[interaction token]]s. These abilities may vary widely in type and power level, but will always include the ability to raise corpses and [[intelligent undead]]. Depending on their [[sphere]]s (which stem from the spheres of the original [[deity]] that granted those secrets) secrets may also grant the ability to summon [[nightmare]]s, [[bogeymen]], and also the ability to &amp;quot;ghoulify&amp;quot; a living creature (in effect, giving it a [[syndrome]] that turns it into a [[thrall]], much like [[evil]] clouds). In addition, the intelligent undead will also be granted powers of their own, which may range from raising blisters to rotting nerves, to even being able to raise the dead themselves. The [[Advanced_world_generation#Number_of_Secret_Types|number of secrets]], and [[Advanced_world_generation#Allow_Divination.2C_Experiments.2C_and_Necromancy_types|which advanced powers]] they can convey, can be set in advanced world generation.&lt;br /&gt;
&lt;br /&gt;
A single necromancer can learn multiple &amp;quot;strains&amp;quot; of necromancy by reading different sources. Ambitious necromancers tend to create more towers of the same strain via proxy, so you might find your world populated by a single strain. Usually, it's easier when you know which tower houses what kind of undead, or when you go after the source slabs via legends mode. Recovery is also easier when you have a sneaky [[squad]] of artifact raiders in fort mode.&lt;br /&gt;
&lt;br /&gt;
=== Raise corpse/intelligent undead ===&lt;br /&gt;
Necromancers always have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, which can include heads or any body parts which have a {{token|GRASP}} token or are attached to body parts which do ([[skin]] and [[hair]]). Corpses must be within the necromancer's line of sight – about 15 tiles – to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer and {{token|OPPOSED_TO_LIFE}}, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions in Adventure mode. If you are a necromancer and attack one of your undead companions, all of them will turn neutral. Animated corpses are also neutral toward creatures that are {{token|NON_LIVING}}.  Necromancers will also, occasionally, revive corpses as [[intelligent undead]] – in this case, the revived creature will retain most of its personality and existing loyalties. The name &amp;quot;undead&amp;quot; never quite appears as such in the game – instead, a procedurally-generated name like &amp;quot;lost butcher&amp;quot; or &amp;quot;risen zombie&amp;quot; is used. These undead have special powers but won't be enslaved or {{token|OPPOSED_TO_LIFE}}. In fortress mode, this means that intelligent undead raised by necromancer citizens of your fortress will stay citizens if they were such when they died. It also means putting necromancers in military squads is very risky, as they might accidentally revive your enemies with fun new powers. In adventure mode, if you attempt to raise someone you killed as an intelligent undead, they will remember you attacked and killed them, and will be hostile to you.&lt;br /&gt;
&lt;br /&gt;
=== Summon [[nightmare]]s/[[bogeymen]] ===&lt;br /&gt;
Secrets aligned with the nightmare sphere will grant the ability to summon nightmares or bogeymen at a random location near the target to haunt it. In-game, necromancers with this ability will &amp;quot;call upon the night&amp;quot; to do so. These summons are large and freakish, but last a short amount of time. Nightmares are neutral toward creatures with {{token|NO_FEAR}}.&lt;br /&gt;
&lt;br /&gt;
=== Ghoulification ===&lt;br /&gt;
Certain necromancers may also turn living creatures into [[infected ghoul]]s. The victims will be said to have &amp;quot;been infected with a contagious ghoulish condition&amp;quot;. In adventure mode, you cannot make ghouls even if the announcement after reading a secret-containing book says you learned the power. Ghouls are opposed to life and attack/infect all living creatures who aren't ghouls through bites. They still retain their sentience and can still bleed to death, but they maintain their gear and abilities, are immune to drowning, do not tire, and have extravision.&lt;br /&gt;
&lt;br /&gt;
== In world generation ==&lt;br /&gt;
[[File:Secrets.png|thumb|Secrets of life and death.]]In world generation, necromancers may raise suspicions from their fellow citizens due to not aging, which can lead them to be expelled. This does not apply to necromancers living in goblin and elven civilizations since both goblins and elves are already immortal. Upon being expelled, the necromancer may form a grudge against the civilization and turn to [[villain]]y, and they will generally take refuge in a site of their own.&lt;br /&gt;
&lt;br /&gt;
Necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. Necromancers will also raise a few [[intelligent undead]] as lieutenants. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore, each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Necromancers can make zombies build their tower up a bit to increase the site's zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers. &lt;br /&gt;
&lt;br /&gt;
Necromancers may conduct experiments on civilians and their [[domestic animal|livestock]], turning them into night creatures known as [[experiment]]s. Eventually, these experiments may leave the necromancer that made them and join other civilizations. In older worlds, many civilizations will likely have significant populations of escaped experiments. In adventure mode, it is not currently possible to create necromancer experiments.&lt;br /&gt;
&lt;br /&gt;
Necromancers can also turn intelligent creatures into [[infected ghoul]]s. The ghouls can then be found around necromancer towers, but it is not currently possible to turn a creature into a ghoul in adventure mode.   &lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a {{token|MUNDANE_RECORDING_POSSIBLE}} tag, necromancers will often write numerous [[book]]s during world generation, some concern the secrets of life and death (''blessed, or mayhap, cursed'') so that anyone who reads them will become a necromancer. Like the slab, all (''first-edition, not copies'') books, even those that do not contain secrets, are considered [[artifact]]s, and as such can be viewed in the &amp;quot;Codices and scrolls&amp;quot; list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave. (Note: &amp;quot;the End&amp;quot; can also turn up in mundane titles as well, typically as part of the phrase &amp;quot;after the end&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. Conversely, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
Necromancer towers spread death-[[sphere|aligned]] [[evil]] regions around them. Destroying the tower and killing the necromancers in it (e.g. through a [[raid]] to raze the site) will reverse the evil-spreading.&lt;br /&gt;
&lt;br /&gt;
Necromancer towers seem to be treated as a type of criminal government{{verify}} and as such function similarly to a regular civilization. Necromancers from opposing entities will attack each other, but amusingly, their undead armies will be neutral to everyone. Due to their ability to amass large armies quickly, necromancers are currently one of the most powerful geopolitical forces in the game, often declaring war on and destroying even powerful goblin civilizations in older worlds.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
{{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within 20 tiles' distance of such a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancer sieges will ever arrive (they may still show up as migrants and/or visitors), except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if the former has an apprentice) may or may not arrive with the siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle. They may also send small squads or armies of experiments to attack you, sometimes stealthily acompanying their minions.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind the zombies into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there is more dangerous. The undead that the necromancer(s) will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and a necromancer happens upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer, has one arrived, is an easy, valid target for a clobbering.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Residents/citizens===&lt;br /&gt;
&lt;br /&gt;
Residents and citizens alike can also become necromancers if they happen to read material (such as [[codex|codexes]]/[[quire|quires]]) that contain the secrets of life and death. One way to acquire such materials is by trading for them from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. It is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. It is also possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down so much, the conversion may not be worth it.  They ''may'' also raise the occasional corpse, which will often attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace. Also, be wary of sending necromancers out in melee, as intelligent undead invaders may remain hostile to your necromancers, who are [https://www.reddit.com/r/dwarffortress/comments/znmm0u/this_necrodwarf_has_killed_the_same_elf_121_times/ ceaseless in bashing their heads in before killing them again in an endless, FPS-killing cycle.]&lt;br /&gt;
&lt;br /&gt;
Another way of getting necromantic reading material into your library is to &amp;quot;liberate&amp;quot; it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.&lt;br /&gt;
&lt;br /&gt;
A necromancer may raise the dead when threatened, which is fun when your battlefield is full of previously hostile sentients. This is why you should almost always manually control the necromancer in fortress mode.&lt;br /&gt;
There does not appear to be many disadvantages to having necromancer residents, however if you have too many during battle, they may raise too much undead and cause FPS death.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile, can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beaten up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near the necromancer, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they will be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get the necromancer in there alone, without a few zombies following, but it shouldn't matter. [[Cage trap]]s will work too; however, caged necromancers appear to no longer revive anything.  You must put necromancers on a restraint afterwards if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered, and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the monarch in question must be isolated from any corpses, as ''they'' may be friendly, but the zombies they tend to create... will be of the dwarven-arm-ripping variety. They should either be isolated from the dead with a [[burrow]], or assigned to training/killing reanimation duties. Regardless, necromancers are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
===Visitors or immigrants===&lt;br /&gt;
[[File:necro_and_giant.png|thumb|260px|right|A hostile giant resurrected by a necromancer, making it cause ''more'' havoc on a fortress.]]Necromancers may also casually arrive as [[visitor]]s or [[immigrant]]s in your fortress. When visiting, they won't attack you or attempt to raise any corpse they see – they came to relax, and just happen to know the secrets of life and death (the visitors are normally, though not necessarily always, [[Villain|scheming something]]). They ''will'', however, use their powers in combat (for instance, if they enlist as mercenaries in your squads), but not necessarily mindless corpse-raising – they may revive one of your dwarves that just died as an [[intelligent undead]], who is loyal to your fortress and has extra powers. Necromancer immigrants can be put to work like any other immigrant dwarf – this may be bad for your meat supply when they practice their craft on the corpses produced by your hunters, however.&lt;br /&gt;
&lt;br /&gt;
Unless one knows exactly what they're doing, it may be in the player's best interest not to put necromancers in their military, as they can – in a combat-induced panic – resurrect enemies that will continue harassing your fortress. Not only that, but due to the now-zombified enemy not feeling any pain and ''already'' being dead, it may take more effort to kill them. Again.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means (bestowed by a death god) as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death by reading them, however.&lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible{{verify}}, and due to the fact that lighting barely exists yet, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a fellow necromancer, is by far the easiest way to obtain the slab/a book. Seriously. The undead are {{token|OPPOSED_TO_LIFE}}, but these night creatures are {{token|NOT_LIVING}}, so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. Be advised that you cannot become a necromancer as an [[experiment]].&lt;br /&gt;
&lt;br /&gt;
* '''4. Fire. A lot of fire.'''&lt;br /&gt;
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.&lt;br /&gt;
&lt;br /&gt;
* '''5. Vampire recruit'''&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
&lt;br /&gt;
* '''6. Leapfrog'''&lt;br /&gt;
{{k|j}}umping is an often overlooked but fairly powerful combat tool, especially against large hordes of very stupid zombies. Huge numbers have no impact of how effective jumping is, and zombies don't really try all that hard to get out of your way. It's fairly easy to just leap through entire hordes of zombies until you get to the tower proper, at which point you can just dash up some stairs and wait a bit for the zombies to forget you. The actual sentient inhabitants of the tower are strangely hospitable (even to the living) and don't seem to mind you that much, although some experiments seem to turn aggressive if you try talking to them. Once you've found the secret the zombies have probably forgotten about you and will ignore you now that you're also a night creature, and any that still remember you can be dispatched easily without causing any more trouble.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural {{token|MAXAGE}} is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your physical [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise them to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, including 0.47.05, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you can only raise corpses with intact heads or grasping body parts (hands). That is, if the creature's head and hands explode into gore, collapses into gore, or are otherwise &amp;quot;pulped&amp;quot; via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed. The arms and head of a single individual can also be raised as different zombies, granted they are separated properly to begin with.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapon and wrestling skills and can be used to build for you, including animated body parts. A crafty adventurer may cut the limbs off their undead slaves and reanimate them, counting as an additional companion, and reducing build time. However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.&lt;br /&gt;
&lt;br /&gt;
For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.&lt;br /&gt;
&lt;br /&gt;
As in fortress mode, necromancer companions and NPCs will automatically raise the dead when in the heat of battle. To counter this in adventure combat, mangle a sentient being using a blunt weapon so they can never be raised, or butcher them once and mangle the raised skin. Butchering doesn't take time, so it doesn't hurt to immediately butcher someone you killed.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can destroy someone's soul by raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
&lt;br /&gt;
Be warned that raising a corpse in front of a lot of people who are already in combat will cause a lag spike.&lt;br /&gt;
&lt;br /&gt;
==[[Object testing arena]]==&lt;br /&gt;
Necromancy can be assigned to any creature by simply changing the &amp;quot;effect&amp;quot; of the spawned creature to &amp;quot;necromancer&amp;quot; by pressing {{k|u}}. As expected, necromancers will reanimate dead creatures and severed body parts, though, depending on which team the player has set for the spawned necromancer and that of any creature that died that said necromancer chose to resurrect, strange behaviors can occur.&lt;br /&gt;
&lt;br /&gt;
For example, a necromancer revives the body parts of a dead, dismembered dwarf in an effort to aid itself in fighting, but because the dwarf was on the &amp;quot;independent&amp;quot; team (or just a different one from the necromancer), the body parts just end up attacking the necromancer that raised them. So said necromancer may end up killing what it resurrected, only to keep resurrecting what it just killed to fight it again, which can happen over and over in an endless loop – all due to the clashing of how the arena handles teams/sides and the necromancer's natural AI in raising the dead to help itself.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
{{mod}}&lt;br /&gt;
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, syndrome-inducing materials) to turning corpses into enthralled creatures, such as giant lions.&lt;br /&gt;
This can be accomplished by creating an &amp;quot;interaction_secretnamehere&amp;quot; raw file with the appropriate tokens.&lt;br /&gt;
&lt;br /&gt;
It is also possible to increase the number of necromancers, and therefore towers, by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal ([[Elf|Elves]] and [[Goblin]]s) with the {{token|MAXAGE}} token, or by adding intelligence to other creature tokens. Even having the ability to pray seems to add yet more original necromancers (that have discovered the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0). It also seems that having a DEATH [[Entity_token#RELIGION_SPHERE|sphere]] in the religion of the race vastly increases its chance of discovering the secret of life and death.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
Modded goblin race with:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:DEATH]&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
in entity_default and:[MAXAGE:200:250] in creature_standard, will generate a lot of tower-building necromancers.&lt;br /&gt;
&lt;br /&gt;
Doing this for all races with massive population amounts in your world will ensure that towers and, therefore, undead are present in large numbers for more [[fun]]. &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|&lt;br /&gt;
[INTERACTION:SECRET_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:SECRET]&lt;br /&gt;
		[IS_NAME:the secrets of life and death]&lt;br /&gt;
		[IS_SPHERE:DEATH]&lt;br /&gt;
		[IS_SPHERE:NIGHTMARES]&lt;br /&gt;
		[IS_SECRET_GOAL:IMMORTALITY]&lt;br /&gt;
		[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]&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;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
			[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Animate corpse]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Raise damned butcher]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_UNDEAD_RES_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon bogeymen]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:100]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon nightmare]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:12000]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Create ghoul]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_ANIMATION]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
	[I_EFFECT:ANIMATE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RAISE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:damned butcher:damned butchers:damned butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Propel away]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
				[CDI:TARGET:B:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:B:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:make a flicking motion:makes a flicking motion:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
		[I_TARGET:B:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:PROPEL_UNIT]&lt;br /&gt;
		[IE_PROPEL_FORCE:100000]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[EXPERIMENT_ONLY]&lt;br /&gt;
	[I_SOURCE:EXPERIMENT]&lt;br /&gt;
		[IS_HIST_STRING_1: infected ]&lt;br /&gt;
		[IS_HIST_STRING_2: with a contagious ghoulish condition]&lt;br /&gt;
		[IS_TRIGGER_STRING_SECOND:have]&lt;br /&gt;
		[IS_TRIGGER_STRING_THIRD:has]&lt;br /&gt;
		[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the ghoulish condition]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:GHOUL]&lt;br /&gt;
		[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:diseased ghoul:diseased ghouls:diseased ghoul:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_11:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromancer]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Yellow_diamond&amp;diff=295518</id>
		<title>Yellow diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Yellow_diamond&amp;diff=295518"/>
		<updated>2023-10-13T00:12:11Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0|wiki=diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Yellow diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[red diamond|red]], [[blue diamond|blue]], [[green diamond|green]] and [[clear diamond|clear]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:The Symbolic Yellow Diamond.jpg|center|thumb|300px|Yellow diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = inol doren | elvish = yame akera | goblin = stoko tusnung | human = sutad palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Star_sapphire&amp;diff=295517</id>
		<title>Star sapphire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Star_sapphire&amp;diff=295517"/>
		<updated>2023-10-13T00:11:53Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0|wiki=asterism (gemology)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Star sapphires''' are extremely rare blue [[gem]]s found in clusters of [[sapphire]]s, which are themselves only found in clusters of [[bauxite]] - among the most valuable gems that can be found in ''Dwarf Fortress'', on par with [[diamond]]s. &lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
The &amp;quot;star&amp;quot; pattern that this mineral is known for is caused by [[rutile]] (Titanium dioxide: TiO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) crystals that have impregnated the host corundum crystal. Star sapphires are only smoothed into cabochons, as cutting them with facets does not allow the star pattern to be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Star-Saphire.jpg|thumb|center|300px|Star sapphire cabochon.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Star_ruby&amp;diff=295516</id>
		<title>Star ruby</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Star_ruby&amp;diff=295516"/>
		<updated>2023-10-13T00:11:41Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Star rubies''' are extremely rare red [[gem]]s found in clusters of [[ruby|rubies]], which are themselves only found in clusters of [[bauxite]] - among the most valuable gems that can be found in ''Dwarf Fortress'', on par with [[diamond]]s.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
The &amp;quot;star&amp;quot; pattern that this mineral is known for is caused by [[rutile]] (Titanium dioxide: TiO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) crystals that have impregnated the host corundum crystal. Star rubies are only smoothed into cabochons, as cutting them with facets does not allow the star pattern to be seen.&lt;br /&gt;
&lt;br /&gt;
[[File:Star ruby.jpg|thumb|center|270px|Star ruby cabochon.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Red_diamond&amp;diff=295515</id>
		<title>Red diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Red_diamond&amp;diff=295515"/>
		<updated>2023-10-13T00:11:16Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Red diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[blue diamond|blue]], [[green diamond|green]] and [[clear diamond|clear]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:DeYoung Red Diamond 01.jpg|center|thumb|300px|Red diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ang doren | elvish = niÿira akera | goblin = tur tusnung | human = kasp palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Green_diamond&amp;diff=295514</id>
		<title>Green diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Green_diamond&amp;diff=295514"/>
		<updated>2023-10-13T00:10:59Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Green diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]] and [[clear diamond|clear]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. As with other diamonds, they are among the most [[value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Diamond from Catoka mine 2.jpg|center|thumb|300px|Green diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = omer doren | elvish = liba akera | goblin = astru tusnung | human = el palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clear_diamond&amp;diff=295513</id>
		<title>Clear diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clear_diamond&amp;diff=295513"/>
		<updated>2023-10-13T00:10:40Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Fix mispasted content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clear diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]] and [[green diamond|green]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:A big shiny diamond.jpg|center|thumb|300px|Clear diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = es doren | elvish = thema akera | goblin = ug tusnung | human = ilid palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clear_diamond&amp;diff=295512</id>
		<title>Clear diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clear_diamond&amp;diff=295512"/>
		<updated>2023-10-13T00:09:39Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clear diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]] and [[green diamond|green]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall&lt;br /&gt;
&lt;br /&gt;
[[File:A big shiny diamond.jpg|center|thumb|300px|Clear diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = es doren | elvish = thema akera | goblin = ug tusnung | human = ilid palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blue_diamond&amp;diff=295511</id>
		<title>Blue diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blue_diamond&amp;diff=295511"/>
		<updated>2023-10-13T00:09:15Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls. Rearrange article image to match other diamonds with D sections. Change article quality from Tattered to Fine to match other diamond articles as the content is almost the *exact* same.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blue diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[green diamond|green]] and [[clear diamond|clear]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Blocky-limbed [[human|humans]] sometimes have an affinity for wearing diamond [[armor]], although it is unknown how this armor is produced, seemingly without a workshop.&lt;br /&gt;
&lt;br /&gt;
As with other diamonds, blue diamonds do not improve the [[quality]] of [[weapons]] or [[armor]] unto which they have been studded, nor can they be combined with [[obsidian]] to [[Magic|magically]] improve weapons or armor.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, [[relationship|diamonds]] are not a girl's best friend, as they will usually leave her as the subject to constant [[kobold]] [[lover|thieves]], although this might be a good thing, as loss of the gem prevents [[goblin]] [[marriage|sieges,]] which could lead to unwanted [[children|tantrums]]&lt;br /&gt;
&lt;br /&gt;
[[File:blue_diamond_gem.png|center|thumb|250px|Blue diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = enôr doren | elvish = itho akera | goblin = oxsa tusnung | human = aro palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Black_diamond&amp;diff=295510</id>
		<title>Black diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Black_diamond&amp;diff=295510"/>
		<updated>2023-10-13T00:04:27Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{gemlookup/0|wiki=Carbonado}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Black diamonds''' are particularly rare [[gem]]s, similar to [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]], [[green diamond|green]] and [[clear diamond|clear]] [[diamond]]s - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s, which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[item value|valuable]] gems that can be found in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
A black diamond will not manufacture [[cheese]] in any form.  Their presence also does not indicate difficult skiing conditions on [[mountain]]s or [[glacier]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Black Diamond Front.JPG|center|thumb|300px|Black diamond.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir doren | elvish = opa akera | goblin = ogur tusnung | human = oth palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sapphire&amp;diff=295509</id>
		<title>Sapphire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sapphire&amp;diff=295509"/>
		<updated>2023-10-13T00:04:11Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sapphire''' is a valuable blue [[gem]] found in small clusters within [[bauxite]] clusters. A given cluster may also contain a single [[star sapphire]], a gem 1.5&amp;amp;times; as valuable. It is not magma-safe, having the same melting point ({{ct|11500}}) and other properties as its more valuable relative.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
&amp;quot;Sapphire&amp;quot; is any type of corundum (Aluminum Oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;) which is not red (which would be classified as a [[ruby]]); Unlike in-game, sapphires do '''not''' occur within [[bauxite]] in real life. Although sapphires in real life can be a variety of colours, in ''Dwarf Fortress'', they are always blue.&lt;br /&gt;
&lt;br /&gt;
[[File:Sapphire - Voda Shaqen.jpg|thumb|center|300px|Sapphire.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ruby&amp;diff=295508</id>
		<title>Ruby</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ruby&amp;diff=295508"/>
		<updated>2023-10-13T00:03:49Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ruby''' is a valuable red [[gem]] found in small clusters within [[bauxite]]. A given cluster may also contain a single [[star ruby]]. Aside from the colour, rubies are exactly identical to [[sapphire]]s, including the value and physical characteristics (this implies that rubies are not magma-safe, melting at {{ct|11500}}). Rubies are also exactly identical to star rubies aside from the location and value.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
&amp;quot;Ruby&amp;quot; is a type of red corundum (aluminum oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;); any colored corundum besides red is called a [[sapphire]]. Unlike in-game, rubies do '''not''' occur within [[bauxite]] in real life.&lt;br /&gt;
&lt;br /&gt;
[[File:Ruby gem.JPG|thumb|center|300px|Cut ruby.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Faint_yellow_diamond&amp;diff=295507</id>
		<title>Faint yellow diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Faint_yellow_diamond&amp;diff=295507"/>
		<updated>2023-10-13T00:03:36Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Faint yellow diamonds''' are precious [[gem]]s found as small [[cluster]]s in [[kimberlite]]. [[yellow diamond|Yellow]], [[red diamond|red]], [[black diamond|black]], [[blue diamond|blue]], [[clear diamond|clear]], and [[green diamond|green]] diamonds can be found as single gems within the clusters of faint yellow diamonds.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:faint_yellow_diamond.jpg|thumb|240px|center|Old European cut gem.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = losis inol doren | elvish = ací yame akera | goblin = êl stoko tusnung | human = saquo sutad palath}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Emerald&amp;diff=295506</id>
		<title>Emerald</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Emerald&amp;diff=295506"/>
		<updated>2023-10-13T00:03:15Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Emeralds''', a green form of the mineral beryl, are precious [[gem]]s, found in small [[cluster]]s within [[schist]], [[granite]], and [[marble]].  A value of 40 makes them excellent trade goods (''and, apparently, particularly useful for that function in adventure mode besides'') or [[decoration]]s.&lt;br /&gt;
&lt;br /&gt;
If they do appear on the map, emeralds tend to be much more plentiful than [[faint yellow diamond|all]] [[ruby|other]] [[sapphire|gems]] of equal value; however, unlike those, emerald clusters never contain more valuable gem inclusions.&lt;br /&gt;
&lt;br /&gt;
Due to the layers where they are found, they are often found in small clusters adjacent to the [[magma sea]], leaving only 1 or 2 crystals far enough away from the magma to be mined.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
Like all precious and rare gems, they may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Émeraude 1100.1.FS2014.jpg|center|thumb|250px|Emerald.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sedur&lt;br /&gt;
| elvish  = thofala&lt;br /&gt;
| goblin  = taxasm&lt;br /&gt;
| human   = hehan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Emerald&amp;diff=295505</id>
		<title>Emerald</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Emerald&amp;diff=295505"/>
		<updated>2023-10-12T23:54:49Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Note unusual volcanic walls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Emeralds''', a green form of the mineral beryl, are precious [[gem]]s, found in small [[cluster]]s within [[schist]], [[granite]], and [[marble]].  A value of 40 makes them excellent trade goods (''and, apparently, particularly useful for that function in adventure mode besides'') or [[decoration]]s.&lt;br /&gt;
&lt;br /&gt;
If they do appear on the map, emeralds tend to be much more plentiful than [[faint yellow diamond|all]] [[ruby|other]] [[sapphire|gems]] of equal value; however, unlike those, emerald clusters never contain more valuable gem inclusions.&lt;br /&gt;
&lt;br /&gt;
Due to the layers where they are found, they are often found in small clusters adjacent to the [[magma sea]], leaving only 1 or 2 crystals far enough away from the magma to be mined.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
They may also make up part of the walls of [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Émeraude 1100.1.FS2014.jpg|center|thumb|250px|Emerald.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sedur&lt;br /&gt;
| elvish  = thofala&lt;br /&gt;
| goblin  = taxasm&lt;br /&gt;
| human   = hehan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=295504</id>
		<title>Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem&amp;diff=295504"/>
		<updated>2023-10-12T23:49:39Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* Rare gems */ Note that they can be found in walls as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional|16:42, 13 January 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:gem_sprite_preview.png|right]]Small clusters of rough '''gems''' can be found almost anywhere while [[mining]]. After they have been mined by a [[miner]] and cut by a [[gem cutter]], a [[gem setter]] can use them to [[encrust]] [[furniture]], [[crafts]], and [[ammunition]]. In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Cut gems''' can also be used to create [[window]]s and are often required as a source material for [[legendary artifact]]s. Gem-encrusted [[weapon]]s and [[armor]] can be found in-game, but cannot be made in fortress mode.  Stones, except the various types of clay, can also be cut into gems.&lt;br /&gt;
&lt;br /&gt;
There are a total of 130 different kinds of gems, 127 excluding the three kinds of [[glass]]. Of these, 57 are ornamental, 58 semi-precious, 4 precious and 8 rare.&lt;br /&gt;
&lt;br /&gt;
A large variety of cut gems can be brought by and requested from the dwarven caravan. You cannot import rough gems with the exception of raw [[glass]], which human and dwarven caravans can bring. &lt;br /&gt;
&lt;br /&gt;
Exactly 5% of all rough gems will be cut into a single [[Useless_crap|craft]] or '''large gem''' (with 1 craft for every 8 large gems), and the same occurs with raw glass (but with different ratios - 33% of all jobs, producing 11 crafts for every 16 large gems). Note that these will ''replace'' a cut gem and cannot be used to encrust goods. The value of such crafts can easily reach hundreds, even several thousand in the case of valuable gems and good craftsdwarfship. A dwarf in the throes of a [[strange mood]] can take a single gem and cut it into a [[legendary artifact]] known as a &amp;quot;perfect gem&amp;quot; - this is simply a special name for an artifact large gem.&lt;br /&gt;
&lt;br /&gt;
Large gem production is bugged as of v50.07, and large gems can only be produced when specifying a gem type (see [http://www.bay12forums.com/smf/index.php?topic=180920.msg8452014#msg8452014 the forum post] for more information).&lt;br /&gt;
&lt;br /&gt;
If you have any bags of sand, you can also manufacture [[Glass|raw glass]], which is the same as a lower-value, uncut gem.&lt;br /&gt;
&lt;br /&gt;
[[Gizzard stone]]s are found as a by-product when butchering some animals, and can be used like cut gems. Only a few animal species give gizzard stones, but each member of such a species butchered will yield one, which can lead to a decent supply when you manage to set up an [[ostrich]] or [[elk bird]] farm.&lt;br /&gt;
&lt;br /&gt;
A killed [[amethyst man]] will, logically, drop a rough amethyst, but amethyst men are fairly rare.  Forgotten beasts made of gem will leave a [[corpse]], in some cases weighing thousands of Urists, but the corpse cannot be cut into gems or used in any other way.&lt;br /&gt;
&lt;br /&gt;
You can also direct your dwarves to cut stone, [[shell]], [[horn]] and [[teeth|ivory]] into a '''large gem''' which can be done at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Gems have a base [[value]] of 6 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 20. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 20 times the gem type's value multiplier - see [[gem cutting]] and [[gem setting]]. Large gems have a base value of 10, and can also have a [[quality]] modifier which increases value.&lt;br /&gt;
&lt;br /&gt;
To give an example, a rough green zircon will be worth (6×20=) 120☼, a cut green zircon (20×20=) 400☼ and a masterwork large green zircon (10×20×2+30=) 430☼.&lt;br /&gt;
&lt;br /&gt;
Dwarves who have preferences for certain gems and colors will have a higher-value perception of the items and walls encrusted with, or painted in, them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the premium version of the game, you can also quickly identify low-value uncut gems from the higher-value counterparts by the way they appear in-game - lower-value gems are smaller and do not have as many spikes. &lt;br /&gt;
&lt;br /&gt;
[[File:Gems.png|High value and low value gems]]&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head|class=wikitable}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[green glass]]|value=2|color={{Raw Tile|☼♦|2:0}} dark green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[clear glass]]|value=5|color={{Raw Tile|☼♦|3:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:0&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name=[[crystal glass]]|value=10|color={{Raw Tile|☼♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]|fwhere=[[Glass furnace]]|fhow=Manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[amber opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_amber_opal_sprite.png]] [[File:cut_amber_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[aventurine]]|value=3|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_aventurine_sprite.png]] [[File:cut_aventurine_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[banded agate]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_banded_agate_sprite.png]] [[File:cut_banded_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bloodstone]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} sea green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bloodstone_sprite.png]] [[File:cut_bloodstone_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[blue jade]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_jade_sprite.png]] [[File:cut_blue_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[bone opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_bone_opal_sprite.png]] [[File:cut_bone_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[brown jasper]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_jasper_sprite.png]] [[File:cut_brown_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[carnelian]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} rust&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_carnelian_sprite.png]] [[File:cut_carnelian_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[cherry opal]]|value=10|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cherry_opal_sprite.png]] [[File:cut_cherry_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysocolla]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysocolla_sprite.png]] [[File:cut_chrysocolla_sprite.png]]|fwhere=[[Malachite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[chrysoprase]]|value=2|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoprase_sprite.png]] [[File:cut_chrysoprase_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[citrine]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_citrine_sprite.png]] [[File:cut_citrine_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[clear tourmaline]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_tourmaline_sprite.png]] [[File:cut_clear_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[dendritic agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_dendritic_agate__sprite.png]] [[File:cut_dendritic_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fire agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_agate_sprite.png]] [[File:cut_fire_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[fortification agate]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cardinal&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fortification_agate_sprite.png]] [[File:cut_fortification_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gold opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_gold_opal_sprite.png]] [[File:cut_gold_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[gray chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} gray&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_gray_chalcedony_sprite.png]] [[File:cut_gray_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[jasper opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_jasper_opal_sprite.png]] [[File:cut_jasper_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lace agate]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lace_agate_sprite.png]] [[File:cut_lace_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lapis lazuli]]|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_lapis_lazuli_sprite.png]] [[File:cut_lapis_lazuli_sprite.png]]|fwhere=[[Igneous intrusive]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[lavender jade]]|value=2|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} heliotrope&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_lavender_jade_sprite.png]] [[File:cut_lavender_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_opal_sprite.png]] [[File:cut_milk_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[milk quartz]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_milk_quartz_sprite.png]] [[File:cut_milk_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moonstone]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_moonstone_sprite.png]] [[File:cut_moonstone_sprite.png]]|fwhere=[[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[morion]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morion_sprite.png]] [[File:cut_morion_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss agate]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_agate_sprite.png]] [[File:cut_moss_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[moss opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} moss green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_moss_opal_sprite.png]] [[File:cut_moss_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_opal_sprite.png]] [[File:cut_onyx_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[onyx]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_onyx_sprite.png]] [[File:cut_onyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[picture jasper]]|value=3|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_picture_jasper_sprite.png]] [[File:cut_picture_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pineapple opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pineapple_opal_sprite.png]] [[File:cut_pineapple_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pink jade]]|value=2|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_jade_sprite.png]] [[File:cut_pink_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pipe opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pipe_opal_sprite.png]] [[File:cut_pipe_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[plume agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_plume_agate_sprite.png]] [[File:cut_plume_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase opal]]|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} mint green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_opal_sprite.png]] [[File:cut_prase_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[prase]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} spring green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_prase_sprite.png]] [[File:cut_prase_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[pyrite]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} silver&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pyrite_sprite.png]] [[File:cut_pyrite_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[resin opal]]|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_resin_opal_sprite.png]] [[File:cut_resin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rock crystal]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rock_crystal_sprite.png]] [[File:cut_rock_crystal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[rose quartz]]|value=3|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rose_quartz_sprite.png]] [[File:cut_rose_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sardonyx]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sardonyx_sprite.png]] [[File:cut_sardonyx_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sard]]|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} mahogany&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sard_sprite.png]] [[File:cut_sard_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[schorl]]|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} taupe dark&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_schorl_sprite.png]] [[File:cut_schorl_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[shell opal]]|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_shell_opal_sprite.png]] [[File:rough_shell_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[smoky quartz]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} olive&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_smoky_quartz_sprite.png]] [[File:cut_smoky_quartz_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[sunstone]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} pumpkin&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_sunstone_sprite.png]] [[File:cut_sunstone_sprite.png]]|fwhere=[[Basalt]], [[Gneiss]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tiger iron]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tiger_iron_sprite.png]] [[File:cut_tiger_iron_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tigereye]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} lemon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tigereye_sprite.png]] [[File:cut_tigereye_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[tube agate]]|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} amber&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tube_agate_sprite.png]] [[File:cut_tube_agate_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[turquoise]]|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} turquoise&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_turquoise_sprite.png]] [[File:cut_turquoise_sprite.png]]|fwhere=[[Igneous extrusive]], [[Kaolinite]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[variscite]]|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_variscite_sprite.png]] [[File:cut_variscite_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wax opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wax_opal_sprite.png]] [[File:cut_wax_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white chalcedony]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_chalcedony_sprite.png]] [[File:cut_white_chalcedony_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[white jade]]|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_jade_sprite.png]] [[File:cut_white_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[wood opal]]|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} dark brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_wood_opal_sprite.png]] [[File:cut_wood_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name=[[yellow jasper]]|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_jasper_sprite.png]] [[File:cut_yellow_jasper_sprite.png]]|fwhere=[[Sedimentary]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[alexandrite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_alexandrite_sprite.png]] [[File:cut_alexandrite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[almandine]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} maroon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_almandine_sprite.png]] [[File:cut_almandine_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[amethyst]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} amethyst&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_amethyst_sprite.png]] [[File:cut_amethyst_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[aquamarine]]|value=20|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}} aquamarine&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_aquamarine_sprite.png]] [[File:cut_aquamarine_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[bandfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} pearl&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_bandfire_opal_sprite.png]] [[File:cut_bandfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black opal]]|value=30|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_opal_sprite.png]] [[File:cut_black_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black pyrope]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_pyrope_sprite.png]] [[File:cut_black_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[black zircon]]|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_zircon_sprite.png]] [[File:cut_black_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[blue garnet]]|value=30|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_garnet_sprite.png]] [[File:cut_blue_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[brown zircon]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} light brown&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_brown_zircon_sprite.png]] [[File:cut_brown_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cat's eye]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_cats_eye_sprite.png]] [[File:cut_cats_eye_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[chrysoberyl]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} chartreuse&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_chrysoberyl_sprite.png]] [[File:cut_chrysoberyl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[cinnamon grossular]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} cinnamon&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_cinnamon_grossular_sprite.png]] [[File:cut_cinnamon_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[claro opal]]|value=20|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_claro_opal_sprite.png]] [[File:cut_claro_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear garnet]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_garnet_sprite.png]] [[File:cut_clear_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[clear zircon]]|value=25|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_zircon_sprite.png]] [[File:cut_clear_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[crystal opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_crystal_opal_sprite.png]] [[File:cut_crystal_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[demantoid]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_demantoid_sprite.png]] [[File:cut_demantoid_sprite.png]]|fwhere=[[Chromite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[fire opal]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_fire_opal_sprite.png]] [[File:cut_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[golden beryl]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} golden yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_golden_beryl_sprite.png]] [[File:cut_golden_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[goshenite]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_goshenite_sprite.png]] [[File:cut_goshenite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green jade]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} jade&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_jade_sprite.png]] [[File:cut_green_jade_sprite.png]]|fwhere=[[Alluvial]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green tourmaline]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_tourmaline_sprite.png]] [[File:cut_green_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[green zircon]]|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_zircon_sprite.png]] [[File:cut_green_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[harlequin opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} ivory&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_harlequin_opal_sprite.png]] [[File:cut_harlequin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[heliodor]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_heliodor_sprite.png]] [[File:cut_heliodor_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[honey yellow beryl]]|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_honey_yellow_beryl_sprite.png]] [[File:cut_honey_yellow_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[indigo tourmaline]]|value=25|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} indigo&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_indigo_tourmaline_sprite.png]] [[File:cut_indigo_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[jelly opal]]|value=15|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_jelly_opal_sprite.png]] [[File:cut_jelly_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[kunzite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} fuchsia&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_kunzite_sprite.png]] [[File:cut_kunzite_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[levin opal]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_levin_opal_sprite.png]] [[File:cut_levin_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[light yellow diamond]]|value=30|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} cream&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_light_yellow_diamond_sprite.png]] [[File:cut_light_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[melanite]]|value=15|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_melanite_sprite.png]] [[File:cut_melanite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[morganite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} lilac&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_morganite_sprite.png]] [[File:cut_morganite_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[peridot]]|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}} green-yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_peridot_sprite.png]] [[File:cut_peridot_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pinfire opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} flax&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pinfire_opal_sprite.png]] [[File:cut_pinfire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink garnet]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_garnet_sprite.png]] [[File:cut_pink_garnet_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[pink tourmaline]]|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} pink&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_pink_tourmaline_sprite.png]] [[File:cut_pink_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[precious fire opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_precious_fire_opal_sprite.png]] [[File:cut_precious_fire_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[purple spinel]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} purple&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_purple_spinel_sprite.png]] [[File:cut_purple_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red beryl]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_beryl_sprite.png]] [[File:cut_red_beryl_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red flash opal]]|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_flash_opal_sprite.png]] [[File:cut_red_flash_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red grossular]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red pyrope]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_pyrope_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red spinel]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_grossular_sprite.png]] [[File:cut_red_spinel_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red tourmaline]]|value=15|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} chestnut&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_tourmaline_sprite.png]] [[File:cut_red_tourmaline_sprite.png]]|fwhere=[[Metamorphic]], [[Sedimentary]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[red zircon]]|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_zircon_sprite.png]] [[File:cut_red_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rhodolite]]|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}} puce&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_rhodolite_sprite.png]] [[File:cut_rhodolite_sprite.png]]|fwhere=[[Metamorphic]], [[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[rubicelle]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_rubicelle_sprite.png]] [[File:cut_rubicelle_sprite.png]]|fwhere=[[Metamorphic]], [[Diorite]], [[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tanzanite]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_tanzanite_sprite.png]] [[File:cut_tanzanite_sprite.png]]|fwhere=[[Gabbro]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topazolite]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} saffron&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topazolite_sprite.png]] [[File:cut_topazolite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[topaz]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} goldenrod&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_topaz_sprite.png]] [[File:cut_topaz_sprite.png]]|fwhere=[[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[tsavorite]]|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_tsavorite_sprite.png]] [[File:cut_tsavorite_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[violet spessartine]]|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}} violet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_violet_spessartine_sprite.png]] [[File:cut_violet_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[white opal]]|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} white&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_white_opal_sprite.png]] [[File:cut_white_opal_sprite.png]]|fwhere=All [[stone]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow grossular]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_grossular_sprite.png]] [[File:cut_yellow_grossular_sprite.png]]|fwhere=[[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow spessartine]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_spessartine_sprite.png]] [[File:cut_yellow_spessartine_sprite.png]]|fwhere=[[Metamorphic]], [[Granite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name=[[yellow zircon]]|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_zircon_sprite.png]] [[File:cut_yellow_zircon_sprite.png]]|fwhere=All [[igneous]], [[Metamorphic]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[emerald]]|value=40|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} emerald&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_emerald_sprite.png]] [[File:cut_emerald_sprite.png]]|fwhere=[[Granite]], [[Schist]], [[Marble]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[faint yellow diamond]]|value=40|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}} beige&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_faint_yellow_diamond_sprite.png]] [[File:cut_faint_yellow_diamond_sprite.png]]|fwhere=[[Kimberlite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[ruby]]|value=40|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_ruby_sprite.png]] [[File:cut_ruby_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name=[[sapphire]]|value=40|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} azure&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_sapphire_sprite.png]] [[File:cut_sapphire_sprite.png]]|fwhere=[[Bauxite]]|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[black diamond]]|value=60|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}} black&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_black_diamond_sprite.png]] [[File:cut_black_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[blue diamond]]|value=60|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}} blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_blue_diamond_sprite.png]] [[File:cut_blue_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[clear diamond]]|value=60|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}} clear&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_clear_diamond_sprite.png]] [[File:cut_clear_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[green diamond]]|value=60|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}} green&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_green_diamond_sprite.png]] [[File:cut_green_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[red diamond]]|value=60|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}} scarlet&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|graphic=[[File:rough_red_diamond_sprite.png]] [[File:cut_red_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star ruby]]|value=60|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}} red&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_ruby_sprite.png]] [[File:cut_ruby_sprite.png]]|fwhere=[[Ruby]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[star sapphire]]|value=60|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}} light blue&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_star_sapphire_sprite.png]] [[File:cut_star_sapphire_sprite.png]]|fwhere=[[Sapphire]]|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name=[[yellow diamond]]|value=60|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}} yellow&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|graphic=[[File:rough_yellow_diamond_sprite.png]] [[File:cut_yellow_diamond_sprite.png]]|fwhere=[[Faint yellow diamond]]|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
See [https://spreadsheets.google.com/spreadsheet/ccc?key=0Auy0R4dx5JF6dEdwQ3B5WkdCeUp0SjZYSl9vc3lteFE&amp;amp;hl=en_US#gid=0 here] or [https://spreadsheets.google.com/spreadsheet/ccc?key=0ApoOG6GC8_0RdHR5QkNDZlYwa1RYeUpCSzJSNUZIRkE&amp;amp;hl=en_US here] for a sortable, print-friendly spreadsheet with all gems and their values.&lt;br /&gt;
&lt;br /&gt;
See [[Gem/Textlist|here]] for a text list of rough gems sorted alphabetically by variety.&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[Fire|ignite]] if they come into contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Gem cuts ==&lt;br /&gt;
&lt;br /&gt;
Finished gems have a particular cut, which doesn't affect the gem's value. A gem may appear to have multiple cuts, such as a &amp;quot;square brilliant&amp;quot; or &amp;quot;tapered baguette&amp;quot; cut, but these combinations are actually distinct cuts (judging by the game's raws). Some gem cuts are also known as &amp;quot;cabochons&amp;quot;, which have a basic &amp;quot;shape&amp;quot; cut typically as a rounded, polished stone. Gizzard stones do not have cuts. &lt;br /&gt;
&lt;br /&gt;
List of cuts:&lt;br /&gt;
{{Columns-list|colwidth=15em|&lt;br /&gt;
* baguette cut&lt;br /&gt;
* briolette cut&lt;br /&gt;
* cushion ... cabochon&lt;br /&gt;
* cushion cut&lt;br /&gt;
* emerald cut&lt;br /&gt;
* marquise cut&lt;br /&gt;
* octagon cut&lt;br /&gt;
* oval ... cabochon&lt;br /&gt;
* oval cut&lt;br /&gt;
* pear cut&lt;br /&gt;
* point cut&lt;br /&gt;
* radiant cut&lt;br /&gt;
* rectangular ... cabochon&lt;br /&gt;
* rose cut&lt;br /&gt;
* round brilliant cut&lt;br /&gt;
* round ... cabochon&lt;br /&gt;
* single cut&lt;br /&gt;
* square brilliant cut&lt;br /&gt;
* square cut&lt;br /&gt;
* table cut&lt;br /&gt;
* tapered baguette cut&lt;br /&gt;
* trillion cut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Large gems (the finished good) are referred to as a singular version of their material such as &amp;quot;large single cut clear zircon&amp;quot; or &amp;quot;large cushion moonstone cabochon&amp;quot;. Cut gems (the most common output of gem cutting which is used for decorating) are referred to as a plural version of their material such as &amp;quot;round brilliant cut peridots&amp;quot; or &amp;quot;cushion green diamond cabochons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Rare gems ==&lt;br /&gt;
[[Faint yellow diamond]]s only appear in [[kimberlite]] (which, itself, only appears in [[gabbro]] layers) and [[sapphire]]s and [[ruby|rubies]] only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds, and in the gem-encrusted walls on the bottom-most cavern layer. [[Star sapphire]]s and [[Star ruby|star rubies]] only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
All precious and rare gems may also be found in [[unusual volcanic wall]]s.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
Gems&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Sprite&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼♦|2:0}}||[[File:green_glass_sprite.png]] [[File:cut_green_glass_sprite.png]]||[[bag]] full of [[sand]]&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼♦|3:0}}||[[File:clear_crystal_glass.png]] [[File:cut_clear_glass_sprite.png]]||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼♦|7:1}}||[[File:clear_crystal_glass.png]] [[File:cut_crystal_glass_sprite.png]]||rough [[rock crystal]] + [[pearlash]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the [[glassmaking]] [[labor]] designated, and, just like working [[metal]], it also requires [[fuel]] (either [[coke]] or [[charcoal]]) at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].  Like all gems, raw glass has no [[quality]] modifiers.  Note that cut rock crystals can't be used to make crystal glass objects.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  See [[glass]] and [[glass industry]] for more information.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
A gem is a [[Stone|mineral]] (or a mineral-like material) admired by a culture, often due to their beauty and durability (resistance to scratches), so that they have economic value in and of themselves.&lt;br /&gt;
                                                                                    &lt;br /&gt;
Most gems are made of the same basic minerals found in common rocks; but their atoms are arranged into ordered patterns, called '''crystals''', with drastic consequences to their appearance and material properties.  For example, the same mineral quartz that looks so unremarkable in [[quartzite]] may form the strikingly geometric, beautifully translucent [[Rock crystal|rock crystals]], if it has the space to grow up slowly – in a crack or cavity within [[granite|granite rock]], for example.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kwarcyt osadowy 1.jpg|Quartzite, an unremarkable stone.&lt;br /&gt;
File:QuartzVug.jpg|Rock crystal growing inside a rock cavity. These are made of the same basic stuff as quartzite, only better arranged.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each particular crystal has a stable angle between its faces, depending on the underlying atomic structure; quartz is hexagonal, while [[rock salt]] is cubic.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Close packing.svg|Hexagonal (left) and cubic (right) patterns of ordered mineral growth.&lt;br /&gt;
File:Rough rock crystals.JPG|Rough rock crystals (quartz).&lt;br /&gt;
File:Quartztaille.jpg|A large rock crystal, cut in an emerald-cut shape. Expert [[Gem cutter|gem cutters]] will work with the natural planes of the crystal's structure, making them shiny and reflective.&lt;br /&gt;
File:Salt crystals, Kuyalnik.JPG|Cubic [[rock salt]] crystals (click to embiggen).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A more drastic (and famous) example is carbon.  The organic content of sedimentary rocks like [[bituminous coal]] may be pressured and heated into honeycomb [[Layer|layers]], forming the [[metamorphic]] stone [[graphite]] (which we use in pencils, and dwarves use for long-lasting fires).  That very same carbon may be shaped, with more pressure and less heat (when, for example, stricken by a meteorite), into the nested cubes known as [[Diamond|diamonds]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Coal bituminous.jpg|[[Bituminous coal]], aka dead swamp stuff. Mostly carbon.&lt;br /&gt;
File:Diamond and graphite without structures.jpg|[[Diamond|Rough diamonds]] and [[graphite]], also carbon.&lt;br /&gt;
File:Graphit gitter.png|Internal structure of graphite; honeycomb patterns layered in sheets.&lt;br /&gt;
File:Diamond cubic animation.gif|Complex cubic internal structure of diamonds.&lt;br /&gt;
File:Brillanten.jpg|[[Gem cutting|Round brilliant cut]] diamonds.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some non-mineral materials that have been sometimes considered &amp;quot;gems&amp;quot; include organic products like [[amber]], [[coral]], and [[pearl]]; and rocks (bundles of multiple minerals) like [[jet]], [[green jade|jade]] and [[lapis lazuli]].  Of these, pearl only exists in DF as a placeholder, coral and amber in the most rudimentary of forms; but not as gemstones.  Jet counts as a [[stone|regular stone]] in DF, while jade (in various colors) and lapis lazuli are gemstones.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kadôl&lt;br /&gt;
| elvish  = eruwa&lt;br /&gt;
| goblin  = straza&lt;br /&gt;
| human   = ves&lt;br /&gt;
}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Gems|0}}&lt;br /&gt;
[[ru:Gem]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=295503</id>
		<title>Unusual volcanic wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=295503"/>
		<updated>2023-10-12T23:47:17Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Specify types of gems that appear. Add more details to the geodes. Add several more wikilinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
An '''unusual volcanic wall''' is a pillar-like formation consisting primarily of obsidian alongside various precious and rare [[gem]]s. These formations are commonly found in the [[magma sea]] and the deepest parts of the caverns, although some extending upwards into the sky for thousands of z-levels have been reported.&lt;br /&gt;
&lt;br /&gt;
Upon discovery, the player will get an announcement that they have discovered an &amp;quot;unusual volcanic wall studded with gems&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Digging into the pillar will reveal various pockets which will contain water, magma, fire that will extend outward when revealed, [[Divine metal|divine]] [[artifact]]s, and [[angel|other]] [[demon|fun things]]. Veins of [[adamantine]] can also be found deep inside the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|This can only end well!]]&lt;br /&gt;
&lt;br /&gt;
Upon becoming the Capital and meeting all of the monarch's room requirements, an announcement will prompt the player to acquire &amp;quot;seven symbols not of this world&amp;quot; as well as a &amp;quot;true throne&amp;quot; made from adamantine or any divine metal. The 'symbols' can be any object made out of divine metal or adamantine, and do not need to be of [[artifact]] quality. Once the symbols are assigned and the throne is constructed in the monarch's throne room, the fortress will be elevated from Capital to Mountainhome.&lt;br /&gt;
&lt;br /&gt;
Small 3x3 'geodes' of obsidian and similar valuable gems may also be found throughout the caverns. These geodes may have lava, water, or fire, or may be solid, but do not appear to have any of the other possible contents. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
&lt;br /&gt;
*Variously sized pools of water and magma&lt;br /&gt;
&lt;br /&gt;
*A pocket containing fire, prompting an announcement of ''We checked that stone for heat! What devilry is this?!'' The fire will expand outwards on the same z-level and (potentially) kill whichever unfortunate miner discovered it. As the announcement message implies, these pockets are not surrounded by warm stone.&lt;br /&gt;
&lt;br /&gt;
*A set of 1-3 artifacts made of a random [[divine metal]], prompting an announcement of ''Deep within this strange place, we've uncovered what must be a treasure of the gods!'' Note that it is possible for many of these artifacts to have no graphic. These items can be assigned to your monarch through the nobles and administrators menu, although depending on the usefulness of the item you may wish to allow your military to use it. Much of the armor will probably be the wrong [[Clothing#Size|Size]] for dwarves to wear.&lt;br /&gt;
&lt;br /&gt;
*A random [[demon]], prompting an announcement of ''Something evil is emerging from this newly exposed pocket!'' Demons often have some [[fun]] attacks such as fire or webs, and will most likely kill the unfortunate miner who discovered it.&lt;br /&gt;
&lt;br /&gt;
*A random [[angel]], prompting an announcement of ''We have unleashed the echo of a forgotten divine retribution!'' Angels will usually be equipped with a randomly generated set of divine metal armor and weapons, which, similar to the unique artifacts above, may be invisible. Unlike the unique artifacts, these can be melted down into bars at the smelter. It is advisable to only have a single smelter set to melt items at this point, so the extra 'fractions' accumulate into bars instead of being lost.&lt;br /&gt;
&lt;br /&gt;
*A pillar of [[raw adamantine]]. As in previous versions, it is hollow, and breaching it will likely lead to large amounts of [[fun]].&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Due to the danger of what lies within the pillar (even a single demon is capable of wiping out an entire fortress) care must be taken when exploring, but there will always be a risk. Isolating the pillar from the rest of your fortress with only a single entrance and keeping the military nearby would be wise.&lt;br /&gt;
&lt;br /&gt;
Collapsing a single layer of floor on top of the pillar with a [[cave-in]] will expose all pockets, and the resulting dust will potentially kill (or at least injure) any hostiles that pop out. The military can then be sent in to kill them, and that layer of pillar can then be safely mined out. On the other hand, this carries a risk of releasing several still-living, very angry demons at once, which may be far worse. However, if done a little at a time, you can stay reasonably safe, and your dwarves won't be set on fire with devilish magic, though the risk of this can be mitigated by pumping a bit of water into the area first or using some of the water deposits inside the wall itself.&lt;br /&gt;
&lt;br /&gt;
If you prefer a slower and saner method, you can designate the volcanic walls to be carved into Fortifications before you mine them. This will allow you to see through the wall and get a good look at what's on the other side of it, which may be nothing, but may be a demon that can't get out, which at the very least will give you ample time to prepare for the battle, get civilians to safety, pump water in to wash off deadly dust and put out fires, close any bridges, and summon the military. Be aware that when using this method, any dwarves working in the area are still exposed to danger from anything that can get through fortifications, like deadly spit, dust, fire, ranged attacks from Angels, and [[magma|fluids]]. When using this method, fluids can be deadly even if you only uncover a pocket of water, since flowing liquid can actually push enemies through fortifications{{Bug|5458}}, so be extremely careful when carving through warm or damp stone.&lt;br /&gt;
&lt;br /&gt;
If using DF Premium's graphical mode, [[glass]] [[floors]] are transparent and will graphically replace any floor they are constructed on, so if you want to really take a peek before you dig or carve anything, construct a [[glass]] [[block]] floor over the top of the wall to reveal what's beneath. Clear glass works best, as green glass will tint everything green, possibly obscuring necessary visuals, but green glass may work just fine. If you spot devilish fire with this method, remove the constructed floor and [[channel]] in from above, as the fire can only spread outward and not upward. Channeling without checking carefully first carries a risk, though -- enemies can still climb or fly out, and if you're already near a pocket of [[adamantine]], you could risk [[hidden fun stuff|digging too deep]].&lt;br /&gt;
&lt;br /&gt;
Angels will attack demons on sight (and vice versa), so if you're truly desperate (or looking for fun) you can try to set them on one another and wait to pick off the survivors of the ensuing fight. &lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Performer&amp;diff=295471</id>
		<title>Performer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Performer&amp;diff=295471"/>
		<updated>2023-10-08T05:12:35Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Remove an incorrect &amp;quot;Redirects here&amp;quot; notice - &amp;quot;Music&amp;quot; didn't redirect to this page beforehand, and is now a disambiguation page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''&amp;quot;Performance&amp;quot; redirects here. For tips on optimizing the game's performance, see [[Maximizing framerate]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Performer''' is an [[occupation]]. Performers will perform for idle [[visitor]]s at your fort's [[tavern]]s and [[temple]]s, through such media as stories, dance, poetry, and music. You may assign any number of your fortress's [[dwarves]] to serve as performers at the tavern and temple locations, and performers from other [[civilization]]s will regularly visit your fort's taverns to entertain taverngoers or [[petition]] for long-term residency.&lt;br /&gt;
&lt;br /&gt;
Performers serve little practical purpose, as they mostly just duplicate the behavior of other taverngoers, and tavern keeper if assigned to a tavern. However, a skilled performer can significantly boost the mood of any dwarves who observe their work. Performers can take apprentices and pass on their skills to them.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The performance skills are:&lt;br /&gt;
{{Skill Box|Performer|5:0|5:0|&lt;br /&gt;
* [[Keyboardist]]&lt;br /&gt;
* [[Musician]]&lt;br /&gt;
* [[Percussionist]]&lt;br /&gt;
* [[Singer]]&lt;br /&gt;
* [[Stringed instrumentalist]]&lt;br /&gt;
* [[Wind instrumentalist]]&lt;br /&gt;
* [[Poet]]&lt;br /&gt;
* [[Dancer]]&lt;br /&gt;
* [[Speaker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Types of Performances==&lt;br /&gt;
===Music===&lt;br /&gt;
There are four instrument skills: [[Keyboardist]], [[Percussionist]], [[Stringed instrumentalist]], [[Wind instrumentalist]], and also one general skill, [[Musician]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/early_musical_forms.html Early examples of musical forms].&lt;br /&gt;
&lt;br /&gt;
===Poetry===&lt;br /&gt;
There is a [[poet]] skill.&lt;br /&gt;
Toady commenting on poetic forms:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Poetic, musical and dance forms will be generated by culture. There will be both knowledge and skill-based components to this -- so you can't compose a poem of a variety you aren't familiar with, no matter how good you are, but once you learn the rules, the quality will depend on your skills/atts. It'll start with the poet's general skill, and they'll also develop specific skill with the form...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/early_poetic_forms.html Early examples of poetic forms].&lt;br /&gt;
&lt;br /&gt;
===Dance===&lt;br /&gt;
There is a [[dancer]] skill. Dancing is initiated by musicians playing music. While one would assume a larger dance floor would increase the chances of dancing, it does the opposite.{{verify}} This is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
Toady commenting on dancing:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Every dance is associated to a musical form, and the dances respect the rhythm, tempo and some other elements of the music. I didn't reproduce the rhythm patterns below, but it tries to make elements like the number of steps in a basic movement align with the rhythm and so forth. All of the forms below were generated for humanoid forms, but I'm working toward some support for varied creature bodies -- so you'll see stuff below like &amp;quot;left leg&amp;quot; even though that text doesn't appear in the dwarf raws, and you also won't see useful words like &amp;quot;hips&amp;quot; -- it's a work in progress, but it won't necessarily need to progress on that score before the release. There also aren't certain fundamentals like costumes, and I don't expect to get them in for this time. There will be some further restrictions based on entity character that aren't in yet.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/early_dance_forms.html Early examples of dance forms].&lt;br /&gt;
&lt;br /&gt;
==Performance Troupes==&lt;br /&gt;
Occasionally, your fortress may be visited by a ''performance troupe'', which is a collection of performers all working together. The troupe possesses a randomly generated name and often comes in groups of over five individuals, but are otherwise identical to typical performers in functionality.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
Note that some performers may/will be [[agent]]s of some sort. Before accepting a [[petition]] from one to permanently join your fortress population, check their [[skill]]s - if their &amp;quot;performing skills&amp;quot; are absent or sketchy, and especially if they're noticeably lower than certain other [[DF2014:Skill#Professions|miscellaneous social skills]] such as [[schemer]] or [[persuader]], it may not be worth the risk.  More immediate [[unfortunate accident|solutions]] are, of course, up to you.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Performance troupes are often completely nude.{{Bug|9234}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
[[ru:Performer]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Music&amp;diff=295470</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Music&amp;diff=295470"/>
		<updated>2023-10-08T05:10:29Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: Change from a redirect to Instrumentalist to a general disambiguation page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
&lt;br /&gt;
'''Music''' may refer to... &lt;br /&gt;
&lt;br /&gt;
* ...[[Audio]] in general&lt;br /&gt;
* ...The game's [[Soundtrack]]&lt;br /&gt;
* ...The various [[Performer]] skills, or the performances played using them&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=295469</id>
		<title>Dwarf Fortress webcomics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=295469"/>
		<updated>2023-10-08T04:45:05Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* I'm Not Mad */ De-link three comics, as they now redirect to a scam site with porn ads.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:''Dwarf Fortress'' webcomics}}&lt;br /&gt;
''Dwarf Fortress'', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail-minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized ''Dwarf Fortress'', sometimes as individual episodes in their ongoing webstrips, sometimes as brand-new webcomics devoted entirely to ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A ''Dwarf Fortress'' comic]]&lt;br /&gt;
&lt;br /&gt;
==Graphic sagas==&lt;br /&gt;
&lt;br /&gt;
===The Littlest Cheesemaker===&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=136384.0 The Littlest Cheesemaker] is an illustrated interactive story chronicling the adventures of Mistêm &amp;quot;Wheeldream&amp;quot; Kolnåzom (Misty) on her quest to become a legendary [[cheesemaker]]. &lt;br /&gt;
&lt;br /&gt;
===Losing Is Fun===&lt;br /&gt;
[https://losingisfun.org/ Losing Is Fun] ([https://web.archive.org/web/20191102233928/http://losingisfun.com/ old archive]) is an interactive webcomic about a [[kobold]] on a quest to steal an [[artifact]] dagger from a dwarf fortress. [http://www.bay12forums.com/smf/index.php?topic=164165.0 First forum thread] [http://www.bay12forums.com/smf/index.php?topic=178723.0 Second forum thread] (Currently Ongoing)&lt;br /&gt;
&lt;br /&gt;
===Bronzemurder===&lt;br /&gt;
[[Bronzemurder]] is an epic illustrated saga by [http://timdenee.com/bronzemurder/ Tim Denee], concerning a [[forgotten beast]].&lt;br /&gt;
&lt;br /&gt;
===Oilfurnace===&lt;br /&gt;
[http://www.timdenee.com/oilfurnace/ Oilfurnace] is another ''Dwarf Fortress'' illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first ''Dwarf Fortress'' comic in print. (Warning: contains minor spoilers)&lt;br /&gt;
&lt;br /&gt;
===Adventures of Likot Udendeb===&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=109582.0 Adventures of Likot Udendeb] is an illustrated, interactive saga originating from Russian ''Dwarf Fortress''-centered imageboard [http://chuck.dfwk.ru/ DFach]. The story is written and illustrated by several anonymous contributors based on suggestions of the imageboard's users. Starting  as a story of one completely ordinary dwarf and his cruel fate of being the hero, it eventually evolved into an epic saga with multiple arcs, various characters and global setting that's loosely based on ''Dwarf Fortress'' game mechanics rich with DF-related memes and influence of general Russian imageboard culture. Permanently in indefinite state of being written/frozen and is being translated (badly) from Russian with a certain lag. Admired for its flexible storyline and several [http://www.youtube.com/channel/UC6Crmf54js5ZEyGlKtEbggg/feed animated episodes].&lt;br /&gt;
&lt;br /&gt;
===Matul Remrit (Bravemule) ===&lt;br /&gt;
[http://www.bravemule.com/matulremrit Matul Remrit] is a tale of a band of dregs who struggle to build their new home amidst strife, internal politics, and a scourge of elf attacks.&lt;br /&gt;
&lt;br /&gt;
===Thabostobok===&lt;br /&gt;
[https://www.dream-gears.com/sites/comicwolf.com/index.php?app=comics&amp;amp;app=comics&amp;amp;action=listview&amp;amp;catid=1 Thabostobok] A fully illustrated comic based on a DF game session.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ongoing ''Dwarf Fortress'' webcomics==&lt;br /&gt;
Ongoing webcomics primarily about ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
===Bridgedflickered=== &lt;br /&gt;
[https://tapas.io/series/Bridgedflickered/info/ Bridgedflickered] is a yonkoma-style strip by Lee Keegan, chronicling a playthrough of ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
===Revenge of the FUN===&lt;br /&gt;
[http://rotf.thecomicseries.com/ Revenge of the FUN] is a comic series about dwarves striking the earth, and the [[fun|FUN]] striking back, in all outrageous fashions.&lt;br /&gt;
&lt;br /&gt;
===The Chronicles of Boatmurdered===&lt;br /&gt;
'''THE LINK IS BROKEN.'''&lt;br /&gt;
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous [[succession game]] [[Boatmurdered]], with art by Deon. The webcomic began in November 2009 and stopped unfinished in May 2010.&lt;br /&gt;
&lt;br /&gt;
===''Dwarf Fortress'': Histories of...*===&lt;br /&gt;
[http://dfstory.thecomicseries.com/comics/1/ ''Dwarf Fortress'': Histories of...*] is a DF chronicle with art and story by Elthar. The webcomic began in July 2010 and died after six pages.&lt;br /&gt;
&lt;br /&gt;
===Effigies===&lt;br /&gt;
'''THE LINK IS BROKEN.'''&lt;br /&gt;
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on ''Dwarf Fortress'' [[Adventure mode]]. The comic began in November 2009 and was ongoing, updating on a rough weekly schedule. It currently lays dormant.&lt;br /&gt;
&lt;br /&gt;
===KittyProblem===&lt;br /&gt;
https://archive.org/details/smackjeeves-85447 An archived short comic created by two brothers about the dangers of [[catsplosion]]. Story began on 2nd September 2010.&lt;br /&gt;
&lt;br /&gt;
===Ask Amxu===&lt;br /&gt;
&amp;lt;i&amp;gt;Oi, My name is [http://askamxu.tumblr.com/ Amxu Osmösprosusm]. I'm a [[goblin]] and I work as a [[snatcher|compulsory freelance social worker]] for the dwarves in my region. I'm always happy to answer questions for the curious.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lord of the Dwarfs===&lt;br /&gt;
'''THE LINK IS BROKEN.'''&lt;br /&gt;
[http://www.dawnsomewhere.com/lotd/ Lord of the Dwarfs] is a webcomic produced by Dawn Somewhere about a group of dwarves attempting to find their way back to their fortress after an unusual encounter with HFS&lt;br /&gt;
&lt;br /&gt;
==One-off ''Dwarf Fortress'' webcomics==&lt;br /&gt;
Ongoing webcomics that are not primarily about ''Dwarf Fortress'', but which have a few ''Dwarf Fortress'' episodes. The relevant strips are linked to here:&lt;br /&gt;
===The Chapel===&lt;br /&gt;
Has a few ''Dwarf Fortress'' comics, more popular in the Paradox community&lt;br /&gt;
[https://chapelcomic.com/]&lt;br /&gt;
&lt;br /&gt;
===Irritability===&lt;br /&gt;
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about ''Dwarf Fortress'', mainly the [[goblin]] menace.&lt;br /&gt;
&lt;br /&gt;
===Nerfnow===&lt;br /&gt;
A manga-influenced webcomic by Josué Pereira. Included a brief ''Dwarf Fortress'' arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]&lt;br /&gt;
&lt;br /&gt;
===twistedspeedo===&lt;br /&gt;
Created this comic about the game's motto, &amp;quot;losing is fun&amp;quot; : http://twistedspeedo.com/?p=478&lt;br /&gt;
&lt;br /&gt;
===Three Panel Soul===&lt;br /&gt;
[[File:Dorf.jpg|thumb|right|3PS Dorf T-shirt]]&lt;br /&gt;
&lt;br /&gt;
This sequel comic to MacHall gives us five ''Dwarf Fortress'' strips, [http://www.threepanelsoul.com/comic/on-dwarven-fortresses On Dwarven Fortresses], [http://www.threepanelsoul.com/comic/on-trade-goods On Trade Goods], [http://www.threepanelsoul.com/comic/on-mixed-economies On Mixed Economies], and [http://www.threepanelsoul.com/comic/on-learning-curve On Learning Curve]. [http://www.threepanelsoul.com/comic/bug-fix Illustrated DF patch notes]. The first three comics deal with typical ''Dwarf Fortress'' [[fun]], such as [[catsplosion]], stereotypical dwarven literal-mindedness, and the [[Dwarven economy]].  The fourth concerns a new player's introduction to the game.&lt;br /&gt;
&lt;br /&gt;
The ''Dwarf Fortress'' comics were so popular, they spawned a related t-shirt (see picture on right).&lt;br /&gt;
&lt;br /&gt;
===[ENGRAVERY:MISGUIDED]===&lt;br /&gt;
A series of one-off, irregularly updated panel-style comics using altered ASCII graphics.&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-noble-mandates.html Noble Mandates]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-selecting-site.html Selecting a Site]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-artifact-rope.html Artifact Rope]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-send-in-clowns.html Send in the Clowns]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-creepy-forest.html Creepy Forest]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/04/engraverymisguided-noble-rain.html Noble Rain]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-and-dwarf-road-song.html Interrupted by Peacock] &amp;amp; Dwarf Road Song&lt;br /&gt;
&lt;br /&gt;
==Individual webcomics==&lt;br /&gt;
Webcomics done by an individual who does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!&lt;br /&gt;
&lt;br /&gt;
===cdawg===&lt;br /&gt;
Created a brief comic episode about [[fell mood]]s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]&lt;br /&gt;
&lt;br /&gt;
===Lord Licorice===&lt;br /&gt;
Creates comics based around the ''Dwarf Fortress'' [[List of mods#Kobold Camp|mod Kobold camp]], mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].&lt;br /&gt;
&lt;br /&gt;
===skullamity===&lt;br /&gt;
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [https://66.media.tumblr.com/tumblr_m5l37uT1Be1r8swg2o1_500.jpg Miner Cancels Drink]. Skullamity is also the artist behind STRIKE THE EARTH! which was previously listed under [[#Defeated_Webcomics|Defeated Webcomics]] in 2014, but was finally completed and made available for reading in January 2023. [https://skullamity.substack.com/p/strike-the-earth-part-1 STRIKE THE EARTH!] by skullamity originally began posting in November 2009. This comic tells the immediately tragic downfall of the fortress Sunderclasp. The Dwarves hit the usual stumbling blocks of being in a [[sinister]] terrain, including facing [[undead]] wildlife. It was declared dead in 2014 and went offline when its original comic host shut down, but the author went into a fey mood in November 2022 and was inspired to fix up existing pages and finish the short comic project. &lt;br /&gt;
&lt;br /&gt;
===Valcan===&lt;br /&gt;
Created this comic about the [[Bronze colossus]]: [http://i39.tinypic.com/258xf2w.jpg 1].&lt;br /&gt;
[link broken]&lt;br /&gt;
&lt;br /&gt;
===Unknown Creator===&lt;br /&gt;
An awesome comic about [[fun]]: [http://i.imgur.com/mHXiz.png 1].&lt;br /&gt;
&lt;br /&gt;
A comic about [[Elf]] diplomacy: [http://i.imgur.com/I2Stz.jpg 2].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Some comics&amp;quot;&amp;gt;&lt;br /&gt;
File:1235703760028.png|First time DF player.&lt;br /&gt;
File:Comic df3.png|DF has many types of players.&lt;br /&gt;
File:Comic df4.gif&lt;br /&gt;
File:Comic df5.png&lt;br /&gt;
File:Dwarf-Fortress Poster.jpg&lt;br /&gt;
File:FunComic.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defeated Webcomics==&lt;br /&gt;
&lt;br /&gt;
These are links to comics that once were, but now are not. They are lost in the great wasteland of The Barren 404 Desert.&lt;br /&gt;
&lt;br /&gt;
===PixelPainted===&lt;br /&gt;
[http://www.dfa.webatu.com/?page=111001 PixelPainted A ''Dwarf Fortress'' Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.&lt;br /&gt;
&lt;br /&gt;
'''Dead:''' December 2014&lt;br /&gt;
&lt;br /&gt;
===I'm Not Mad===&lt;br /&gt;
A 3D model comic with three ''Dwarf Fortress'' strips, ''Dwarf Fortress'': Overachiever,''Dwarf Fortress'': Work Music, and ''Dwarf Fortress'': Suspicion. The first comic deals with [[Hidden Fun Stuff]], while the second deals with [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
'''Dead:''' July/August 2015&lt;br /&gt;
&lt;br /&gt;
===Dwarven Trail===&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=36953.0 Dwarven Trail: A ''Dwarf Fortress'' Comic] was a sprite comic by Matthew (Opirian) Tracy. It used RPG Maker VX for the graphics, which mimicked some of the popular [[Graphics set repository|''Dwarf Fortress'' graphic sets]]. It followed the journey to and establishment of a new fortress. [[Urist]] was a recurring character. The comic was hosted on a couple different sites at times, but they seem to no longer be available or safe; the forum post appears to provide all the pages, albeit with hosting watermarks. The Wayback Machine on the Internet Archive seems to only include [https://web.archive.org/web/20110506035108/http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=single&amp;amp;ID=154017 page 9].&lt;br /&gt;
&lt;br /&gt;
==Related pages==&lt;br /&gt;
&lt;br /&gt;
* [[List of Dwarf Fortress references|List of ''Dwarf Fortress'' references]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
[[Category:Community|webcomics]]&lt;br /&gt;
{{unversioned}}&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=295454</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=295454"/>
		<updated>2023-10-07T18:13:19Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: More typofixing and grammatical cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zone types, you can change from Paint to Multi mode, in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this, first create the relevant zone, then click the Add Location button (+) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
== Zone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Meeting area ===&lt;br /&gt;
'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
=== Office ===&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].[[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[Room value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.&lt;br /&gt;
&lt;br /&gt;
=== Bedroom ===&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, sceptors]] etc. A dwarf with no cabinet or with low orderliness [[personality trait]] will scatter their old clothing everywhere.&lt;br /&gt;
&lt;br /&gt;
=== Dormitory ===&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a Bedroom assigned to them will sleep. However, sleeping in dormitory will generate a negative thought(embarrassed after sleeping without a proper room). &lt;br /&gt;
&lt;br /&gt;
=== Dining hall ===&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
A Barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.&lt;br /&gt;
&lt;br /&gt;
=== Pen/Pasture ===&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
=== Archery range ===&lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
An archery range is used by [[marksdwarves]](or [[Bow|bowdwarves]] and [[blowgun|blowgunners]]by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The markdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of easy to set up and much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.&lt;br /&gt;
&lt;br /&gt;
=== Pit/Pond ===&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
=== Garbage Dump ===&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
=== Water source ===&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
=== Animal Training ===&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
A dungeon is a room designed for [[justice|dwarven justice]]; and in each room there must be 1 [[cage]] (must be metal) or a [[Restraint|rope/chain]]. Once the prisoner is selected to be imprisoned via the justice screen. the [[fortress guard]]/[[sheriff]] will chain or lock the creature in the selected chain or cage. The prisoner will continuously generate a bad thought while being imprisoned. so with some micromanagement, you can save the poor innocent [[cheese maker]] who violated the [[mayor]]'s ban on export, from being overly stressed out, by deconstructing the chain as soon as they were chained up. A chain is recommended over a cage, as the chained up creature can still have access to the 8 tiles adjacent to the chain, granting them access to bed, food stockpile, chair and table, as well as allowing the prisoner to admire the chain if they were made from valuable metal like [[gold]] and [[platinum]]. While a caged prisoner is fully dependent on idle dwarves to deliver them food and drink (and only water instead of alcohol are delivered!). So they are more likely to starve to death than chained prisoner(Provided you designate a food&amp;amp;drink stockpile within that can be reached by the chained prisoner). Plus, sleeping on a cage floor is, as expected, [[Stress|not very pleasant]].&lt;br /&gt;
&lt;br /&gt;
=== Tomb ===&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
A tomb is designated to a specific dwarf, or a pet's corpse to be buried or memorialized in order to prevent the appearance of [[ghosts]]. A tomb zone can only accommodate one dwarf. The primary function of tombs is to keep nobles happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the quality they will require. In some circumstances a noble will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Also, a noble that demands a tomb also generates a bad thought at the end of every year if the tomb is yet to be built for them, or did not reach their [[Room value|desired rank]] Nobles may also store certain favored objects in their tombs. It is unclear on how the game considers a dwarf to be properly buried in a tomb if they have multiple lost body parts like tooth.&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
=== Gather Fruit ===&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
=== Sand collection ===&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Quality and value ==&lt;br /&gt;
&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms - a communal [[dining room]] and [[dormitory]] are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.&lt;br /&gt;
[[Nobles]], on the other hand, require rooms of a particular minimum quality that contain certain [[furniture]].  Not meeting these demands will cause [[Emotion|stressful thoughts]], and may prevent them from functioning at their full capacity. &lt;br /&gt;
The thoughts generated by more impressive zones will have a stronger stress–relieving value than the thoughts generated by plain or unimpressive zones.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10000&lt;br /&gt;
|}&lt;br /&gt;
Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought &amp;quot;... dined in a legendary dining room ...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (* See forum thread{{cite forum|124938.msg4169446#msg4169446}} for full discussion)&lt;br /&gt;
&lt;br /&gt;
=== What counts towards room value ===&lt;br /&gt;
&lt;br /&gt;
Room value can be loosely split in to 3 categories, furniture (everything that is a placeable object goes here, including doors), walls and floors&lt;br /&gt;
&lt;br /&gt;
A rooms furniture value is done by just counting every item of furniture in the room an adding all their values up. Due to the quality value nerf, these are now less workable as ways to pump up room value.&lt;br /&gt;
&lt;br /&gt;
Wall/floor values are also calculated by adding all the individual tiles of wall/floor but first we have to calculate the individual values&lt;br /&gt;
&lt;br /&gt;
=== Value calculation ===&lt;br /&gt;
The formula for calculating this value has changed significantly from prior versions of Dwarf Fortress. Thanks to research by TBTerra{{cite reddit|zzqlfu}}, the new formula has been discovered (and included here with only minor edits).&lt;br /&gt;
&lt;br /&gt;
;material value&lt;br /&gt;
:The value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' Natural spaces like sky, water, or magma are 1, wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60&lt;br /&gt;
;pre v50 quality multiplier&lt;br /&gt;
:It is still used in some places.&lt;br /&gt;
;current quality multiplier&lt;br /&gt;
:It is used for items.&lt;br /&gt;
;quality bonus&lt;br /&gt;
:As well as the multiplier items now get a flat bonus added based on quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Quality multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality bonus&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Pre v50&lt;br /&gt;
! Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -well crafted-&lt;br /&gt;
| 2&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +finely crafted+&lt;br /&gt;
| 3&lt;br /&gt;
| 1.2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | *superior*&lt;br /&gt;
| 4&lt;br /&gt;
| 4/3 ≈ 1.3&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ≡exceptional≡&lt;br /&gt;
| 5&lt;br /&gt;
| 1.5&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ☼masterful☼&lt;br /&gt;
| 12&lt;br /&gt;
| 2.0&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Artifact&lt;br /&gt;
| 120&lt;br /&gt;
| 20.0&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Values of floor tiles ===&lt;br /&gt;
&lt;br /&gt;
The value of an individual floor tile depends on if its the original cave floor, a smoothed cave floor, or a placed floor, with placed floors being higher valued&lt;br /&gt;
&lt;br /&gt;
;raw cave floor&lt;br /&gt;
:1 × material value&lt;br /&gt;
;Smooth cave floor&lt;br /&gt;
:4 × material value&lt;br /&gt;
;placed cave floor&lt;br /&gt;
:7 × material value&lt;br /&gt;
&lt;br /&gt;
Additionally if the floor is engraved you add an extra 10 × material value × old quality multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Values of wall tiles ===&lt;br /&gt;
&lt;br /&gt;
Again value depends on whether its original stone, smoothed stone, or placed wall (boulders/bars or blocks does not mater to value).&lt;br /&gt;
&lt;br /&gt;
;original wall&lt;br /&gt;
:1 × material value&lt;br /&gt;
;smoothed wall&lt;br /&gt;
:5 × material value&lt;br /&gt;
;placed wall&lt;br /&gt;
:9 × material value&lt;br /&gt;
&lt;br /&gt;
Engraving with walls is slightly complex. in order for an engraved wall to add its engraving to the room value, the room must contain, both the wall itself, and also the location the engraver was standing when it was engraved, this gives wall engravings a sort of directionality leading to people double walling so engravings can face into a room from both sides.&lt;br /&gt;
&lt;br /&gt;
The value of a wall engraving is 10 × old quality multiplier × material value of the most common building material used in the room’s walls and floors.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Rooms ===&lt;br /&gt;
&lt;br /&gt;
When you overlap room designations such that they share floor tiles, they receive a massive overlap penalty, said penalty used to be 75%{{cite forum|124938.msg4169769#msg4169769}}, but it appears to have been changed to something more like 99%. There is no difference in value between a piece of furniture shared by two rooms, or by forty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.&lt;br /&gt;
&lt;br /&gt;
=== Non-contiguous rooms ===&lt;br /&gt;
&lt;br /&gt;
In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone&lt;br /&gt;
&lt;br /&gt;
=== Building optimally (assuming you don't have infinite resources) ===&lt;br /&gt;
&lt;br /&gt;
If you are limited on your high value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats:&lt;br /&gt;
&lt;br /&gt;
# Use your high value materials on floor tiles, not furniture. A decently engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.&lt;br /&gt;
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.&lt;br /&gt;
# If you’re ok with it looking a bit odd, use as many different low value materials (basic stones or woods) to make the rest of the floor/walls, such that your most common material type is the high value one, which is then used for all your wall engravings. Note: if the room is 4×5 or larger, just using high value floor tiles will mean they will be the most common material regardless of the walls.&lt;br /&gt;
# Engravings are tedious to redo (For a natural floor, you will need to carve tracks and smooth over before re-engraving. For constructed floors, you will need to build a wall, then carve fortifications, remove the fortification and replace the floor). To minimize the extra work of redoing engravings, leave your highest value tiles to be done by your most experienced engraver so they will have a high quality on the first try.&lt;br /&gt;
&lt;br /&gt;
=== Breaking room value ===&lt;br /&gt;
&lt;br /&gt;
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with a 1 tile gap on either side (if your engravers are really good this might only need to be 2–3 long).&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.&lt;br /&gt;
# For every room add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confusing.&lt;br /&gt;
&lt;br /&gt;
You can also assign arbitrary stretches of space on the same z level, such as sky, magma, or water, as part of the zone to increase value. Because the standard 4×4 embark contains 192×192=36864 tiles, each with a value of one, designating one entire z level of sky would instantly create a royal quality zone.&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=295453</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=295453"/>
		<updated>2023-10-07T18:05:29Z</updated>

		<summary type="html">&lt;p&gt;DuskTheUmbreon: /* Overlapping Rooms */ Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zone types, you can change from Paint to Multi mode, in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this, first create the relevant zone, then click the Add Location button (+) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
== Zone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Meeting area ===&lt;br /&gt;
'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
=== Office ===&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].[[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[Room value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.&lt;br /&gt;
&lt;br /&gt;
=== Bedroom ===&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, sceptors]] etc. A dwarf with no cabinet or with low orderliness [[personality trait]] will scatter their old clothing everywhere.&lt;br /&gt;
&lt;br /&gt;
=== Dormitory ===&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a Bedroom assigned to them will sleep. However, sleeping in dormitory will generate a negative thought(embarrassed after sleeping without a proper room). &lt;br /&gt;
&lt;br /&gt;
=== Dining hall ===&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
A Barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.&lt;br /&gt;
&lt;br /&gt;
=== Pen/Pasture ===&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
=== Archery range ===&lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
An archery range is used by [[marksdwarves]](or [[Bow|bowdwarves]] and [[blowgun|blowgunners]]by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The markdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of easy to set up and much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.&lt;br /&gt;
&lt;br /&gt;
=== Pit/Pond ===&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
=== Garbage Dump ===&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
=== Water source ===&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
=== Animal Training ===&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
A dungeon is a room designed for [[justice|dwarven justice]]; and in each room there must be 1 [[cage]] (must be metal) or a [[Restraint|rope/chain]]. Once the prisoner is selected to be imprisoned via the justice screen. the [[fortress guard]]/[[sheriff]] will chain or lock the creature in the selected chain or cage. The prisoner will continuously generate a bad thought while being imprisoned. so with some micromanagement, you can save the poor innocent [[cheese maker]] who violated the [[mayor]]'s ban on export, from being overly stressed out, by deconstructing the chain as soon as they were chained up. A chain is recommended over a cage, as the chained up creature can still have access to the 8 tiles adjacent to the chain, granting them access to bed, food stockpile, chair and table, as well as allowing the prisoner to admire the chain if they were made from valuable metal like [[gold]] and [[platinum]]. While a caged prisoner is fully dependent on idle dwarves to deliver them food and drink (and only water instead of alcohol are delivered!). So they are more likely to starve to death than chained prisoner(Provided you designate a food&amp;amp;drink stockpile within that can be reached by the chained prisoner). Plus, sleeping on a cage floor is, as expected, [[Stress|not very pleasant]].&lt;br /&gt;
&lt;br /&gt;
=== Tomb ===&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
A tomb is designated to a specific dwarf, or a pet's corpse to be buried or memorialized in order to prevent the appearance of [[ghosts]]. A tomb zone can only accommodate one dwarf. The primary function of tombs is to keep nobles happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the quality they will require. In some circumstances a noble will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Also, a noble that demands a tomb also generates a bad thought at the end of every year if the tomb is yet to be built for them, or did not reach their [[Room value|desired rank]] Nobles may also store certain favored objects in their tombs. It is unclear on how the game considers a dwarf to be properly buried in a tomb if they have multiple lost body parts like tooth.&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
=== Gather Fruit ===&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
=== Sand collection ===&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Quality and value ==&lt;br /&gt;
&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms - a communal [[dining room]] and [[dormitory]] are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.&lt;br /&gt;
[[Nobles]], on the other hand, require rooms of a particular minimum quality that contain certain [[furniture]].  Not meeting these demands will cause [[Emotion|stressful thoughts]], and may prevent them from functioning at their full capacity. &lt;br /&gt;
The thoughts generated by more impressive zones will have a stronger stress–relieving value than the thoughts generated by plain or unimpressive zones.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10000&lt;br /&gt;
|}&lt;br /&gt;
Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought &amp;quot;... dined in a legendary dining room ...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (* See forum thread{{cite forum|124938.msg4169446#msg4169446}} for full discussion)&lt;br /&gt;
&lt;br /&gt;
=== What counts towards room value ===&lt;br /&gt;
&lt;br /&gt;
Room value can be loosely split in to 3 categories, furniture (everything that is a placeable object goes here, including doors), walls and floors&lt;br /&gt;
&lt;br /&gt;
A rooms furniture value is done by just counting every item of furniture in the room an adding all their values up. Due to the quality value nerf, these are now less workable as ways to pump up room value.&lt;br /&gt;
&lt;br /&gt;
Wall/floor values are also calculated by adding all the individual tiles of wall/floor but first we have to calculate the individual values&lt;br /&gt;
&lt;br /&gt;
=== Value calculation ===&lt;br /&gt;
The formula for calculating this value has changed significantly from prior versions of Dwarf Fortress. Thanks to research by TBTerra{{cite reddit|zzqlfu}}, the new formula has been discovered (and included here with only minor edits).&lt;br /&gt;
&lt;br /&gt;
;material value&lt;br /&gt;
:The value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' Natural spaces like sky, water, or magma are 1, wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60&lt;br /&gt;
;pre v50 quality multiplier&lt;br /&gt;
:It is still used in some places.&lt;br /&gt;
;current quality multiplier&lt;br /&gt;
:It is used for items.&lt;br /&gt;
;quality bonus&lt;br /&gt;
:As well as the multiplier items now get a flat bonus added based on quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Quality multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality bonus&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Pre v50&lt;br /&gt;
! Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -well crafted-&lt;br /&gt;
| 2&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +finely crafted+&lt;br /&gt;
| 3&lt;br /&gt;
| 1.2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | *superior*&lt;br /&gt;
| 4&lt;br /&gt;
| 4/3 ≈ 1.3&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ≡exceptional≡&lt;br /&gt;
| 5&lt;br /&gt;
| 1.5&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ☼masterful☼&lt;br /&gt;
| 12&lt;br /&gt;
| 2.0&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Artifact&lt;br /&gt;
| 120&lt;br /&gt;
| 20.0&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Values of floor tiles ===&lt;br /&gt;
&lt;br /&gt;
The value of an individual floor tile depends on if its the original cave floor, a smoothed cave floor, or a placed floor, with placed floors being higher valued&lt;br /&gt;
&lt;br /&gt;
;raw cave floor&lt;br /&gt;
:1 × material value&lt;br /&gt;
;Smooth cave floor&lt;br /&gt;
:4 × material value&lt;br /&gt;
;placed cave floor&lt;br /&gt;
:7 × material value&lt;br /&gt;
&lt;br /&gt;
Additionally if the floor is engraved you add an extra 10 × material value × old quality multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Values of wall tiles ===&lt;br /&gt;
&lt;br /&gt;
Again value depends on whether its original stone, smoothed stone, or placed wall (boulders/bars or blocks does not mater to value).&lt;br /&gt;
&lt;br /&gt;
;original wall&lt;br /&gt;
:1 × material value&lt;br /&gt;
;smoothed wall&lt;br /&gt;
:5 × material value&lt;br /&gt;
;placed wall&lt;br /&gt;
:9 × material value&lt;br /&gt;
&lt;br /&gt;
Engraving with walls is slightly complex. in order for an engraved wall to add its engraving to the room value, the room must contain, both the wall itself, and also the location the engraver was standing when it was engraved, this gives wall engravings a sort of directionality leading to people double walling so engravings can face into a room from both sides.&lt;br /&gt;
&lt;br /&gt;
The value of a wall engraving is 10 × old quality multiplier × material value of the most common building material used in the room’s walls and floors.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Rooms ===&lt;br /&gt;
&lt;br /&gt;
When you overlap room designations such that they share floor tiles, they receive a massive overlap penalty, said penalty used to be 75%{{cite forum|124938.msg4169769#msg4169769}}, but it appears to have been changed to something more like 99%. There is no difference in value between a piece of furniture shared by two rooms, or by forty. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.&lt;br /&gt;
&lt;br /&gt;
=== Non-contiguous rooms ===&lt;br /&gt;
&lt;br /&gt;
In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone&lt;br /&gt;
&lt;br /&gt;
=== Building optimally (assuming you don't have infinite resources) ===&lt;br /&gt;
&lt;br /&gt;
If you are limited on your high value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats&lt;br /&gt;
&lt;br /&gt;
# Use your high value materials on floor tiles not furniture. A decently engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.&lt;br /&gt;
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.&lt;br /&gt;
# If you’re ok with it looking a bit odd, use as many different low value materials (basic stones or woods) to make the rest of the floor/walls, such that your most common material type is the high value one, which is then used for all your wall engravings. Note: if the room is 4×5 or larger, just using high value floor tiles will mean they will be the most common material regardless of the walls.&lt;br /&gt;
# Engravings are tedious to redo (For a natural floor, you will need to carve tracks and smooth over before re-engraving. For constructed floors, you will need to build a wall, then carve fortifications, remove the fortification and replace the floor). To minimize the extra work of redoing engravings, leave your highest value tiles to be done by your most experienced engraver so they will have a high quality on the first try.&lt;br /&gt;
&lt;br /&gt;
=== Breaking room value ===&lt;br /&gt;
&lt;br /&gt;
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources.&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2–3 long).&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.&lt;br /&gt;
# For every room add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused.&lt;br /&gt;
&lt;br /&gt;
You can also assign arbitrary stretches of space on the same z level, such as sky, magma, or water, as part of the zone to increase value. Because the standard 4×4 embark contains 192×192=36864 tiles, each with a value of one, designating one entire z level of sky would instantly create a royale quality zone.&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>DuskTheUmbreon</name></author>
	</entry>
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